.include "asm86.h"
.include "ti86asm.inc"
.include "ti86abs.inc"
+
.org _asm_exec_ram
+
nop
jp Start
.dw $0000
.dw Title
-Title: .db "Nemesis v0.1.718 by Shiar",0
+Title: .db "Nemesis v0.3.719 by Shiar",0
Start:
jr init
xor a
ld hl,GRAPH_MEM+(16*12)
ld b,a
+ ld a,(background)
clearloop:
ld (hl),a
inc hl
call Level_event ;insert enemies
call Handle_Ship ;move you
call Fire_bullet ;check for fire
- call Handle_bullets
+ call Handle_bullets ;move bullets
call Handle_enemies ;move enemies
+ call Enemy_fires ;check for enemy fire
+ call Enemy_bullets ;move bullets
call Enemies_hit ;check for collision with enemies
call Display_Screen ;display all
-; halt \ halt \ halt ;delay
+ halt \ halt \ halt ;delay
jr game_main_loop ;loop
quit: ret
;------------------------- handle ship ----------------------------------------
Handle_Ship:
- ld a,(your_status)
-; bit 4,a
-; jr nz,you_not_normal
+ ld a,(your_occ)
or a
- jr z,ok
+ jr z,ok ;0 = normal stat
+
; dec a
; ld (your_status),a
; ld hl,(lives)
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 hl
jr display_common
+damage_you:
+ or %10101010
+ ld (background),a
+ ret
+
;------------------------- fire bullet ----------------------------------------
Fire_bullet:
ld a,%00111111
out (1),a
-; ld a,(your_status)
-; or a
-; ret nz
+ ld a,(your_occ)
+ or a
+ ret nz ;return if not normal stat
ld hl,just_fired
- nop
in a,(1)
bit 4,a
- jr z,fire
+ jr z,fire ;fire pressed?
ld (hl),0 ;not fired
ret
ld hl,ybullets
ld de,3
ld b,10
-
find_ybullet:
ld a,(hl)
or a
ld (hl),1 ;use bullet
inc hl
ld a,(x)
- add a,3
+ add a,5
ld (hl),a ;set x
ld a,(y)
add a,2
Handle_bullets:
ld hl,ybullets
ld b,10
-scan_your_bullets:
+scan_bullets:
push bc
push hl
ld (temp1),hl
pop bc
ld de,3
add hl,de
- djnz scan_your_bullets
+ djnz scan_bullets
ret
bullet_type1:
push hl
ld a,(hl)
- dec a
- jr nz,nohit ;no hit when enemy_occ <> 1
+ and %00000001
+ jr z,nohit ;no hit when enemy_occ <> 1
inc hl
inc hl
dec hl
dec hl
- ld (hl),a ;explosionFrame 0
dec hl
+ ld a,(hl) ;occ
+ srl a
+ srl a ;occ/4 = HP left
+ jr nz,hpleft
ld (hl),2 ;set to explode
+ inc hl
+ ld (hl),a ;explosionFrame 0
+ pop hl
+ ret
+hpleft:
+ dec a
+ add a,a
+ add a,a
+ inc a ;HP*4+1 = occ 1
+ ld (hl),a ;save
pop hl
ret
or a
jr nz,chk_noenemy
- ld a,$01
- ld (de),a ;occ
inc de
-
ld a,(hl)
ld (de),a ;type
- inc de
+ ld hl,enemy01
+ ld c,a
+ ld b,0
+ add hl,bc
+ add hl,bc
+ add hl,bc ;hl = enemy specs
+ dec de
+ ld a,(hl) ;load hitpoints
+ or 1 ;set type 1 (normal) enemy
+ ld (de),a ;occ
+ inc de
+ inc de
ld a,$5a
ld (de),a ;x
inc de
+ ld hl,(curevent)
inc hl
ld a,(hl)
ld (de),a ;y
ld (curevent),hl
ret
+;--------------------------- enemy fires --------------------------------------
+
+Enemy_fires:
+ ld a,r
+ and %01111111
+ cp 19
+ ret p
+
+ add a,a
+ add a,a
+ ld c,a
+ ld b,0 ;bc = a*4
+ ld hl,enemies
+ add hl,bc ;hl = enemy
+ ld a,(hl)
+ or a
+ ret z ;return if no enemy
+ dec a
+ dec a
+ ret z ;or exploding enemy
+ inc hl
+ inc hl
+ ld c,(hl) ;enemy x-pos
+ dec c
+ dec c ;c = x-2
+ inc hl
+ ld a,(hl) ;y-pos
+ add a,5
+ ld e,a ;e = y+5
+
+ ld b,10
+ ld hl,ebullets
+find_ebullet:
+ ld a,(hl)
+ or a
+ jr z,found_ebullet ;0 = not used
+ inc hl
+ inc hl
+ inc hl
+ djnz find_ebullet ;look next bullet
+ ret
+
+found_ebullet:
+ ld (hl),1 ;use bullet
+ inc hl
+ ld (hl),c ;set x-pos
+ inc hl
+ ld (hl),e ;set y-pos
+ ret
+
+;----------------------------- enemy bullets ----------------------------------
+
+Enemy_bullets:
+ ld hl,ebullets
+ ld b,10
+handle_bullet:
+ push bc
+ push hl
+ ld a,(hl)
+ or a
+ jr nz,enemy_bullet
+next_bullet:
+ pop hl
+ pop bc
+ inc hl
+ inc hl
+ inc hl
+ djnz handle_bullet
+ ret
+
+
+enemy_bullet:
+ inc hl
+ ld a,(hl) ;bullet x
+ dec a
+ jp m,remove_ebullet ;off screen?
+ jr z,remove_ebullet ;"
+ dec a ;move left
+ ld (hl),a
+ ld d,a ;d=x
+ inc hl
+ ld e,(hl) ;e=y
+ ld ix,spr_bullet11 ;display enemy bullet
+ call drw_spr
+
+ ld a,(your_occ)
+ or a
+ jr nz,next_bullet ;0 = you're normal
+
+ pop hl
+ push 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
+
+ call damage_you ;HIT!!
+
+remove_ebullet:
+ dec hl
+ dec hl
+ ld (hl),0 ;bullet > unused
+ jr next_bullet
+
;--------------------------- handle enemies -----------------------------------
Handle_enemies:
ld b,20
handle_enemy:
- push hl
push bc
+ push hl
ld a,(hl)
- dec a
- jr z,normal_enemy ;occ "normal" 1
- dec a
+ and %00000011
+ jr z,next_enemy ;occ "no enemy" 0
+ and %00000001
jr z,exploding_enemy ;occ "exploding" 2
- jr next_enemy ;occ "no enemy" 0
-normal_enemy:
+normal_enemy: ;occ "normal" 1
inc hl
- ld c,(hl) ;type
+ ld a,(hl) ;type
+ add a,a
+ add a,a
+ add a,a
+ ld c,a ;type*8 = offset
inc hl
ld d,(hl) ;x
inc hl
ld (hl),$0000 ;bye bye enemy
next_enemy:
- pop bc
pop hl
- inc hl
- inc hl
- inc hl
- inc hl
+ ld bc,$0004
+ add hl,bc
+ pop bc
djnz handle_enemy
ret
;--------------------------- check collision ----------------------------------
Enemies_hit:
+ ld a,(your_occ)
+ or a
+ ret nz
+
ld de,(x) ;e = X, d = Y
ld hl,enemies-4
check_next:
- inc hl
- inc hl
- inc hl
- inc hl
+ ld bc,$0004
+ add hl,bc
ld a,(hl)
cp $ff
ld (hl),0 ;explosionFrame 0
dec hl
ld (hl),2 ;set to explode
+ call damage_you
nocrash:
pop hl
spr_bullet01:
.db 5,3 ;your bullets
- .db %11110000 ; ████
- .db %11111000 ; █████
- .db %11110000 ; ████
-
+ .db %00110000 ; ░▒▓██
+ .db %11111000 ; ░▒▓█████
+ .db %00110000 ; ░▒▓██
spr_bullet02:
+ .db 5,3 ;your bullets
+ .db %11110000 ; ░▒▓████
+ .db %11111000 ; ░▒▓█████
+ .db %11110000 ; ░▒▓████
+
+spr_bullet11:
.db 3,3 ;enemy bullets
- .db %01000000 ; █
- .db %11100000 ; ███
- .db %01000000 ; █
+ .db %01000000 ; █▓▒░
+ .db %11100000 ; ███▓▒░
+ .db %01000000 ; █▓▒░
spr_enemy01:
.db 6,6 ;enemy type one
.db %11111000 ; █████
.db %01111100 ; █████
.db %00111000 ; ███
+spr_enemy03:
+ .db 6,6 ;enemy type three
+ .db %00111000 ; ███
+ .db %01111100 ; ██
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
spr_explosion:
.db 8,6 ;1
;---------------------------- enemy types -------------------------------------
-;enemy01: .db $01,$00,$00 ;$hits $fire frequency
-;enemy02: .db $02,$00,$00
-;enemy03: .db $04,$00,$00
+enemy01: .db %00000000,$ff,$ff ;$hits $fire frequency
+enemy02: .db %00000100,$ff,$ff
+enemy03: .db %00001000,$ff,$ff
;---------------------------- level data --------------------------------------
Leveldata:
- .db $10,$00,$40 ;$time (ff=end) $type $y-pos
+ .db $01,$01,$40 ;$time (ff=end) $type $y-pos
.db $10,$00,$30
- .db $10,$00,$20
- .db $40,$00,$10
+ .db $10,$02,$20
+ .db $40,$01,$10
.db $01,$00,$44
- .db $15,$00,$31
- .db $04,$00,$38
+ .db $15,$01,$31
+ .db $04,$02,$38
.db $05,$00,$40
.db $03,$00,$2f
.db $04,$00,$3a
stored_data_start:
+level .dw $0000 ;level number
+background .db %00000001 ;level background
+timer .dw $0000
curevent .dw Leveldata+1 ;next event
nextevent .db (Leveldata) ;time to next event
+
score .dw $0000
-lives .dw $0003
-level .dw $0000
-x .db $16
-y .db $46
-shield .db $00
+
+your_occ .db $00 ;0=normal 1=exploding 2=gone
+lives .dw $0003 ;unused
+x .db $16 ;x-pos
+y .db $46 ;think about it..
+hp .db $00 ;hitpoints left
+your_status .db $00,$00 ;unused
+
ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
-;ebuls .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
+
enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
-; 0011 2233 >> 0=occupation (0=no enemy 1=normal 2=exploding)
+; 0011 2233 >> 0=occupation (and %00000011: 0=no enemy 1=normal 2=exploding)
; 1=frame/ship 2=x 3=y
-timer .dw $0000
-your_status .db $00
- .db $00
-warped_status .db $00
-
variables_end:
stored_data_end:
;
; + ability to fire bullets (F1). Enemies disappear on impact
; * enemies explode instead of disappearing
+;
+; 0.3.719 -- 19.VII.99 -- size 1401
+;
+; * bullets appear correctly (not INSIDE your ship)
+; + some enemies can take multiple hits (differs per class)
+; + all enemies fire bullets at random
+; + if you're hit by bullet/enemy, you'll lose one hitpoint