- .include "asm86.h"
- .include "ti86asm.inc"
- .include "ti86abs.inc"
- .org _asm_exec_ram
- nop
- jp Start
- .dw $0000
- .dw Title
-Title: .db "Nemesis v0.01 by Shiar",0
-Start: call _runindicoff
+;----------------------------------------------------------------------------
+;---------------------- NEMESIS ---------------------------------------------
+;----------------------------------------------------------------------------
+
+; Title : Nemesis
+; Version : 0.96
+; Release Date : 30.X.99
+; Filename : nemesis.86p (5kb)
+; Author(s) : Shiar
+; Email Address : shiar0@hotmail.com
+; ICQ ; #43840958
+; Web Page : www.shiar.org
+; Description : cool arcade-shoot-em-up-game
+; Where to get this game : www.shiar.org | www.ticalc.org
+; Other games by author : Worm
+
+; ABOUT: This source should only be used for learning practises, do not
+; alter it, and certainly do not distribute an altered version!!
+; NOTE: &&& marks uncertainties or things to optimize
+
+;---------------------- nemesis.z80 start -----------------------------------
+
+#include "asm86.h"
+#include "ti86asm.inc" ;standard ti86 romcalls
+#include "ti86abs.inc" ;used to save hiscores and so
-TEXT_MEM = $c0f9
-temp1 = $c120
-StringPlace = $c180
-jpf1 = $c200
+ .org _asm_exec_ram
+#define cal call ;just to make it harder for you to understand
+#define psh push ; ^:D
+#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero
+
+;GRAPH_MEM = $C9FA ;display buffer
+TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0
+_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files
+_ex_ahl_bde = $45f3
+_shracc = $4383
+_dispahl = $4a33
+_asapvar = $d6fc
+
+storepos = _asm_exec_ram+6000 ;120 OF 165
+storepos2 = _asm_exec_ram+6200 ;141 OF 167
+
+;---------------------- in-game vars ----------------------------------------
+
+just_fired = storepos+2 ; +2 ;counts how long a blast lasts
+menuitem = storepos+2 ; +2 ;used to store menu location
+hiscorepos = storepos+2 ; +2
+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
+level_enemy = nextevent+1 ;+13 ;enemy type
+level_info = level_enemy+1 ;+14 ;info (see below)
+level_move = level_info+1 ;+15 ;=
+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 = storepos+55 ;+55
+nrstars2 = 7
+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
+
+enemies = storepos2 ; +0 ;info about each enemy
+enemysize = 7 ;infobytes per enemy
+nrenemies = 16 ;max. nr of enemies
+
+ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
+nrybuls = 32 ; +80\
+ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y)
+nrebuls = 16
+
+ybuls = ebullets+(nrebuls*3) ;+140
+maxbullets = 32
+
+;^-----------------------------------<2 ;-141=$8D
+;level_info:
+; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
+;enemies:
+; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
+; [ship type or explosion frame] [x] [y] [move] [fire]
+
+;---------------------- introduction ----------------------------------------
+
+ nop ;hello yas/ase/rascall/whathever
+ jp init ;here's the program, but first: a description
+ .dw $0001 ;description type 2 (description + YASicon)
+ .dw Title ;pointer to description (all shells)
+ .dw Icon ;pointer to YAS icon
+
+Title: .db "Nemesis v0.96 by Shiar",0
+
+Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
+ .db %11100000 ; ███
+ .db %01111000 ; ████
+ .db %00111110 ; █████
+ .db %01111001 ; ████ █
+ .db %00111110 ; █████
+ .db %01111000 ; ████
+ .db %11100000 ; ███ ;recommend 80x50 screen mode
+ .DB 0 ;clear stupid YAS-line
+
+;---------------------- init ------------------------------------------------
+
+int_handler:
+ ex af,af'
+ in a,($03)
+ bit 3,a
+ jp z,$0039
+ res 0,a
+ out ($03),a
+ jp $0039
+int_end:
+
+init: cal BUSY_OFF ;turns the run-indicator off, obviously
+ cal _clrScrn ;clean the screen
+ xor a ;ld a,0
+ res 2,(iy+13) ;don't scroll the screen
+ cal _flushallmenus ;remove TI menus
+
+FixKeys: ;fixes some key problems like left+down bug
+ im 1
+ ld a,$D4
+ ld bc,$0100
+ ld h,a
+ ld l,c ;ld hl,$D400
+ ld d,a
+ ld e,b ;ld de,$D401
+ dec a ;ld a,$D3
+ ld (hl),a
+ ldir
+ ld hl,int_handler
+ ld d,a
+ ld e,a ;ld de,$D3D3
+ ld bc,int_end-int_handler
+ ldir
+ inc a ;ld a,$D4
+ ld i,a
+ im 2
+
+;---------------------- main menu -------------------------------------------
+
+LogoPut:
+ xor a ;white bitmask (a=0)
+ ld hl,logo_nemesis ;from...
+ ld de,VIDEO_MEM+16 ;...to one line from top
+ ld b,e ;ld b,16: one line
+AboveLogo:
+ ld (de),a ;clear/n byte
+ inc de ;next
+ dnz AboveLogo ;repeat for the first line
+ ld bc,16*19 ;logo size
+ ldir ;display one line of logo
+
+ ld hl,16*$33+VIDEO_MEM ;$33 rows down
+ ld b,16*7 ;draw black 7 lines
+ ld a,%11111111 ;horizontal line mask
+underline:
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ dnz underline ;repeat
+
+ ld hl,_txt_email ;at the very bottom of tha screen
+ ld (_penCol),hl
+ ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!!
+ cal _vputs ;VERY important, so display in small font ?:}
+
+ set 3,(iy+5) ;set white on black
+ ld de,_txt_about ;near the bottom of the screen
+ ld (_penCol),de ;hl=txt_email++=txt_about
+ cal _vputs ;display version + me
+ res 3,(iy+5) ;return to default black on white
+
+dispmenu:
+ ld de,$0304
+ ld (_curRow),de
+ ld hl,txt_menu1
+ cal _puts
+ ld de,$0305
+ ld (_curRow),de
+ ld hl,txt_menu2
+ cal _puts
-;-------------------- init ----------------------------------------------------
+ xor a
+ ld (menuitem),a
-init:
- set 0,(iy+3)
- ld (iy+13),0
+menuloop:
+ ld a,(menuitem)
+ ld h,$01
+ add a,4
+ ld l,a
-;-------------------- main menu -----------------------------------------------
+ ld a,5
+ ld (_curRow),hl
+ cal _putc
- jp play_game
+ ld a,(menuitem)
+ ld h,$01
+ sub 5
+ neg
+ ld l,a
-;-------------------- exit ----------------------------------------------------
+ ld a,32
+ ld (_curRow),hl
+ cal _putc
+
+ halt \ halt
+
+ cal GET_KEY ;wait for keypress
+ cp K_UP
+ jr z,menuchange
+ cp K_DOWN
+ jr z,menuchange
+ cp K_EXIT
+ jr z,menuexit
+ ld hl,_invert
+ cp K_F1
+ cal z,undo_invert
+ cp K_F2
+ cal z,do_invert
+ cp K_ENTER
+ jr nz,menuloop
+
+ ld a,(menuitem)
+ dec a
+ cal nz,New_game
+ jp samelevel ;game_main_loop
+
+menuexit:
+ ld hl,0
+ ld (your_score),hl
+ jp game_over
+
+menuchange:
+ ld a,(menuitem)
+ xor 1
+ ld (menuitem),a
+ jr menuloop
+
+do_invert:
+ ld (hl),$2F ;cpl
+ ret
+undo_invert
+ ld (hl),$B7 ;or a
+ ret
-exit_game:
+;----------------------------------------------------------------------------
+;---------------------- game loop -------------------------------------------
+;----------------------------------------------------------------------------
+
+game_main_loop: ;REPEATS FROM HERE EVERY FRAME
+ ld hl,timer ;update time
+ inc (hl) ;increase by 1
+ jr nz,Clear_screen ;continue when new time <> 0
+ ld hl,1 ;once every 256 frames, increase score by 1
+ cal scoreInc ;do it
+
+Clear_screen:
+ ld hl,GRAPH_MEM ;move from (hl) = top left
+ ld (hl),$00 ;first pixel will be copied all over the screen
+ ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen
+ ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
+ ldir ;all clear!
+
+ ld a,(timer)
+ and %11
+ jr z,movestarsdone ;don't move stars once every 4 frames
+ cal movestars1 ;move the stars on the FRONT layer
+ cal movestars2 ;move the distant stars
+movestarsdone:
+ ld a,(stars1) ;star positions (the missing byte...)
+ ld b,nrstars1 ;how many stars? now we know.
+ ld hl,starx1 ;points to the position of the stars
+ cal DisplayStars ;display front layer stars
+ ld a,(stars2) ;weren't you paying attention five lines ago?
+ ld b,nrstars2 ;that many?! whow!
+ ld hl,starx2 ;and there they are
+ cal DisplayStars ;use the same procedure to display back layer
+
+ ld a,(level_info) ;level info
+ and %00000110 ;isolate ground&ceiling
+ jr z,game_stuff ;both non-present
+ and %00000010 ;bit representing the presence of any ceiling
+ cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision
+ cal Handle_ground ;scroll the ground and check if we're dead
+
+game_stuff:
+ cal Handle_Ship ;move you
+ ld a,(your_occ) ;are you 100% OK?
+ or a ;a=0??
+ jr nz,_gamestuff1 ;then don't check for movements/fires/...
+
+check_keys:
+ ld a,%10111111 ;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:
+ bit 6,a ;test bit 6 = exit-key = EXIT
+ jp z,game_over ;<exit> pressed, so be it
+check_morekey: ;another unused label... poor compiler
+ bit 7,a ;test bit 7 = more-key = PAUSE
+ cal z,Pause ;yes, go to pause
+
+check_firekey:
+ bit 5,a ;test bit 5 = 2nd-key = FIRE
+ ld hl,check_selkey ;where to continue after executing Fire_bullet
+ psh hl ;push hl on stack (instead of cal Fire_bullet)
+ jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..)
+ pop hl ;no cal to Fire_bullet made, so pop stack
+ xor a ;no:
+ ld (just_fired),a ;reset just_fired
+
+check_selkey:
+ ld a,%01011111 ;look at first column of keys (ALPHA to STO)
+ out (1),a ;gimme
+ nop \ nop ;what's taking you so long
+ in a,(1) ;at last... our precious keyzzz...
+
+ bit 6,a ;'bout the GRAPH key...
+ cal z,Teacher ;you didn't _press_ it, did you?!?
+
+ rla ;test bit7 so we know f ALPHA has been pressed
+ cal nc,select ;yeppy, select the currently selected upgrade
+
+ cal Enemies_hit ;check for collision with enemies
+ cal inc_weapdamage
+
+_gamestuff1:
+ cal Handle_enemies ;move enemies
+
+ cal Handle_bullets ;move your bullets + check for hits
+ cal Enemy_bullets ;move enemy bullets
+ cal Handle_torp ;the same for your torpedo (assuming u have 1)
+
+ cal Level_event ;insert enemies
+ cal Display_Screen ;display all
+
+ halt ;delay
+ jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+inc_weapdamage:
+ ld a,0
+weapincs =$-1
+ inc a
+ cp 97 ;max. 96 times (=96/16=6 increases)
+ ret nc ;return if already maxed
+ ld (weapincs),a ;save new incs
+
+ and %11110000 ;clear last 4 bits so no cf when rotating
+ ;btw: AND resets cf
+ rra ;rotate acting as shift (srl a) but just 1B
+ rra
+ rra
+ rra ;increase once just every 16 turns
+ ld b,a ;times to increase
+incthedamage:
+ add a,1 ;increase damage for one increase
+weapdaminc =$-1
+ dnz incthedamage ;a=total increase damage
+ ld b,1 ;minimal damage
+weapdamage =$-1
+ add a,b ;a=total damage
+ ld (curweapdamage),a ;safe the current damage
+ cal disp_charge
ret
-;----------------------- game setup -------------------------------------------
+;--------------------------- ground -----------------------------------------
+
+Handle_ground:
+ ld a,(timer)
+ and %111 ;once every 8 frames
+ jr nz,Display_ground ;otherwise skip the scroll
+ 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)
+ ldir ;LoaDIncreaseRepeat = scroll!
+
+ ld a,(groundinfo) ;what kind of ground
+ dec a ;type 1:
+ jr z,ground_tunnel ;tunnel effect
+ jr ground_boring
+
+ground_tunnel:
+ ld a,(groundpos+14)
+ ld (groundpos+15),a
+ ld hl,spacespace
+
+ ld bc,$201 ;range=1..3
+ cal Random ;a=1-3
+ dec a
+ jr z,ground_previous ;same if a=1
+ dec a
+ jr z,gtunneldown ;down if a=2
+gtunnelup: ;up if a=3
+ ld a,(hl)
+ or a
+ jr z,ground_previous ;a>=0 (a=0 actually)
+ 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
+
+ground_previous:
+ ld a,(groundpos+14) ;type 1
+ jr newground
+ground_boring:
+ ld a,(groundpos) ;type 0
+newground:
+ ld (groundpos+15),a ;save new byte on the right
+ ld a,(hl)
+ cp -25
+ jr nc,Display_ground
+ ld a,b ;&&&random
+ and %1
+ ld b,0
+ jr nz,gtunnelup
+
+Display_ground:
+ ld b,16 ;screen width
+ ld de,groundpos-1 ;height of current byte (previous actually)
+ psh de ;use later
+ ld hl,GRAPH_MEM+(56*16)-1 ;screen position
+ psh hl
+
+groundloopright:
+ ld c,b ;push b for groundloopup
+ pop hl \ inc hl ;get screen position and go one right
+ pop de \ inc de ;get height info and set to the next byte
+ psh de \ psh hl ;save these for the next time
+ ld a,(de) ;height of current byte
+ ld b,a ;save in b
+
+ ld de,16 ;to substract to go one line up
+ ld a,%11111111 ;bitmask black
+ or a
+groundloopup:
+ ld (hl),a ;display black byte
+ sbc hl,de ;go up (sbc must be used for 16-bit sub)
+ dnz groundloopup ;and loop >groundpos< times
+
+ ld b,c ;pop b used by groundloopup
+ dnz groundloopright ;loop right for entire screen (16x)
+ pop hl \ pop hl ;restore stack
+
+CheckGround: ;check for collision with the ground
+ ld a,(x)
+ srl a
+ srl a
+ srl a
+ inc a
+ ld l,a
+ ld h,0
+ ld de,groundpos
+ add hl,de
+ ld a,(y)
+ sub 57-7
+ neg
+ cp (hl)
+ ret nc
+ ld b,5
+ jp damage_you
+
+;--------------------------- ceiling ----------------------------------------
+
+Handle_ceiling:
+ ld a,(timer)
+ and %111 ;once every 8 frames
+ jr nz,Display_ceiling ;otherwise skip the scroll
+ ld bc,15 ;scroll all 15 bytes (16th is new position)
+ ld hl,ceilingpos+1 ;from..
+ ld de,ceilingpos ;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 ceiling
+ dec a ;type 1:
+ jr z,ceiling_tunnel ;tunnel effect
+ jr ceiling_boring
+
+ceiling_tunnel:
+ ld a,(ceilingpos+14)
+ ld (ceilingpos+15),a
+ ld hl,spacespace
+
+ ld bc,$201 ;range=1..3
+ cal Random ;a=1-3
+ dec a
+ jr z,ceiling_previous ;1:same
+ dec a
+ jr z,ctunnelup ;2:up
+ctunneldown: ;3:down
+ ld a,(hl)
+ or a
+ jr z,ceiling_previous
+ 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
+
+ceiling_previous:
+ ld a,(ceilingpos+14) ;type 1
+ jr newceiling
+ceiling_boring:
+ ld a,(ceilingpos) ;type 0
+newceiling:
+ ld (ceilingpos+15),a ;save the new byte
+ ld a,(hl)
+ cp -25
+ jr nc,Display_ceiling
+ ld a,b
+ and %1
+ ld b,0
+ jr nz,ctunneldown
+
+Display_ceiling:
+ ld b,16 ;screen width
+ ld de,ceilingpos-1 ;height of current byte
+ psh de ;use later
+ ld hl,GRAPH_MEM-17 ;screen position
+ psh hl
+
+ceilingloopright:
+ ld c,b ;push b for groundloopup
+ pop hl \ inc hl ;get screen position and go one right
+ pop de \ inc de ;get height info and set to the next byte
+ psh de \ psh hl ;save these for the next time
+ ld a,(de) ;height of current byte
+ ld b,a ;save in b
+
+ ld de,16 ;to substract to go one line up
+ ld a,%11111111 ;bitmask black
+ or a
+ceilingloopdown:
+ ld (hl),a ;display black byte
+ add hl,de ;go down
+ dnz ceilingloopdown ;and loop >groundpos< times
+
+ ld b,c ;pop b used by groundloopup
+ dnz ceilingloopright ;loop right for entire screen (16x)
+ pop hl \ pop hl ;restore stack
+
+CheckCeiling: ;check for collision with the ground
+ ld a,(x) ;your x
+ srl a ;x/2
+ srl a ;x/4
+ srl a ;x/8 (current ceiling-byte)
+ inc a ;correction
+
+ ld l,a ;hl = a
+ ld h,0 ;"
+ ld de,ceilingpos ;first ceiling-byte
+ add hl,de ;current ceiling-byte
+ ld a,(y) ;your y-pos
+ inc a
+ cp (hl) ;compare with ceiling
+ ret nc ;carry if ceiling is above you
+ ld b,5
+ jp damage_you ;otherwise you don't wanna be in that ship
+
+;--------------------------- move stars -------------------------------------
+
+DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars#
+ ld e,(hl)
+ inc hl
+ ld d,(hl)
+ ld (de),a
+ inc hl
+ dnz DisplayStars
+ ret ;let's comment this: returns
+
+movestars2:
+ ld ix,starx2
+ ld a,(stars2)
+ rlca
+ ld (stars2),a
+ ret nc
+ ld b,nrstars2
+ jr movestars_loop
+
+movestars1:
+ ld ix,starx1
+ ld a,(timer)
+ rra
+ ld a,(stars1)
+ ret c
+ rlca
+ ld (stars1),a
+ ret nc
+ ld b,nrstars1
+
+movestars_loop:
+ ld h,(ix+1)
+ ld l,(ix)
+ dec hl
+
+ ld a,l
+ and %00001111
+ cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1
+ jr nz,newstarok
+ cal RandomY
+
+newstarok:
+ ld (ix),l
+ ld (ix+1),h
+ inc ix \ inc ix
+ dnz movestars_loop
+ ret ;for stupid people, here's another comment...
+
+;--------------------------- pause ------------------------------------------
+
+Pause:
+ ld hl,$0200 ;top left
+ ld (_curRow),hl
+ ld hl,txt_pressenter ;"Enter to continue"
+ cal _puts ;display message
+pause:
+ cal _getkey ;enter low-power mode and wait for key
+ cp kEnter ;keypressed = enter?
+ jr nz,pause ;no, wait some more
+ ret ;continue
+
+;--------------------------- teacher ----------------------------------------
+
+Teacher:
+ ld (iy+12),5 ;enable flashing cursor
+ cal _clrScrn
+ cal _homeup ;top left
+ ld hl,txt_teacher
+ cal _puts ;display message
+
+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
+ jp disp_icons ;+ret
+
+teacherans:
+ ld a,' '
+ cal _putc
+
+ ld hl,$0701
+ ld (_curRow),hl
+ ld hl,txt_teacherans
+ cal _puts
+ jr teacherloop
-play_game:
- ld hl,stored_data_start
- ld bc,variables_end-stored_data_start-1
-;---------------------- display setup ----------------------------------------
+;--------------------------- exit -------------------------------------------
-set_up_display:
- call _clrLCD
+quit: im 1 ;release keyfix procedure
+ set 2,(iy+13) ;set back screen scrolling
+ xor a
+ ld (_asapvar+1),a ;next Asm( run will reload the program
+ ld hl,GRAPH_MEM ;graph-screen location
+ ld de,GRAPH_MEM+1
+ ld (hl),a
+ ld bc,1024-1 ;do it 1024 times = entire screen
+ ldir
+ jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the
+ ;_clrScrn) AND also executes _homeup and ret
- ld hl,in_game_text
- ld b,3
-l11: ld a,(hl)
- ld (_curCol),a
- inc hl
- ld a,(hl)
- ld (_curRow),a
- inc hl
- call _puts
- djnz l11
+;--------------------------- display ----------------------------------------
-;------------------------ in-game texts ---------------------------------------
+Display_Screen:
+ ld hl,GRAPH_MEM ;from buffer (top left)
+ ld de,VIDEO_MEM ;to real screen (top left)
+ ld c,56 ;display height = 64 bytes (minus 8 for bar)
+displayloop:
+ ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
+displaytloop:
+ ld a,(hl) ;copy byte from (hl)
+_invert:
+ cpl ;xor $ff: invert byte (white<=>black)
+ ld (de),a ;to (de)
+ inc hl \ inc de ;next byte
+ dnz displaytloop ;16x hl >> de
+ dec c ;next line
+ jr nz,displayloop ;loop 64x
+
+ ld hl,$396b ;Display Score
+ ld (_penCol),hl ;bottom right of screen
+ ld hl,(your_score)
+
+_D_HL_DECI: ;------- display 5-digit value -------
+ ld de,savestr+4 ;savenr saves number string
+ ld b,5 ;five digits
+ldhld: cal UNPACK_HL ;one digit of hl
+ add a,'0' ;make number
+ ld (de),a ;save into savenr
+ dec de ;point to next digit
+ dnz ldhld ;repeat for all digits
+
+ ld hl,savestr ;we (the program) saved the value righthere
+ jp _vputs ;the only thing left to do is to display it
+
+savestr: ;@here the score will be stored
+ .db "00000",0 ;don't worry, it's just temporary
+
+;------------------------- handle ship --------------------------------------
-in_game_text:
- .db 16,0,"LIVES",0
- .db 16,3,"LEVEL",0
- .db 16,6,"SCORE",0
+Handle_Ship:
+ ld a,(your_occ) ;are
+ or a ;you
+ jr z,ok ;ok?
+
+ inc a ;no! next (explosion)frame
+ ld (your_occ),a ;save
+
+ cp 34 ;last explosion frame?
+ jp c,exploding_you ;not yet: display explosion
+ cp 40 ;delay finished?
+ jp z,You_die ;yes = game over
+ ret ;don't display anything
+
+;----move----
+ok: ;we are
+ ld a,%01111110 ;get arrow keys
+ out (1),a ;it's cold outside
+ ld hl,y ;instead of nop\nop do something usefull
+ in a,(1) ;come back in
+
+ ld b,a ;psh a (keys)
+ xor %11111111 ;inverted a = 0 if arrow-key has been pressed
+ ld a,(your_multiples)
+ jr z,no_adv ;if so, leave the multiples where they are
+ or %100 ;set move bit
+ jr adv_ok
+no_adv: and %11111011 ;reset move bit
+
+adv_ok: ld (your_multiples),a
+
+ ld a,(timer) ;framecounter
+ and %1 ;switches 0<>1 each frame
+ inc a ;a = 1 or 2 (1.5 avg)
+ ld c,a ;c = your_speed
+
+ ld a,b ;pop a (keys)
+ rra ;rotate right (put last bit in c)
+ ld b,a ;we need a later
+
+ jr c,no_down
+ ld a,(hl)
+ add a,c
+ cp 50 ;56-6 = bottom of screen
+ jr nc,no_down
+ ld (hl),a
+no_down:
+ dec hl
+ rr b ;because we now use b, it's rr instead of rra
+ jr c,no_left
+ ld a,(hl)
+ sub c ;<dec a> doesn't affect c-flag
+ jr c,no_left ;-1 = left side
+ ld (hl),a
+no_left:
+ rr b
+ jr c,no_right
+ ld a,(hl)
+ add a,c
+ cp 122 ;128-6 = right side
+ jr nc,no_right
+ ld (hl),a
+no_right:
+ ld d,(hl) ;d=x
+ inc hl
+ rr b
+ jr c,no_up
+ ld a,(hl)
+ sub c ;<dec a> doesn't affect carry-flag
+ jr c,no_up ;-1 = top of screen
+ ld (hl),a ;save new y
+
+no_up: ld e,(hl) ;e=y
+ ld ix,spr_ship01 ;normal ship sprite
+ ld hl,your_inv ;invulnerable?
+ ld a,(hl) ;load time in a
+ or a ;is it 0?
+ jr z,disp_ship ;yes so ship = normal (display \ continue)
+
+ ld a,(timer) ;load frame nr.
+ 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 %00000100 ;a switches 0<->1 every 2 frames
+ jr z,disp_ship ;show normal ship
+inv_flicker:
+ ld ix,spr_ship01i ;display invulnerable ship
+disp_ship:
+ psh de ;save your position for multiples
+ cal putsprite ;display your ship
+ pop de
+
+;----multiples----
+
+handle_multiples:
+ ld a,(your_multiples) ;do you have multiples
+ ld b,a ;save a for 2nd check
+ and %11 ;no? (last two bits = nr of multiples)
+ ret z ;then don't handle them either
+
+ ld a,b ;restore a (your_multiples)
+ and %100 ;move the multiples??? (=move bit set?)
+ jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x)
+
+ ld hl,your_locpos ;location to save this position
+ ld a,(hl) ;load a
+ inc a ;a=a+1 (next position)
+ and %00001111 ;if a>15 then a=a-16
+ ld (hl),a ;save new a
+ add a,a ;a=a*2
+ ld c,a ;bc=2a
+ ld b,0
+
+ ld hl,your_prevpos ;previous positions
+ add hl,bc ;16 turns ago
+ ld b,(hl) ;old x-pos
+ inc hl ;and
+ ld c,(hl) ;old y-pos
+ ld (mx),bc ;save multiple position in (mx)
+ ld (hl),e ;save current pos. for 16 turns into the future
+ dec hl ;yes...
+ ld (hl),d ;...both
+
+mult_adv:
+ ld de,(mx)
+ ld ix,spr_multiple ;sprite of the multiple
+ jp putsprite ;display it + <ret>
+
+;----explode----
+
+exploding_you:
+ srl a ;half the framerate
+ dec a ;first frame is 1>inc>srl>dec = 0
+ ld hl,x-1
+
+explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos--
+ and %11111110
+ add a,a
+ add a,a ;frame*8
+ ld c,a
+ ld b,0 ;bc=a
+ ld ix,spr_explosion ;base sprite
+ add ix,bc ;go to correct sprite (each spr. is 8 bytes)
+ inc hl
+ ld d,(hl) ;load xpos
+ inc hl
+ ld e,(hl) ;and y
+ jp putsprite ;and display it too
-str_question:
- .db "-----",0
+;----hit----
-;-------------------------- game loop -----------------------------------------
+damage_you: ;damages you B points
+ ld a,(your_inv) ;invulnerability left?
+ or a
+ ret nz ;return if inv>0
+ ld hl,your_armor ;armor left
+ ld a,(hl) ;load hp in A
+ sub b ;decrease hp by B
+ jp m,no_armor ;<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 de \ psh ix ;&&& just2Bsave
+ 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 ix \ pop de
+ ret ;and return
+no_armor:
+ ld a,%01 ;occ %xxxxxx01 = explode
+ ld (your_occ),a ;too bad, you're dead meat
+ ret
-game_main_loop:
- ld hl,timer
- inc (hl)
+;------------------------- place multiples ----------------------------------
+
+Place_multiples:
+ ld (mx),de ;set last multiple-position
+ ld hl,your_prevpos ;place all previous positions
+ ld b,16 ;all 16 of them
+place_multiples:
+ ld (hl),d ;set prev-x to d
+ inc hl ;next
+ ld (hl),e ;set prev-y to e
+ inc hl ;next
+ dnz place_multiples ;repeat
+ ret
- xor a
- ld hl,GRAPH_MEM+(16*12)
+;------------------------- select upgrade -----------------------------------
+
+select:
+ ld hl,your_pickup ;select pickups
+ ld a,(hl) ;load pickups taken so far
+ dec a ;is it 1?
+ ret m ;return if it's 0 (no pickups)
+ jr nz,select2 ;no, carry on
+select1:
+ ld a,(your_armor) ;load current armor
+ cp 25-6 ;may not become >=25
+ jr c,select1_ ;ok then just add 6
+ ld a,25-6 ;set to maximum (6 will be added below)
+select1_:
+ add a,6 ;add 6 to armor
+ ld (your_armor),a ;change armor
+ xor a ;ld a,0
+ ld (your_pickup),a ;reset pickups
+ 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
+ ld hl,your_weapon
+ ld a,(hl)
+ inc a
+ cp maxnrweapons
+ jp nc,disp_icons ;weapon maxed out
+ ld (hl),a ;set new weapon
+ cal loadweapon ;load it (damage and stuff)
+ 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_weapon),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
+ ld de,(x)
+ cal Place_multiples
+ jp disp_icons ;display, return
+select6:
+ ld (hl),0 ;reset pickups
+ jp disp_icons ;display/return
+
+;------------------------- fire bullet --------------------------------------
+
+Fire_bullet:
+ ld hl,just_fired
+ ld a,(hl) ;just_fired
+ 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_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 hl,(x) ;yes: first fire from ship position (x)
+ ld (firex),hl ;set firepos
+ ld a,(your_multiples) ;any multiples?
+ and %11 ;nope?
+ jr z,fireany ;then just fire somethin'
+ cal 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:
+ cal fire_torp ;&&&
+
+ ld a,(your_weapon) ;do you have laser?
+ dec a ;1=yes
+ jr z,fire_laser
+
+ ld ix,weapondata-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)
+ cal fire_ybullet
+ inc ix
+ inc ix
+ ld c,(ix)
+ cal 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-----
+
+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
-csl: ld (hl),a
+drawlaser:
+ ld (hl),%11111111
+ inc hl ;Go to next byte
+ dnz drawlaser
+handle_laser:
+ ld a,(firex)
+ ld d,a ;d was divided, so reload the laser-x
+
+check_laserhits: ;de = (x,y)
+ ld b,nrenemies
+ ld hl,enemies+1
+laserhits: ;Hits with normal enemies
+ psh hl
+ ld a,(hl)
+ and %00000010
+ jr z,nolashit ;no hit when enemy_occ <> 2/3
+ inc hl ;enemy type
+ ld a,(hl)
+ or a ;enemy #0 = pickup
+ jr z,nolashit ;yes: don't destroy
inc hl
- ld (hl),a
+ ld a,(hl) ;check x
+ sub d
+ jp m,nolashit ;no hit when enemy is left of you
inc hl
+ ld a,(hl) ;check y
+ sub e
+ jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit
+ jr nc,nolashit ;a-e>0 = enemy above laser = no hit
+ add a,5 ;add enemy height&&&
+ jp m,nolashit ;a-e>0 = hit
+enemy_lashit:
+ ld a,1 ;damage
+ cal enemy_hit
+ jr nolashit
+nolashit:
+ pop hl
+ ld a,b ;psh bc
+ ld bc,enemysize
+ add hl,bc ;go to next enemy
+ ld b,a ;pop bc
+ dnz laserhits ;check all enemies
+ ret
+
+;-----fire BULLET-----
+
+fire_ybullet:
+ ld hl,ybullets
+ ld de,4
+ ld b,maxbullets
+find_ybullet:
+ ld a,(hl)
+ or a
+ jr z,found_ybullet ;0 = no bullet here
+ add hl,de
+ dnz find_ybullet ;look next bullet
+ pop hl ;don't try to fire any other bullets
+ ret ;so ret twice
+
+found_ybullet:
+ xor a
+ cp c
+ ret z
+ ld (hl),c ;use the bullet and set correct bullet-type
+ inc hl ;@damage
+ ld (hl),1 ;set bullet damage
+curweapdamage =$-1
+ 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,(firey) ;your y-pos
+ add a,(ix+1) ;place bullet at the middle of your ship
+ inc hl ;go to bullet-y
+ ld (hl),a ;set y
+
+ xor a
+ ld (weapincs),a ;reset damage
+ ret
+
+;------------------------ handle bullets ------------------------------------
+
+bullet_left:
+ ld a,124
+ sub b
+
+ cp (hl) ;off screen? (x>128-5)
+ jr c,remove_bullet
+ ld a,(hl) ;a = X
+ add a,b ;move b to the right
+ ld (hl),a ;save new pos.
+ ld d,a ;d = X
+
+ inc hl ;@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:
+ pop hl ;cal bullet_left
+ pop hl ;enemy+type
+ ld (hl),0 ;dump this bullet!
+ jr next_ybullet+1 ;+1:skip pop hl at next_ybullet
+
+Handle_bullets:
+ ld hl,ybullets
+ ld b,maxbullets
+scan_bullets:
+ psh bc ;bullet counter
+ psh hl ;save enemy+type
+ ld (temp1),hl ;needed for check_bullethits
+ ld a,(hl) ;@bulletType
+ inc hl ;@damage
+ inc hl ;@x
+
+ or a
+ jp z,next_ybullet ;bulletType=0 >> no bullet
+
+ ld c,a ;c=type
+ and %1111
+ ld b,a ;b=0000type
+ cal bullet_left ;move bullet left
+
+display_bullet:
+ psh de ;save de =position
+ dec hl ;@x
+ dec hl ;@damage
+ ld a,(hl) ;bullet damage=size
+ ld hl,XLbullettable ;pointer to first bullet
+ srl a
+ srl a ;per 4
+ ld d,0
+ ld e,a ;->16bit (de=a)
+ add hl,de ;point to correct bullet offset
+ ld a,(hl) ;load bullet offset
+ ld e,a ;convert to 16bit (d=0)
+ ld ix,spr_bullet01 ;first sprite
+ add ix,de ;add offset (go to correct sprite)
+ pop de ;saved position
+
+ ld a,(ix) ;bullet x-size
+ ld (bulletxsize),a ;used at check_bullethits
+ ld a,(ix+1) ;bullet y-size...
+ ld (bulletysize),a ;...too
+
+ psh de ;but will be altered so save again
+ cal putsprite ;display bullet
+ pop de ;position (used for check_bullethits)
+
+ cal check_bullethits
+
+next_ybullet:
+ pop hl ;restore enemy+type
+ inc hl
inc hl
- djnz csl
+ inc hl
+ inc hl ;skip type,dam,x,y: next enemy+type
+ pop bc ;b=counter
+ dnz scan_bullets ;next bullet (loop)
+ ret
- call Level_event
- call Handle_Ship
- call Handle_enemies
- call Display_Screen
- call Misc_Keys
- jr game_main_loop
+;--------------------------- check bullethits -------------------------------
-;---------------------- display -----------------------------------------------
+check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet
+ ld b,nrenemies
+ ld hl,enemies+1
-Display_Screen:
- ld a,64 ;Display Image
- ld hl,GRAPH_MEM+(16*12)
- ld de,$fc00
-dsl: ld bc,12
- ldir
- inc de
- inc de
- inc de
- inc de
- dec a
- jr nz,dsl
+hit_enemies: ;Hits with normal enemies
+ psh bc ;enemy counter
+ psh hl
- ld hl,$1007 ;Display Score
- ld (_curRow),hl
- ld hl,(score)
-; jp _D_HL_DECI
+ ld a,(hl)
+ and %00000010
+ jr z,nohit ;no hit when enemy_occ <> 2/3
+
+ inc hl ;enemy type
+ ld a,(hl)
+ or a ;enemy #0 = pickup
+ jr z,nohit ;yes: don't destroy
+
+ cal find_sprite ;set ix to the sprite of this enemy
+
+ inc hl ;@x
+ ld a,(hl) ;check x
+ sub d ;minus bullet x-position
+ ld b,a ;psh a
+ sub 5 ;minus bullet x-size
+bulletxsize =$-1
+ jp p,nohit ;miss
+ ld a,b ;pop a
+ add a,(ix) ;add enemy width
+ jp m,nohit ;miss
+
+ inc hl ;@y
+ ld a,(hl) ;check y
+ sub e ;minus bullet y-position
+ ld b,a ;psh a
+ sub 3 ;substract bullet height
+bulletysize =$-1
+ jp p,nohit ;nope, missed it
+ ld a,b ;pop a
+ add a,(ix+1) ;add enemy height
+ jp m,nohit ;missed after all
+
+ ;---bullet hits enemy (auch-time!)---
+ psh hl
+ ld hl,0 ;@bulletType
+temp1 =$-2
+ ld (hl),0 ;remove bullet
+ inc hl ;@damage
+ ld a,(hl) ;set damage
+ pop hl ;enemy+y
+ cal enemy_hit
+nohit:
+ pop hl
+ ld bc,enemysize
+ add hl,bc
+ pop bc
+ dnz hit_enemies ;check next enemy
ret
-;------------------------- handle ship ----------------------------------------
+enemy_hit: ;*in:a=damage;hl=enemy+y
+ add a,a ;a=damage to inflict
+ add a,a ;first 2 bits used for occ.
+ ld b,a
-Handle_Ship:
- ld a,(your_status)
- bit 4,a
- jr nz,you_not_normal
- or a
- jr z,ok
- dec a
- ld (your_status),a
- ld hl,(lives)
- ld a,l
- or h
- jr nz,ok
- pop af
- ret
-ok:
- ld a,%01111110
- out (1),a
- ld hl,y
- in a,(1)
- rra
- ld b,a
-
- jr c,no_down
- ld a,(hl)
- inc a
- cp 73 ;y < 73
- jr z,no_down
- ld (hl),a
-no_down: dec hl
- rr b
- jr c,no_left
- ld a,(hl)
- dec a
- jr z,no_left ;x > 0
- ld (hl),a
-no_left: rr b
- jr c,no_right
- ld a,(hl)
- inc a
- cp 89 ;x < 89
- jr z,no_right
- ld (hl),a
-no_right:ld d,(hl)
- inc hl
- rr b
- jr c,no_up
- ld a,(hl)
- dec a
- cp 15 ;y > 15
- jr z,no_up
- ld (hl),a
-no_up:
- ld ix,spr_ship
-
-display_common:
- ld e,(hl)
- jp drw_spr
-
-you_not_normal:
-
- ld hl,(score)
- ld de,-6
- add hl,de
- ld a,255
- cp h
- jr nz,_ok_
- ld hl,0
-_ok_: ld (score),hl
- ld a,(your_status)
- dec a
- ld (your_status),a
- inc a
- and 14
- xor 14
- ld hl,x-1
-
-explosion_stuff:
- rra
- add a,a
- add a,a
- add a,a
- ld c,a
- ld b,0
- ld ix,spr_explosion
- add ix,bc
- inc hl
- ld d,(hl)
- inc hl
- jr display_common
-
-;---------------------------- handle keys -------------------------------------
-
-Misc_Keys:
- ld a,$BF
- out (1),a
- nop
- nop
- in a,(1)
- rla
- rla
- jr nc,e_exit
-
- ld a,$FD
- out (1),a
- nop
- nop
- in a,(1)
- rra
- bit 5,a
- ret nz
-e_exit: pop af
+ dec hl ;@x
+ dec hl ;@type
+ dec hl ;@hp00 (occ)
+ ld a,(hl) ;load hp00
+ sub b ;decrease HP (if <0xx then c is set)
+ ld (hl),a ;save (no flag-changes)
+ dec hl ;@hp64; no change in c
+ ld a,(hl) ;load; no c-change
+ sbc a,0 ;if cf then decrease a
+ ld (hl),a ;save back the new value
+ ret nc ;if a>=0 then return, otherwise explode
+
+ inc hl ;goto occ again
+ ld (hl),%01 ;set to explode
+ ld a,(pickuptimer) ;counts enemies destroyed
+ dec a ;enough destroyed for a pickup?
+ jr nz,pickupdone ;otherwise just explode
+ ld (hl),%110 ;change it into a pickup (with 2 HP)
+ ld a,18 ;reset enemies counter (18 hits = next)
+pickupdone:
+ ld (pickuptimer),a ;save new enemiescounter value
+ inc hl
+ ld (hl),$00 ;explosionFrame 0
+
+ ld hl,1 ;increase score by one
+ jp scoreInc ;+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
+ psh de
+ cal putsprite ;display torpedo
+ pop de
+ jp check_bullethits ;check for hits with enemies
+
+remove_torp:
+ ld a,1
+ ld (torp_occ),a
ret
-;--------------------------- level events -------------------------------------
+;--------------------------- level events -----------------------------------
Level_event:
- ld a,(nextevent)
- dec a
- ld (nextevent),a
- or a
- ret nz
+ ld hl,nextevent ;time to next event <ld a,(nextevent)
+ dec (hl) ;decrease counter <dec a
+ ld a,(hl) ;look at counter <ld (nextevent),a
+ or a ;has it reached zero?
+ ret nz ;nope: get outta here!
+
+ ld a,(eventtime) ;enemy frequency (lvl)
+ ld (nextevent),a ;set time to next event
+ ld hl,eventleft
+ dec (hl) ;update enemy-counter
+
+ ld a,(hl) ;look at counter
+ or a ;has it reached 0?
+ jp z,Next_level ;yes: level finished
+ dec a ;has it reached 1?
+ 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) ;the leveldata (including the boss)
+ dec hl ;points to leveldata\boss\enemynr
+ ld a,(hl) ;load it
+ ld (level_enemy),a ;set new enemy (boss)
+ dec hl ;points to level\boss\movement
+ ld a,(hl) ;load
+ ld (level_move),a ;set boss movement
+ dec hl ;@level\boss\firefreq
+ ld a,(hl) ;load in a
+ ld (level_fire),a ;set firefrequency
+ jp do_event ;+ret
+
+standby_event:
+ ld b,nrenemies
+ ld hl,enemies+1-enemysize
+ ld de,enemysize
+chk_enemyleft:
+ add hl,de
+ ld a,(hl)
+ or a ;0 = no enemy present
+ jr nz,enemyleft
+ dnz chk_enemyleft
+ ret
+enemyleft:
+ ld hl,eventleft
+ inc (hl)
+ ret
+
do_event:
- ld hl,(curevent)
+ ld hl,enemies+1-enemysize
+ ld bc,enemysize
+ xor a ;a=0
+chk_noenemy:
+ add hl,bc
+ cp (hl) ;(hl) = 0 ??
+ jr nz,chk_noenemy ;jump if enemy present (non-0)
+ ex de,hl ;de=hl=usable enemy
+
+place_enemy:
+ ld a,(level_enemy) ;enemy type to place (lvl)
+ ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1)
+ add a,a ;a=type*2
+ add a,a ;a=type*4
+ ld c,a ;c=type
+ ld b,0 ;bc = enemy nr.&&&XX
+ add hl,bc ;hl = enemy specs
+ ld a,(hl) ;load hitpoints+occ of this enemy class
+ ld (de),a ;save occ
+
+ inc hl ;next enemyInfo byte
+ dec de ;goto hp
+ ld a,(hl) ;load hp64
+ ld (de),a ;save hp64
+ inc de ;next byte (or previous): occ again
+
+ inc hl ;next enemyInfo byte
+ inc de ;next byte of current enemy
+ ld a,(hl) ;load enemy class (nr)
+ ld (de),a ;save enemy type
+
+ inc de ;set x-pos
+ cal find_sprite
+ ld a,128 ;appear at right edge of screen
+ sub (ix) ;minus the width of this enemy (not offscreen)
+ ld (de),a ;= x-position (save)
+
+ inc de ;set y-pos
+ inc hl ;where to place??
+ ld a,(hl) ;load placeInfo
+ dec a ;is it 1?
+ jr z,random_enemy ;yes: create random value <51 in a
+ dec a ;is it 2?
+ jr z,lure_enemy ;yes: create a 100% luring enemy
+ ;otherwise?
+halflure_enemy: ;yes (of course it is): pick one (50% lure)
+ ld a,(timer) ;look at frame-number
+ and %00000001 ;make random if odd frame nr.
+ jr nz,random_enemy ;1st possibility: random enemy
+lure_enemy: ;2nd possibility: luring enemy
+ ld a,(y) ;place at same y-pos as YOUR ship
+ jr ypos_OK
+random_enemy:
+ ld bc,256*51 ;range=0..51
+ cal Random
+; ld b,e ;b will be added to random-value
+; cal Random50 ;make a (in a) random value 0-51
+ypos_OK: ;random value successfully created
+ ld (de),a ;save y-position
+
+ inc de ;set move
+ ld a,1 ;movecounter = 1
+ ld (de),a ;&&&(hl),1 better?
+
+ inc de ;set fire
+ ld a,(level_info)
+ and %00000001 ;bit meaning directfire
+ jr nz,ffireOK ;(a=time-to-fire) = 1 frame (fires directly)
+ ld a,(level_fire) ;set ttf to normal nr of frames
+ffireOK:ld (de),a ;save fire
+ ret ;return
+
+;--------------------------- enemy fires ------------------------------------
+
+Enemy_fires: ;de = x,y
+ dec d
+ dec d ;d = x-2
+ inc e ;e = y+1
+
+ ld b,nrebuls
+ ld hl,ebullets
+find_ebullet:
+ ld a,(hl)
+ or a
+ jr z,found_ebullet ;0 = not used
+ inc hl \ inc hl \ inc hl
+ dnz find_ebullet ;look next bullet
+ ret
+
+found_ebullet:
+ ld b,%1100
+ ld a,(level_info)
+ and %00001000
+ jr z,bulletok
+
+ ld a,(y)
+ sub e
+ add a,10
+ jp p,bulletnotup
+ ld b,%1011 ;yourY-bulY = negative (=bullet below you)
+ add a,10
+ jp p,bulletnotup
+ ld b,%1001 ;yourY-bulY = even more negative (going up)
+
+bulletnotup:
+ sub 20
+ jp m,bulletok
+ ld b,%1010 ;bullet going down
+ sub 10
+ jp m,bulletok ;even more going down
+ ld b,%1000
+
+bulletok:
+ ld a,(level_info)
+ and %11110000
+ or b
+ ld (hl),a ;set bullet direction
inc hl
+ ld (hl),d ;set x-pos
+ inc hl
+ ld (hl),e ;set y-pos
+ ret
- ld de,enemies
- dec de
- dec de
-search_noenemy:
- inc de
- inc de
- ld a,(de)
- cp $ff
- jr nz,search_noenemy
+;----------------------------- enemy bullets --------------------------------
+
+Enemy_bullets:
+ ld hl,ebullets
+ ld b,nrebuls
+handle_bullet:
+ psh bc
+ psh hl
+ ld a,(hl) ;load bulletType in a
+ and %1111 ;select direction-bits
+ jr nz,enemy_bullet ;non-0: handle bullet
+next_bullet:
+ pop hl ;do not move the <pop hl>
+ pop bc
+ inc hl \ inc hl \ inc hl
+ dnz handle_bullet
+ ret
- ld a,$5a
- ld (de),a
- inc de
+enemy_bullet:
+ ld b,a ;save type&%1111
+ inc hl ;bullet x
+ ld a,(hl) ;check if it has reached the left side of scrn
+ and %11111110 ;it is <2 (0 or 1)?
+ jr z,remove_ebullet ;yes, remove bullet
+ dec (hl) ;move one left
+ dec (hl) ;and another one
+ ld d,(hl) ;d=x
+ inc hl ;@y
+
+ ld a,b ;restore type
+ cp %1100 ;is it a normal bullet? (cp = faster than bit)
+ jr z,ebullet_common ;type %1100: normal bullet
+ and %111 ;isolate important bits
+ jr z,ebullet_down ;type %1000: moving down
+ dec a
+ jr z,ebullet_up ;type %1001: moving up
+ ld b,a
+
+ ld a,(timer)
+ rra
+ jr c,ebullet_common
+
+ ld a,b
+ dec a
+ jr z,ebullet_down ;type %1010: moving down 50%
+ ;type %1011: moving up 50%
+ebullet_up:
ld a,(hl)
- ld (de),a
+ dec a
+ jp m,ebullet_common
+ ld (hl),a
+ jr ebullet_common
- inc hl
- ld (curevent),hl
+ebullet_down:
ld a,(hl)
- ld (nextevent),a
- ret
+ inc a
+ cp 55
+ jr z,ebullet_common
+ ld (hl),a
+
+ebullet_common:
+ ld e,(hl) ;e=y
+ ld ix,spr_bullete1 ;display enemy bullet
+ cal putsprite
-;--------------------------- handle enemies -----------------------------------
+ebullet_hits:
+ ld a,(your_occ)
+ or a
+ jr nz,next_bullet ;0 = you're normal
+
+ pop hl
+ psh hl
+ inc hl ;check x
+ ld a,(x)
+ sub (hl)
+ add a,6
+ jp m,next_bullet
+ cp 9
+ jr nc,next_bullet
+
+ inc hl ;check y
+ ld a,(y)
+ sub (hl)
+ add a,6
+ jp m,next_bullet
+ cp 9
+ jr nc,next_bullet
+
+ pop hl ;points to bullettype again
+ psh hl ;and save it again (ivm call to damage_you)
+ ld a,(hl) ;load bullettype
+ cal _shracc ;isolate damage-bits (%1111???? -> %00001111)
+ ld b,a ;set damage-amount
+ cal damage_you ;HIT!!
+remove_ebullet:
+ pop hl ;hl could be destroyed by damage_you
+ ld (hl),0 ;bullet > unused
+ jr next_bullet+1 ;next bullet (SKIP THE <POP HL> = one byte)
+
+;--------------------------- handle enemies ---------------------------------
Handle_enemies:
- ld hl,enemies
+ ld hl,enemies+1
+ ld b,nrenemies ;handle all enemies
handle_enemy:
- push hl
- ld d,(hl)
- inc hl
- ld e,(hl)
+ psh bc
+ psh hl
- ld a,d
- or a
- jr z,next_enemy
+ ld a,(hl)
+ and %00000011
+ jr z,next_enemy ;occ "no enemy" 0
dec a
+ jr z,exploding_enemy ;occ "exploding" 1
+ ld b,a ;b=2 if moving, otherwise b=1
+
+normal_enemy: ;occ "normal" 2 or "moving" 3
+ inc hl
+ ld c,(hl) ;c = enemy type = de
+ cal find_sprite
+
+ inc hl
+ ld a,(hl) ;x
+ dec a ;move left
+ jr c,remove_enemy ;off screen
+ jr z,remove_enemy ;"
ld d,a
- jr z,remove_enemy
+
+ inc hl
+ ld e,(hl) ;y
+ ld a,b ;moving state was stored in b earlier
+ dec a ;is it 1?
+ cal nz,moving_enemy ;2 = moving enemy
ld (hl),e
- dec hl
- ld (hl),d
- ld ix,spr_enemy01
- call drw_spr
- jr next_enemy
+ dec hl ;@x
+ ld (hl),d ;store new x
+ ld a,c ;a = enemy type
+ or a ;type 0? (pickup)
+ jr nz,check_enemyfire ;no, a normal enemy; let em fire
+ ld a,(timer) ;load time
+ and %1 ;move left once every 2 turns
+ jr z,firing_done ;don't move now
+ inc d ;increase x-position (don't move this turn)
+ inc (hl) ;and save it
+ jr firing_done ;continue
+
+check_enemyfire:
+ inc hl ;go to <y>
+ inc hl ;go to <move>
+ inc hl ;go to <fire>
+ dec (hl) ;decrease counter till next blast
+ ld a,(hl) ;&&&doesn't seem efficient to me
+ or a ;has it reached zero?
+ jr nz,firing_done ;finished if not
+
+ ld a,(level_fire) ;re-set counter for next blast
+ ld (hl),a ;save time to fire
+ inc hl ;next byte = bullettype &&&
+ psh de ;save registers for firing-use
+ cal Enemy_fires ;fires bullet
+ pop de ;restore (destroyed by Enemy_fires)
+firing_done:
+ cal putwidesprite ;display sprite @ix
+
+next_enemy:
+ pop hl
+ ld bc,enemysize
+ add hl,bc
+ pop bc
+ dnz handle_enemy
+ ret
remove_enemy:
+ pop hl
+ ld (hl),$0000 ;bye bye enemy
+ jr next_enemy+1 ;continue AFTER pop hl (already done)
+
+exploding_enemy:
+ inc hl
+ ld a,(hl)
+ cp 16
+ jr z,remove_enemy ;remove when at last frame
+ inc a
+ ld (hl),a ;next frame
+ cal explosion_stuff ;display explosion
+ jr next_enemy
+
+;--------------------------- moving enemies ---------------------------------
+
+moving_enemy:
+ ld a,(level_move)
+ and a
+ jr z,movetype_updown ;type 0
+ dec a
+ jr z,movetype_vslow ;1
+ dec a
+ jr z,movetype_fast ;2
+ dec a
+ jr z,movetype_vfast ;3
+ dec a
+ jr z,movetype_smart ;4
+ dec a
+ 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:
+ inc hl ;hl =@ <move>
+ ld a,(timer)
+ and %1111 ; |
+ ld a,(hl) ;&&& \|/
+ jr nz,smartupdate
+ inc a
+smartupdate:
+ ld (hl),a
+
+ or a ;reset carry flag
+ dec hl ;reset hl to <y>
+ and %11111100
+ jr z,movetype_fast
+
+movetype_vslow:
+ ld a,(timer)
+ and %11
+ ret z
+ inc d
+ ret
+
+movetype_fast:
+ ld a,(timer)
+ and %1
+ ret z
+movetype_vfast:
+ dec d ;move left
+ ret nz ;finished
+ pop hl ;restore stack (no ret used)
+ jp remove_enemy ;remove this enemy (off screen)
+
+movetype_updown:
+ inc hl ;@ <move>
+ ld a,(hl)
+ dec a
+ jr nz,move_updated
+ add a,128
+move_updated:
+ ld (hl),a
+
+ or a ;reset carry flag
+ dec hl ;@ <y>
+ and %00100000
+ 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)
+ 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)
+ inc e ;otherwise save new position
+ ret ;and return
+
+;--------------------------- check collision --------------------------------
+
+Enemies_hit:
+ 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+1
+ ld b,nrenemies ;check all 20 enemies
+check_collision:
+ psh hl
+ ld a,(hl)
+ and %00000010
+ jr z,check_next ;2 or 3 = ok
+ inc hl
+
+collide_enemy: ;&&& include in Handle_enemy proc
+ cal find_sprite
+
+ inc hl
+ ld a,(hl) ;check x match
+ sub e ;enemy position minus yours minus 7
+ jp p,check_next
+ add a,6
+ add a,(ix) ;enemy width
+ jp m,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) ;enemy height
+ jp m,check_next
+ dec hl
dec hl
- ld (hl),$0000
-next_enemy:
+take_pickup:
+ 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
+
+ psh hl
+ ld hl,your_pickup ;your pickups
+ ld a,(hl) ;current
+ inc a ;go to next
+ cp 6 ;pickups >=6
+ jr c,not_maxpickup
+ ld a,1 ;yes: reset to pickup 1
+not_maxpickup:
+ ld (hl),a ;save new
+ cal disp_icons ;display altered pickupicons
pop hl
+
+ dec hl ;to enemy occ
+ xor a ;set to 0 = gone
+ 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:
+ dec hl
+ ld a,(hl)
+ and %11111100
+ jr z,destroy_enemy
+ ld a,(hl)
+ sub collidedamage
+ ld (hl),a
+collide_done:
+ ld b,collidedamage ;damage
+ cal damage_you
+
+check_next:
+ pop hl
+ ld a,b ;psh bc
+ ld bc,enemysize
+ add hl,bc
+ ld b,a ;pop bc
+ dnz check_collision
+ ret
+
+;--------------------------- story ------------------------------------------
+
+storyPage:
+ psh hl
+ cal _clrLCD
+ pop hl
+storyLine:
+ inc hl
+ ld e,(hl)
inc hl
+ ld d,(hl)
+ ld (_penCol),de
inc hl
+ cal _vputs
+
ld a,(hl)
- cp $ff
- jr nz,handle_enemy
+ dec a
+ jr z,storyLine
+ psh hl
+ ld hl,VIDEO_MEM ;copy text
+ ld de,GRAPH_MEM ;to GRAPH_MEM
+ ld bc,1024 ;entire screen
+ ldir
+ cal _clrLCD
+ pop hl
+
+ inc hl
+ ld a,(hl)
+ inc hl
+ ld b,(hl)
+ psh hl
+ cal DoSFX
+ cal _getkey
+ pop hl
ret
-;--------------------------- putsprite ----------------------------------------
+dostory:
+ cal storyPage ;do some story
+ inc hl ;look at next hl
+ ld a,(hl) ;load in a
+ dec hl ;restory hl
+ inc a ;set z-flag if a = $ff
+ jr nz,dostory ;otherwise loop
+
+ ld bc,5 ;story ends
+ add hl,bc ;set hl to beginning of the level
+ ld (levelp),hl ;set the level-pointer
+ ret ;and return
+
+;--------------------------- SFX --------------------------------------------
+
+DoSFX: ;in:a=beginLine;b=nrOfLines
+ ld (curline),a
+SFXframe:
+ psh bc
+
+ ld a,0 ;get line number
+curline =$-1
+ inc a ;go to the next line
+ ld (curline),a ;update
+
+ ld l,a
+ ld h,0 ;hl=a
+ add hl,hl
+ add hl,hl
+ add hl,hl
+ add hl,hl ;*16 (a pixels down=a*16)
+
+ ld b,h ;save hl for later
+ ld c,l
+
+ ld de,VIDEO_MEM ;where to put sfx
+ add hl,de ;go to ymin
+ ex de,hl ;put into de again
+
+ ld hl,GRAPH_MEM
+ add hl,bc ;hl->logo
+
+ sub 64 ;a=a-64
+ neg ;a=64-a (lines from bottom)
+
+; ld c,a ;c=a=(curline)
+; ld a,64
+; sub c ;lines from bottom
+
+SFXdisp: ;display this frame on screen
+ ld bc,16 ;one line (=16 bytes, you'd know by now)
+ ldir ;display (copy actually)
+ ld bc,-16 ;go up one line (not on screen)
+ add hl,bc ;so the same line will be displayed
+ dec a ;counter
+ jr nz,SFXdisp ;repeat until whole screen is displayed
+
+ ld b,8
+SFXdelay:
+ halt ;delay
+ dnz SFXdelay ;8x
+
+ pop bc ;counter
+ dnz SFXframe
+ ret
-offsets_table:
- .db 128,64,32,16,8,4,2,1
-drw_spr: ld a,d
- and 7
- ld hl,offsets_table
- ld c,a
- ld b,0
- add hl,bc
- ld a,(hl)
- ld (_smc1+1),a
-
- ld (_smc1+1),a
- ld hl,GRAPH_MEM
- ld a,e
- add a,a
- add a,e
- add a,a
- rl b
- add a,a
- rl b
- srl d
- srl d
- srl d
- add a,d
- jr nc,_n1
- inc b
-_n1: ld c,a
- add hl,bc
-
- ld d,(ix)
- ld b,(ix+1)
-_oloop: push bc ;Save # of rows
- push hl ;Save screen address
- ld b,d ;Load width
- ld c,(ix+2) ;Load one line of image
- inc ix
-_smc1 ld a,1 ;Load pixel mask
-_iloop: sla c ;Test leftmost pixel
- jr nc,_noplot ;See if a plot is needed
- ld e,a ;OR pixel with screen
- or (hl)
- ld (hl),a
- ld a,e
-_noplot: rrca
- jr nc,_notedge ;Test if edge of byte reached
- inc hl ;Go to next byte
-_notedge:djnz _iloop
- pop hl ;Restore address
- ld bc,12 ;Go to next line
- add hl,bc
- pop bc ;Restore data
- djnz _oloop
- ret
-
-;drw_sprw:
- ld a,d
- and 7
- ld hl,offsets_table
- ld c,a
- ld b,0
- add hl,bc
- ld a,(hl)
-
- ld (wsmc1+1),a
- ld (wsmc2+1),a
- ld hl,GRAPH_MEM
-
- ld a,e
- add a,a
- add a,e
- add a,a
- rl b
- add a,a
- rl b
- srl d
- srl d
- srl d
- add a,d
- jr nc,n1
- inc b
-n1: ld c,a
- add hl,bc
-
- ld d,(ix)
- ld b,(ix+1)
-woloop: push bc ;Save # of rows
- push hl ;Save screen address
- ld b,d ;Load width
- ld c,(ix+2) ;Load one line of image
- inc ix
-wsmc1 ld a,1 ;Load pixel mask
-wiloop: sla c ;Test leftmost pixel
- jr nc,wnoplot ;See if a plot is needed
- ld e,a ;OR pixel with screen
- or (hl)
- ld (hl),a
- ld a,e
-wnoplot: rrca
- jr nc,wnotedge ;Test if edge of byte reached
- inc hl ;Go to next byte
-wnotedge
-wsmc2: cp 1
- jr z,wover_1
-
- djnz wiloop
- pop hl ;Restore address
- ld bc,12 ;Go to next line
- add hl,bc
- pop bc ;Restore data
- djnz woloop
- ret
-wover_1: ld c,(ix+2)
- inc ix
- djnz wiloop
- dec ix
- pop hl
- ld bc,12
- add hl,bc
- pop bc
- djnz woloop
- ret
-
-
-HL_Decimal:
- ld (_penCol),de ;set display position
- ld de,StringPlace+4 ;end of location to store string
- ld b,5 ;digits
-ConvLoop:
- call UNPACK_HL ;value to string
- add a,'0'
- ld (de),a ;store char
- dec de
- djnz ConvLoop ;loop
- ld hl,StringPlace ;display stored chars
- call _vputs
- ret
-
-
-
-
-;------------------------------- sprites --------------------------------------
-
-spr_ship:
- .db 7,7
- .db %11111000
- .db %11000000
- .db %11111100
- .db %11111110
- .db %11111100
- .db %11000000
- .db %11111000
+;--------------------------- show icon --------------------------------------
-spr_bullet01:
- .db 3,5
- .db %01000000
- .db %11100000
- .db %11100000
- .db %11100000
- .db %11100000
+drawline:
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ dnz drawline ;repeat (16bytes * 8pixels =128= screen width)
+ ret
-spr_bullet02:
- .db 3,3
- .db %01000000
- .db %11100000
- .db %01000000
+disp_icons:
+ psh bc \ psh de \ psh hl \ psh ix ;&&&
-spr_enemy01:
- .db 6,6
- .db %00111100
- .db %01110000
- .db %11110000
- .db %11110000
- .db %01110000
- .db %00111100
-
-spr_explosion:
- .db 8,6
- .db %00000000
- .db %00011100
- .DB %00111110
- .DB %01010110
- .DB %00111000
- .DB %00000000
- .db 8,6
- .db %00110000
- .db %01001110
- .DB %10111110
- .DB %01001111
- .DB %00111000
- .DB %00011010
- .db 8,6
- .db %11110011
- .db %01001110
- .DB %10110101
- .DB %01000101
- .DB %00111110
- .DB %11011010
- .db 8,6
- .db %11110011
- .db %01001110
- .DB %10110101
- .DB %01000101
- .DB %00111110
- .DB %11011010
- .db 8,6
- .db %01000001
- .db %00100110
- .DB %00010101
- .DB %01000100
- .DB %00010010
- .DB %10011010
- .db 8,6
- .db %01000010
- .db %00100000
- .DB %00000001
- .DB %01000100
- .DB %00100010
- .DB %10001010
- .db 8,6
- .db %00001000
- .db %11000010
- .DB %00000000
- .db %00100000
- .db %00000001
- .db %00110000
- .db 8,6
- .db %00000100
- .DB %00000000
- .DB %01000000
- .DB %00000000
- .db %00000001
- .db %00100100
-
-;---------------------------- level data -------------------------------------
-Leveldata:
- .db $90,$40
- .db $90,$30
- .db $90,$20
- .db $90,$10
- .db $00,$00
-
-;---------------------------- texts ------------------------------------------
-
-title_message:
- .db "G A L A X I A N",0
-
-;---------------------------- save data --------------------------------------
-
-stored_data_start:
-
-curevent .dw Leveldata ;next event
-nextevent .db (Leveldata) ;time to next event
-score .dw $0000
-lives .dw $0003
-level .dw $0003
-x .db $46
-y .db $46
-lasers .db $03
-ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-ebuls .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-enemies .dw $3335,$2323,$4040,$ffff,$ffff
- .dw $ffff,$ffff,$ffff,$ffff,$ffff
- .dw 0,0,0,0,0
- .dw 0,0,0,0,0
- .dw 0,0,0,0,0,0,0,0,0,0
- .dw 0,0,0,0,0,0,0,0,0,$ffff
-
-boss_status .db 00
-boss_pwr .db 00
-boss_x .db 00
-boss_y .db 00
-boss_2bytes .dw 0000
-
-timer .dw $0000
-your_status .db $00
- .db $00
-warped_status .db $00
-
-variables_end:
-
-stored_data_end:
+ 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
+ cal drawline ;clear scorebar
- .end
+ cal disp_lives
+ ld ix,spr_icon01 ;armorIcon
+ ld de,$1901 ;icon #1
+ cal putwidesprite ;display icon
+ cal disp_armor ;display bar
+ ld ix,spr_icon00
+ ld a,(torp_occ)
+ or a
+ jr z,no_torp
+ ld ix,spr_icon02 ;torpedoIcon
+no_torp:
+ ld de,$2901 ;icon #2
+ cal putwidesprite ;display
+
+ ld ix,spr_icon03 ;bulletIcon
+ ld de,$3901 ;icon #3
+ cal putwidesprite ;display icon
+ ld hl,$3945 ;position to display bullet-type digit
+ ld a,(your_weapon) ;digit
+ dec a ;minus one (1=laser)
+ ld (_penCol),hl ;set location
+ add a,'0' ;make digit
+ cal _vputmap ;display char
+
+ ld ix,spr_icon00 ;emptyIcon
+ ld a,(your_weapon)
+ dec a
+ jr nz,no_laser
+ ld ix,spr_icon04 ;laserIcon
+no_laser:
+ ld de,$4901 ;icon #4
+ cal putwidesprite
+
+ ld ix,spr_icon00 ;emptyIcon
+ ld a,(your_multiples)
+ and %11
+ jr z,no_multiples
+ ld ix,spr_icon05
+no_multiples:
+ ld de,$5901 ;icon #5
+ cal putwidesprite
+
+ ld ix,spr_dividerline
+ ld de,$6901
+ cal putwidesprite
+
+ ld a,(your_pickup) ;pickups taken
+ add a,a ;picks*2 (sets z-flag)
+ jr z,iconsdone ;return if no pickups
+ add a,a ;picks*4
+ add a,a ;picks*8
+ add a,a ;picks*$10
+ add a,$09 ;add 0ah
+ ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59)
+ ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01)
+
+ ld ix,spr_icon
+ cal putwidesprite
+iconsdone:
+ ld hl,GRAPH_MEM ;normal game-screen
+ ld (PutWhere),hl ;set sprite-position to normal screen
+
+ pop ix \ pop hl \ pop de \ pop bc
+ ret
+disp_armor:
+ ld hl,(57*16)+VIDEO_MEM+3
+ ld b,3
+armorbarclr:
+ dec hl
+ ld (hl),0
+ dnz armorbarclr
+
+ ld a,(your_armor) ;load your armor
+ ld c,a ;psh a
+ srl a ;/2
+ srl a ;/4
+ srl a ;/8: don't display last 3 bits of a (later)
+ jr z,noarmorbar ;if a=0 then it would loop 256x so skip it
+ ld b,a ;loop b=a times
+armorbar: ;starting at ($39*16)+VIDEO_MEM
+ ld (hl),%11111111 ;draw a piece of the bar
+ inc hl ;next position
+ dnz armorbar ;loop it b times
+
+noarmorbar:
+ ld a,c ;pop a
+ and %111 ;display last bits of armor
+ ret z ;if armor=0 then bit = %00000000 (don't disp)
+ ld b,a ;into B
+ xor a ;bit = %00000000
+armorbarbit:
+ scf ;set carry flag
+ rra ;rotates A right and sets bit 7 (c-flag)
+ dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100)
+armorbarready: ; (an if B=3 then a=%11100000)
+ ld (hl),a ;draw this last byte
+ ret
-;NEMESIS'86 by Shiar
+disp_charge:
+ ld hl,(58*16)+VIDEO_MEM+3
+ ld b,3
+chargebarclr:
+ dec hl
+ ld (hl),0
+ dnz chargebarclr
+ ld a,(weapincs) ;load bar size (0-80)
+ srl a ;half the size (0-40)
+ srl a ;again half that size (0-20 pixels)
+ ld c,a ;psh a
+ srl a ;/2
+ srl a ;/4
+ srl a ;/8: don't display last 3 bits of a (later)
+ jr z,nochargebar ;if a=0 then it would loop 256x so skip it
+ ld b,a ;loop b=a times
+chargebar: ;starting at ($39*16)+VIDEO_MEM
+ ld (hl),%11111111 ;draw a piece of the bar
+ inc hl ;next position
+ dnz armorbar ;loop it b times
+nochargebar:
+ ld a,c ;pop a
+ and %111 ;display last bits of chargebar
+ ret z ;if armor=0 then bit = %00000000 (don't disp)
+ ld b,a ;into B
+ xor a ;bit = %00000000
+chargebarbit:
+ scf ;set carry flag
+ rra ;rotates A right and sets bit 7 (c-flag)
+ dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100)
+chargebarready: ; (an if B=3 then a=%11100000)
+ ld (hl),a ;draw this last byte
+ ret
+disp_lives:
+ ld hl,$3A00 ;display Lives
+ ld (_penCol),hl ;bottom left
+ ld hl,savestr+2
+ ld (hl),'L'
+ inc hl
+ ld (hl),'x'
+ inc hl
-;0.01.717 -- 17.VII.99 -- size 984
-;
-; + movement of ship over whole screen
-; + enemies moving from right to left, appearing right at specified times
+ ld a,(your_lives) ;nr of lives in a
+ add a,'0' ;make digit
+ ld (hl),a
+ dec hl \ dec hl
+ jp _vputs ;display on screen +ret
+
+;--------------------------- proc -------------------------------------------
+
+Random: ;a=b<random<b+c; destr:none
+ ld a,r
+ add a,0 ;increase last value by 0-255 (r)
+ranseed =$-1
+ ld (ranseed),a ;save for next time
+ and %01111110
+ cp b ;a>=b
+ jr nc,Random ;then add again
+ add a,c ;a<b; a=a+c
+ ret
+
+RandomY: ;HL = random Y 0..50 right side ((1..51)*16-1)
+ psh bc
+ ld bc,1+50*256 ;range=1..51
+ cal Random ;a = 1..51
+ ld h,0
+ ld l,a ;hl = 1..51
+ add hl,hl
+ add hl,hl
+ add hl,hl
+ add hl,hl ;hl = 1..51 * 16 (left side at random y)
+ dec hl ;hl = 0..50 * 16 (" at right side of screen)
+ ld de,GRAPH_MEM
+ add hl,de ;position on screen
+ pop bc
+ ret
+
+scoreInc:
+ psh bc
+ ld bc,(your_score)
+ add hl,bc
+ ld (your_score),hl
+ pop bc
+ ret
+
+find_sprite: ;in:hl=enemy+type | out:ix=sprite to enemy
+ psh de
+ psh hl
+ ld e,(hl) ;e = enemy type
+ ld d,0 ;de = e
+ ld hl,XLenemytable ;hl = @sprites offset-table
+ add hl,de ;points to offset of current enemy offset
+ ld e,(hl) ;de = @enemy offset
+
+ ld ix,spr_enemy00 ;first enemy sprite
+ add ix,de ;add offset for current enemy
+ add ix,de ;twice (offset stored as offset/2)
+ pop hl
+ pop de
+ ret
+
+BLACKLCD:
+ ld hl,VIDEO_MEM ;screen location (top left)
+ ld de,VIDEO_MEM+1
+ ld (hl),%11111111
+ ld bc,1024-1 ;do it 1024 times = entire screen
+ ldir
+ set 3,(iy+5) ;set white on black
+ ret
+
+releasekeys:
+ halt
+ ld a,%10000000 ;all key-masks
+ out (1),a
+ in a,(1)
+ inc a ;cp %11111111 (no keys pressed)
+ jr nz,releasekeys ;keep waitin
+ cal GET_KEY ;clear buffer
+ ret
+;--------------------------- game over / new game / death -------------------
+chartable:
+ .db 0,".<>!",0,0,0,0 ;down,L,R,up
+ .db 0,"xtoje0",0 ;enter..clear
+ .db " wsnid9",0 ;(-)..custom
+ .db "zvrmhc8",0 ;dot..del
+ .db "yuqlgb7#" ;0..xvar
+ .db $D9,"-pkfa6'" ;on..alpha
+ .db "54321*",0,$D0 ;F5..more
+
+save_hi:
+ ld hl,_asapvar ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
+ ret c ;not found? who cares...
+ xor a
+ ld hl,4+storehi_start-_asm_exec_ram
+ add hl,de ;hl=pointer to data in original prog
+ adc a,b
+ cal _SET_ABS_DEST_ADDR
+ xor a
+ ld hl,storehi_start
+ cal _SET_ABS_SRC_ADDR
+ ld hl,storehi_end-storehi_start
+ cal _SET_MM_NUM_BYTES
+ cal _mm_ldir ;save done (cal \ ret)
+ jp _RAM_PAGE_1
+
+save_lvl:
+ ld hl,_asapvar ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
+ ret c ;not found? who cares...
+
+ xor a
+ ld hl,4+storesave_start-_asm_exec_ram
+ add hl,de ;hl=pointer to data in original prog
+ adc a,b
+ cal _SET_ABS_DEST_ADDR
+ xor a
+ ld hl,storesave_start
+ cal _SET_ABS_SRC_ADDR
+ ld hl,storesave_end-storesave_start
+ cal _SET_MM_NUM_BYTES
+ cal _mm_ldir ;save done (cal \ ret)
+ jp _RAM_PAGE_1
+
+game_over: ;stack=+0
+ cal BLACKLCD ;clear screen
+ ld hl,$0603
+ ld (_curRow),hl ;center
+ ld hl,txt_gameover
+ cal _puts ;display "GAME OVER"
+ cal releasekeys ;wait for all keys to be released
+
+ ld hl,$0007
+ ld (_curRow),hl
+ ld de,(your_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 releasekeys
+ 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,(your_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)
+
+ ld hl,$1007 ;bottom right
+ ld (_curRow),hl ;set
+ ld hl,(hiscore) ;hi-score
+ cal _dispahl ;display
+ ld hl,$3946 ;bottom right before hiscore ^^
+ ld (_penCol),hl ;set
+ ld hl,txt_hiscore ;"Hiscore"
+ cal _vputs ;display (small)
+ res 3,(iy+5)
+
+ ld b,16
+ ld de,16
+ ld hl,VIDEO_MEM+(49*16)-1
+restore_line:
+ set 1,(hl)
+ add hl,de
+ dnz restore_line
+
+ cal _getkey ;wait for keypress
+ jp quit ;restore some things and return to TI-OS/shell
+
+New_game: ;stack must be +1 (so change the jp in cal :)
+ xor a ;ld a,0
+ ld (your_score),a ;reset score
+ ld (your_score+1),a ;reset score (0)
+ ld (torp_occ),a ;no torpedoes
+ ld (your_weapon),a ;no laser
+ ld (your_pickup),a ;reset pickups
+ ld (your_multiples),a ;no multiples
+ inc a ;ld a,1
+ ld (level),a ;reset level nr (#1)
+ ld hl,level00 ;set level pointer to level#1
+ ld (levelp),hl ;reset level pointer
+ inc a ;ld a,2
+ ld (your_weapon),a ;default weapon
+ ld a,4
+ ld (your_lives),a ;3 lives (4 will be decreased @ You_die)
+ ld (pickuptimer),a ;next pickup after 4 enemies destroyed
+
+You_die: ;stack must be +1
+ pop hl ;restore stack
+ ld a,12
+ ld (your_armor),a ;12 HPs/shields
+ ld a,(your_lives) ;load lives left
+ dec a ;decrease lives
+ ld (your_lives),a ;if lives=0ffh GO
+ inc a ;if -1 then zf set now
+ jp z,game_over ;and game's over
+ jr samelevel
+
+;--------------------------- next level -------------------------------------
+
+Next_level: ;stack must be +1
+ pop hl
+ ld a,(your_armor) ;load current armor
+ cp 25-8 ;may not become >=25
+ jr c,addok ;ok then just add 8
+ ld a,25-8 ;set to maximum (8 will be added below)
+addok:
+ add a,8 ;add 8 to armor
+ ld (your_armor),a ;change armor
+
+ ld hl,level ;level number
+ ld a,(hl)
+ inc a
+ ld (hl),a
+
+ add a,a
+ add a,a
+ ld h,0 ;increase score....
+ ld l,a ;by level number * 4
+ ld bc,20
+ add hl,bc ;plus 20
+ cal scoreInc ;update score
+
+ ld hl,(levelp) ;level pointer
+ ld bc,5+32+4+4 ;advance one level
+ add hl,bc ;update to point to next level
+ ld (levelp),hl ;save
+
+samelevel:
+ ld a,80
+ ld (nextevent),a ;time to first enemy appearance
+
+ ld hl,(levelp) ;level pointer
+ xor a
+ cp (hl)
+ cal z,dostory
+ ld a,(hl) ;load new level-enemy type
+ ld (level_enemy),a ;set level-enemy
+ inc hl
+ ld a,(hl) ;load new appearance-time
+ ld (eventtime),a ;set
+ inc hl
+ ld a,(hl) ;load nr of enemies in this level
+ ld (eventleft),a ;set nr of events left
+ inc hl
+ ld a,(hl) ;
+ ld (level_info),a ;
+ inc hl
+ ld a,(hl) ;movement of enemies in this level
+ ld (level_move),a ;do it
+ inc hl
+ ld a,(hl) ;how frequent the enemies fire a bullet
+ ld (level_fire),a ;consider it done
+
+ inc hl
+ ld de,spacespace
+ ld bc,17+17+2
+ ldir
+
+ ld ix,starx1
+ ld b,nrstars1
+ cal placestars
+ ld ix,starx2
+ ld b,nrstars2
+ cal placestars
+
+ xor a
+ ld (timer),a ;reset time
+ ld hl,your_occ ;hl = your_occ
+ ld (hl),a ;reset your ship (not exploding)
+ inc hl ;hl = your_inv
+ ld (hl),25 ;set 25*4=100 frames invulnerable
+ ld de,$1800
+ ld (x),de ;begin position (x,y)
+ cal Place_multiples ;place all multiple-positions at that (0,24)
+
+ ld a,(torp_occ)
+ or a ;no torpedoes?
+ jr z,torpsclear ;then just continue (=0)
+ ld a,1 ;if so, set to "ready to fire" (=1)
+torpsclear:
+
+ 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,(nrenemies*enemysize)+((nrybuls+nrebuls)*3)-1
+ ldir ;clear enemies + bullets (y/e)
+
+;--------------------------- setup game -------------------------------------
+
+game_setup:
+ cal BLACKLCD ;white on black
+ ld hl,txt_level
+ ld de,$0703
+ ld (_curRow),de ;center
+ cal _puts ;display "LEVEL "
+
+ ld a,(level) ;current level
+ ld l,a
+ ld h,0 ;in hl
+ cal UNPACK_HL ;create first digit
+ add a,'0' ;0-9
+ ld b,a ;into b
+ cal UNPACK_HL ;second digit
+ add a,'0' ;0-9
+ cal _putc ;display second digit
+ ld a,b
+ cal _putmap ;display first digit
+
+ ld hl,txt_lives ;bar text: "Lx0"...
+ ld de,$0904
+ ld (_curRow),de ;display lives left below level nr
+ cal _puts
+ ld a,(your_lives) ;lives left
+ add a,'0' ;make value 0='0'
+ cal _putc
+
+ cal releasekeys ;wait for user to release all keys
+ ld hl,txt_savekey ;"Press [F1] to save"
+ ld de,$3A46 ;bottom-right
+ ld (_penCol),de
+ cal _vputs
+
+ res 3,(iy+5) ;set white on black
+ cal _getkey ;wait for keypress
+ cp kF1
+ cal z,save_lvl
+
+ cal _clrLCD ;clear screen
+ cal disp_icons ;display bottom icons +ret
+ jp game_main_loop
+
+placestars:
+ cal RandomY ;a = random y-pos 1..bottom
+ ld a,b ;a = b = star nr. = 1..7
+ add a,a ;a = 2b = 2..14
+ ld d,0
+ ld e,a ;de = a = 2-14
+ or a
+ sbc hl,de ;substract from random y => random pos anywhere
+
+ ld (ix),l ;save x-pos (l)
+ ld (ix+1),h ;save y-pos (h)
+ inc ix \ inc ix ;next star
+ dnz placestars ;repeat for all stars
+ ret
+
+loadweapon:
+ ld a,(your_weapon)
+ add a,a ;weap*2
+ add a,a ; *4
+ add a,a ; *8
+ ld c,a
+ ld b,0
+ ld hl,weapondata-16
+ add hl,bc
+ ld a,(hl)
+ ld (weapdamage),a ;damage of bullets
+ inc hl
+ ld a,(hl)
+ ld (weapdaminc),a ;damage increase
+ ret
+
+;--------------------------- putsprite --------------------------------------
+;--------------------------- de =(X,Y) --------------------------------------
+
+offsets_table:
+ .db $80,$40,$20,$10,8,4,2,1
+putsprite:
+ ld a,d ;a = X
+ and %00000111 ;a = X mod 8 = bit nr. to mask
+ ld hl,offsets_table ;pixel mask table
+ ld c,a ;bit nr.
+ ld b,0 ;word
+ add hl,bc ;add to table
+ ld a,(hl) ;a = pixel mask
+ ld (_smc1+1),a ;alter pixel mask
+
+ ld hl,GRAPH_MEM ;save-location
+ ld a,e ;y-coord
+ 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)
+ srl d ;d/2
+ srl d ;d/4
+ srl d ;d/8 (8 bits in byte) ** c is set when overflow
+ add a,d ;a = (Y*16+X/8) mod 256
+ jr nc,_n1 ;jump if no carry = no overflow = a<=255
+ 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
+ psh hl ;Save screen address
+ ld b,d ;Load width
+ ld c,(ix+2) ;Load one line of image
+ inc ix
+_smc1: ld a,1 ;Load pixel mask
+_iloop: sla c ;Test leftmost pixel
+ jr nc,_noplot ;See if a plot is needed
+ ld e,a ;OR pixel with screen
+ or (hl)
+ ld (hl),a
+ ld a,e
+_noplot:rrca
+ jr nc,_notedge ;Test if edge of byte reached
+ inc hl ;Go to next byte
+_notedge:
+ dnz _iloop
+ pop hl ;Restore address
+ ld bc,16 ;Go to next line
+ add hl,bc
+ pop bc ;Restore data
+ dnz _oloop
+ ret ;<jp>s are used instead of <jr> = faster
+
+;--------------------------- putbigsprite -----------------------------------
+
+putwidesprite:
+ ld a,d
+ and 7
+ ld hl,offsets_table
+ ld c,a
+ ld b,0
+ add hl,bc
+ ld a,(hl)
+ ld (wsmc1+1),a
+ ld (wsmc2+1),a
+ ld hl,(PutWhere)
+
+ ld a,e
+ add a,a
+ add a,a
+ add a,a
+
+ rl b
+ add a,a
+ rl b
+ srl d
+ srl d
+ srl d
+ add a,d
+ jr nc,n1
+ inc b
+n1: ld c,a
+ add hl,bc
+
+ ld d,(ix)
+ ld b,(ix+1)
+woloop: psh bc ;Save # of rows
+ psh hl ;Save screen address
+ ld b,d ;Load width
+ ld c,(ix+2) ;Load one line of image
+ inc ix
+wsmc1: ld a,1 ;Load pixel mask
+wiloop: sla c ;Test leftmost pixel
+ jr nc,wnoplot ;See if a plot is needed
+ ld e,a ;OR pixel with screen
+ or (hl)
+ ld (hl),a
+ ld a,e
+wnoplot:
+ rrca
+ jr nc,wnotedge ;Test if edge of byte reached
+ inc hl ;Go to next byte
+wnotedge:
+wsmc2: cp 1
+ jr z,wover_1
+
+ dnz wiloop
+ pop hl ;Restore address
+ ld bc,16 ;Go to next line
+ add hl,bc
+ pop bc ;Restore data
+ dnz woloop
+ ret
+wover_1:
+ ld c,(ix+2)
+ inc ix
+ dnz wiloop
+ dec ix
+ pop hl
+ ld bc,16
+ add hl,bc
+ pop bc
+ dnz woloop
+ ret
+
+;----------------------------------------------------------------------------
+;------------------------------- sprites ------------------------------------
+;----------------------------------------------------------------------------
+
+spr_ship01:
+ .db 7,7 ;ship alpha class
+ .db %01111000 ; ████
+ .db %11100000 ;███
+ .db %01111100 ; █████
+ .db %11110010 ;████ █
+ .db %01111100 ; █████
+ .db %11100000 ;███
+ .db %01111000 ; ████
+spr_ship01i:
+ .db 8,7
+ .db %01111010 ; ████ █
+ .db %11100001 ;███ █
+ .db %01111101 ; █████ █
+ .db %11110011 ;████ ██
+ .db %01111101 ; █████ █
+ .db %11100001 ;███ █
+ .db %01111010 ; ████ █
+
+spr_ship02:
+ .db 7,7 ;ship beta class
+ .db %11100000 ;███
+ .db %11110000 ;████
+ .db %01111100 ; █████
+ .db %01110010 ; ███ █
+ .db %01111100 ; █████
+ .db %11110000 ;████
+ .db %11100000 ;███
+spr_ship02i:
+ .db 8,7
+ .db %11100010 ;███ █
+ .db %11110001 ;████ █
+ .db %01111101 ; █████ █
+ .db %01110011 ; ███ ██
+ .db %01111101 ; █████ █
+ .db %11110001 ;████ █
+ .db %11100010 ;███ █
+
+spr_ship03:
+ .db 7,7 ;ship gamma class
+ .db %11111000 ;█████
+ .db %01100000 ; ██
+ .db %11111100 ;██████
+ .db %11100110 ;███ ██
+ .db %11111100 ;██████
+ .db %01100000 ; ██
+ .db %11111000 ;█████
+spr_ship03i:
+ .db 8,7
+ .db %11111010 ;█████ █
+ .db %01100001 ; ██ █
+ .db %11111101 ;██████ █
+ .db %11100111 ;███ ███
+ .db %11111101 ;██████ █
+ .db %01100001 ; ██ █
+ .db %11111010 ;█████ █
+
+spr_ship04:
+ .db 7,7 ;ship delta class
+ .db %11000000 ; ██
+ .db %11110000 ; ████
+ .db %11111100 ; ██████
+ .db %01100010 ; ██ █
+ .db %11111100 ; ██████
+ .db %11110000 ; ████
+ .db %11000000 ; ██
+spr_ship04i:
+ .db 8,7
+ .db %11000010 ; ██ █
+ .db %11110001 ; ████ █
+ .db %11111101 ; ██████ █
+ .db %01100011 ; ██ ██
+ .db %11111101 ; ██████ █
+ .db %11110001 ; ████ █
+ .db %11000010 ; ██ █
+
+spr_multiple:
+ .db 6,5 ;multiples
+ .db %01111000 ; ████
+ .db %11001100 ; ██ ██
+ .db %10000100 ; █ █
+ .db %11001100 ; ██ ██
+ .db %01111000 ; ████
+
+;-------------------------------- explosion ---------------------------------
+
+spr_explosion:
+ .db 8,6 ;1
+ .db %00000000
+ .db %00011100 ; ███
+ .db %00111110 ; █████
+ .db %01010110 ; █ █ ██
+ .db %00111000 ; ███
+ .db %00000000
+
+ .db 8,6 ;2
+ .db %00110000 ; ██
+ .db %01001110 ; █ ▒███
+ .db %10111110 ; █ █████
+ .db %01001111 ; █ ▒████
+ .db %00111000 ; ███
+ .db %00011010 ; ██ █
+
+ .db 8,6 ;3
+ .db %10110000 ; █ ██
+ .db %01001110 ; █ ███
+ .db %10110101 ; █ ██▒█▒█
+ .db %01000101 ; █ ▒█▒█
+ .db %00111110 ; █████
+ .db %01011010 ; █ ██ █
+
+ .db 8,6 ;4
+ .db %00101010 ; ▒ █▒█ █
+ .db %01000110 ; █ ▒██
+ .db %10110101 ; █ ██ █ █
+ .db %01100110 ; ██ ██▒
+ .db %00111100 ; ████▒
+ .db %01011001 ; █ ██ ▒█
+
+ .db 8,6 ;5
+ .db %01000000 ; █▒ ▒ ▒
+ .db %00100101 ; ▒█ █▒█
+ .db %00010100 ; ▒ ▒█ █ ▒
+ .db %01000100 ; █▒ █
+ .db %00010010 ; ▒█▒▒█
+ .db %10011010 ; █▒ ██ █▒
+
+ .db 8,6 ;6
+ .db %01000100 ; █ █
+ .db %00100000 ; ▒█ ▒ ▒
+ .db %00000001 ; ▒ ▒ █
+ .db %01000100 ; █ █
+ .db %00100010 ; █▒ █
+ .db %01001000 ; ▒█ ▒█ ▒
+
+ .db 8,6 ;7
+ .db %00001000 ; ▒ █▒
+ .db %11000010 ; ██ ▒ █
+ .db %00000000 ; ▒
+ .db %00100000 ; ▒█ ▒
+ .db %00000001 ; ▒ ▒█
+ .db %00110000 ; ▒██▒
+
+ .db 8,6 ;8
+ .db %00000100 ; ▒█
+ .db %00000000 ; ▒▒ ▒
+ .db %01000000 ; █
+ .db %00000000 ; ▒
+ .db %00000010 ; █▒
+ .db %00100100 ; █▒ █
+
+spr_yexplosion:
+ .db 8,6 ;8
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+
+;--------------------------------- bullets ----------------------------------
+
+spr_bullet01:
+ .db 2,1
+ .db %11000000 ;▒██
+spr_bullet02:
+ .db 4,2
+ .db %11110000 ;▒████
+spr_bullet03:
+ .db 2,2
+ .db %11000000 ;▒██
+ .db %11000000 ;▒██
+spr_bullet04:
+ .db 3,2
+ .db %11100000 ;▒███
+ .db %11100000 ;▒███
+spr_bullet05:
+ .db 4,3
+ .db %01100000 ; ▒██
+ .db %11110000 ;▒████
+ .db %01100000 ; ▒██
+spr_bullet06:
+ .db 5,3
+ .db %00110000 ; ▒██
+ .db %11111000 ;▒█████
+ .db %00110000 ; ▒██
+spr_bullet07:
+ .db 5,3
+ .db %01110000 ; ▒███
+ .db %11111000 ;▒█████
+ .db %01110000 ; ▒███
+spr_bullet08:
+ .db 5,3
+ .db %11110000 ;▒████
+ .db %11111000 ;▒█████
+ .db %11110000 ;▒████
+spr_bullet09:
+ .db 5,4
+ .db %00010000 ; ▒█
+ .db %10111000 ;▒█▒███
+ .db %01111000 ; ▒████
+ .db %00010000 ; ▒█
+spr_bullet10:
+ .db 6,4
+ .db %00111000 ; ▒███
+ .db %01111100 ; ▒█████
+ .db %11111100 ;▒██████
+ .db %00110000 ; ▒██
+spr_bullet11:
+ .db 7,5
+ .db %00011000 ; ▒██
+ .db %11111100 ;▒██████
+ .db %00111110 ; ▒█████
+ .db %01111100 ; ▒█████
+ .db %00011000 ; ▒██
+spr_bullet12:
+ .db 7,6
+ .db %00110000 ; ▒██
+ .db %11111100 ;▒██████
+ .db %00111110 ; ▒█████
+ .db %01111110 ; ▒██████
+ .db %11111100 ;▒██████
+ .db %00111000 ; ▒███
+spr_bullet13:
+ .db 8,8
+ .db %00111100 ; ▒████
+ .db %11111110 ;▒███████
+ .db %01111111 ; ▒███████
+ .db %00011111 ; ▒█████
+ .db %01111111 ; ▒███████
+ .db %11111110 ;▒███████
+ .db %00111100 ; ▒████
+spr_bullett1:
+ .db 4,3 ;▒▒▒
+ .db %11100000 ;▒███
+ .db %11110000 ; ████
+ .db %01110000 ; ███
+
+spr_bullete1:
+ .db 4,3 ;enemy bullets
+ .db %01100000 ; ██▒
+ .db %11110000 ;████▒
+ .db %01100000 ; ██▒
+
+XLbullettable:
+ .db (spr_bullet01-spr_bullet01) ;0
+ .db (spr_bullet02-spr_bullet01) ;4
+ .db (spr_bullet03-spr_bullet01) ;8
+ .db (spr_bullet04-spr_bullet01) ;12
+ .db (spr_bullet05-spr_bullet01) ;16
+ .db (spr_bullet06-spr_bullet01) ;20
+ .db (spr_bullet07-spr_bullet01) ;24
+ .db (spr_bullet08-spr_bullet01) ;28
+ .db (spr_bullet09-spr_bullet01) ;32
+ .db (spr_bullet10-spr_bullet01) ;36
+ .db (spr_bullet11-spr_bullet01) ;40
+ .db (spr_bullet12-spr_bullet01) ;44
+ .db (spr_bullet13-spr_bullet01) ;48
+ .db (spr_bullet13-spr_bullet01) ;52
+ .db (spr_bullet13-spr_bullet01) ;56
+ .db (spr_bullet13-spr_bullet01) ;60
+
+;format:[min.damage] [dam.inc] [0000:direction 0000:speed] [offset]
+;damage = min.damage + dam.inc*incs (0<=incs<=6)
+maxnrweapons = 8+1
+weapondata:
+ .db 1,1,%00000010,2,%00000000,0,%00000000,0 ;single fire
+ .db 3,1,%00000011,2,%00000000,0,%00000000,0 ;fast single
+ .db 1,1,%00000010,0,%00000010,5,%00000000,0 ;double
+ .db 1,1,%00010010,2,%00110010,2,%01000010,2 ;triple
+ .db 3,2,%00010011,2,%00110011,2,%01000011,2
+ .db 5,3,%00010011,2,%00110011,2,%01000100,2
+ .db 7,4,%00010100,2,%00110100,2,%01000100,2
+ .db 12,5,%00010110,2,%00110110,2,%01000110,2
+
+collidedamage = 4
+
+;------------------------------------ bar -----------------------------------
+
+spr_icon:
+ .db 16,7 ;selected .......:.......:
+ .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 ; █ █ █ █ █ █ █ █
+ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+spr_icon01:
+ .db 16,7 ;armor ; .......:.......:
+ .db %10000111,%11110000 ; █ ███████
+ .db %10011000,%00001100 ; █ ██ ██
+ .db %10110011,%11000110 ; █ ██ ████ ██
+ .db %10110000,%11110110 ; █ ██ ████ ██
+ .db %10110011,%11000110 ; █ ██ ████ ██
+ .db %10011000,%00001100 ; █ ██ ██
+ .db %10000111,%11110000 ; █ ███████
+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 ;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 %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,%11100110 ; █ ████ ██
+ .db %10000001,%11100000 ; █ ████
+ .db %10000011,%10000000 ; █ ███
+ .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_email: .db "www.shiar.org ",127 ;title screen
+ .db " shiar0@hotmail.com",0
+_txt_email = $3A01 ;$3A1E=just email
+txt_about: .db " v0.97.624 ",127," by Shiar",0 ;right behind txt_email
+_txt_about = $331F
+txt_menu1: .db "NEW GAME",0
+txt_menu2: .db "CONTINUE",0
+
+txt_level: .db "LEVEL ",0 ;new level screen
+txt_lives: .db "Lx0",0
+txt_savekey: .db "Press [F1] to save",0
+
+txt_gameover: .db "GAME OVER!",0 ;game over screen
+txt_score: .db "Score",0
+txt_hiscore: .db "Hiscore",0
+
+txt_pressenter: .db "Enter to continue",0 ;pause
+txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 ;boss
+txt_teacherans: .db Lneg,"14.2063168184",0
+
+;---------------------------- save data -------------------------------------
+
+PutWhere .dw GRAPH_MEM ;where to put the wide sprites
+laserlasts .db 5
+
+storehi_start:
+hiscore .dw $0000
+hiname .db "Shiar.97",0
+storehi_end:
+
+storesave_start:
+level .db $01 ;level number
+levelp .dw level01 ;pointer to level data
+pickuptimer .db $04 ;counts when to place a pickup
+your_score .dw $0000
+
+your_pickup .db $00
+your_occ .db $00 ;0=normal 1..16=exploding
+your_inv .db $00 ;invincibility left
+your_armor .db $0a ;HP left
+your_lives .db $03 ;
+
+your_weapon .db $02 ;weapon: 0=no, 1=laser, 2+=bullet n+1
+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)
+storesave_end:
+
+
+;XLlevelsdata:---------------------------------------------------------------
+
+level00:
+ .db 0
+ .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
+ .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06
+ .db $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
+
+;format:[enemy nr] [enemy frequency] [next lvl]
+; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
+; [level_move] [level_fire] [tunnel size] [groundtype] [16_ground]
+; [16_ceiling] [stars1] [stars2]
+
+ .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
+
+ .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,%00010110,0,255,-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,%00100001,0,057,0,0
+ .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,%00100101,%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,%00100111,0,255,-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,%00100001,0,043,0,0
+ .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
+
+;------------------------------ enemies -------------------------------------
+
+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 %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_enemy08:
+ .db 8,6 ;enemy type seven
+ .db %00011110 ; ████
+ .db %01111111 ; ███████
+ .db %10011100 ; █ ███
+ .db %10011100 ; █ ███
+ .db %01111111 ; ███████
+ .db %00011110 ; ████
+
+spr_boss0_1:
+ .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_boss0_2:
+ .db 16,10 ;boss type:one :
+ .db %11111110,%00000000 ; ███████
+ .db %00001111,%10001111 ; █████ ████
+ .db %00111111,%11100011 ; █████████ ██
+ .db %01001111,%11111110 ; █ ███████████
+ .db %10001101,%01111100 ; █ ██ █ █████
+ .db %10001101,%01111100 ; █ ██ █ █████
+ .db %01001111,%11111110 ; █ ███████████
+ .db %00111111,%11100011 ; █████████ ██
+ .db %00001111,%10001111 ; █████ ████
+ .db %11111110,%00000000 ; ███████
+
+XLenemytable:
+ .db $00 ;00
+ .db (spr_enemy01-spr_enemy00)/2 ;01
+ .db (spr_enemy02-spr_enemy00)/2 ;02
+ .db (spr_enemy03-spr_enemy00)/2 ;03
+ .db (spr_enemy04-spr_enemy00)/2 ;04
+ .db (spr_enemy05-spr_enemy00)/2 ;05
+ .db (spr_enemy06-spr_enemy00)/2 ;06
+ .db (spr_enemy07-spr_enemy00)/2 ;07
+ .db (spr_boss0_1-spr_enemy00)/2 ;08
+ .db (spr_boss0_2-spr_enemy00)/2 ;09
+ .db (spr_enemy08-spr_enemy00)/2 ;0A
+ .db (spr_enemy00-spr_enemy00)/2 ;0B
+ .db (spr_enemy00-spr_enemy00)/2 ;0C
+ .db (spr_enemy00-spr_enemy00)/2 ;0D
+ .db (spr_enemy00-spr_enemy00)/2 ;0E
+ .db (spr_enemy00-spr_enemy00)/2 ;0F
+
+;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused]
+XLenemyinfos:
+ .db %00100110,0,1,1 ;#1 HP:1 app:random
+ .db %00101010,0,2,3 ;#2 HP:1 app:halflure
+ .db %00001111,0,3,2 ;#3 HP:1 app:lure
+
+ .db %00000110,0,4,2 ;#4 HP:2 app:lure
+ .db %00000111,0,5,3 ;#5 HP:2 app:random moving
+ .db %00001011,0,6,2 ;#6 HP:3 app:lure moving
+
+ .db %00011011,0,7,3 ;#7 HP:7 app:halflure moving
+
+ .db %00110011,1,8,1 ;boss1
+ .db %00111011,0,9,3 ;boss2
+
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+
+;----------------------------------------------------------------------------
+;----------------------------- logo ------------------------------------------
+;----------------------------------------------------------------------------
+
+logo_nemesis:
+.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
+.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000
+.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000
+.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000
+.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001
+
+;----------------------------- end ------------------------------------------
+
+ .end
+.end
+
+
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+
+; 0.97.624 -- 24.VI.00 -- size 5803
+;
+; # bullets do damage in all levels
+; * more armor at armor-upgrade and extra armor at end of a level
+; - internal levels again (no need 4 external, safer/smaller)
+; # some registers not correctly pushed/popped
+; * several optimizations (init.procs some bytes smaller)
+; # enemies hit with hitpoints left disappeared (one pop too much...)
+; + bullets "charge up" (more damage) when not firing
+; + more powerful bullets have different sprites (larger=more damage)
+; # multiples appear at your position (begin level/just selected)
+; # when invulnerable multiples acted weird
+; # no more error at activation after APD off after running Nemesis
+; # saves correctly if own name ain't "nemesis" + some bytes smaller
+; # screen wasn't always entirely cleared after quit
+; * waits until all keys have been released after death
+; + different bullets sizes will miss if they're too small
+; + at level start "press F1 to save"-text will be displayed
+; * w3.shiar.org displayed at title screen, black bar behind version nr
+; # score to 0 when exit pressed at main menu
+; # no residual story-text in first frame of game
+; # game doesn't continue again after death (stack messed up)
+; # game over when lives<0 (didn't work in v0.96+)
+; * using some self-modifiing code (so it's smaller)
+;
+;
+; + added - removed * changed # bug fixed
\ No newline at end of file