.include "asm86.h"
.include "ti86asm.inc"
- .include "ti86abs.inc"
.org _asm_exec_ram
.dw $0001
.dw Title
.dw spr_ship
-Title: .db "Nemesis v0.5.725 by Shiar",0
-Start:
- jr init
+Title: .db "Nemesis v0.6.820 by Shiar",0
+Start: jr init
just_fired = $c0f9 ;byte
temp1 = $c100 ;word
;---------------------- main menu ---------------------------------------------
-;---------------------- game setup --------------------------------------------
+LogoPut:
+ ld hl,logo_nemesis ;from...
+ ld de,$FC00+16 ;...to one line from top
+ ld a,19 ;19 rows
+LogoLoop:
+ ld bc,16 ;set screen width
+ ldir ;display one line
+ dec a ;decrease line-counter
+ jr nz,LogoLoop ;repeat when counter is not yet zero
+
+menutext:
+ ld hl,$1608 ;just below logo
+ ld (_penCol),hl
+ ld hl,txt_about ;display "by Shiar (ICQ#43840958)"
+ call _vputs
+
+ ld hl,$0705 ;located one row above bottom
+ ld (_curRow),hl ;go there
+ ld hl,txt_1player ;display "ONE PLAYER"
+ call _puts
+ ld hl,$0706 ;below oneplayer text
+ ld (_curRow),hl
+ ld hl,txt_2players ;display "TWO PLAYERS"
+ call _puts
-play_game:
- call Next_level
+ call _getkey ;wait for keypress
+ call New_level ;prepare level
;------------------------------------------------------------------------------
;---------------------- game loop ---------------------------------------------
inc (hl)
Clear_screen:
- xor a
- ld hl,GRAPH_MEM+(16*12)
- ld b,a
+ xor a ;empty bitmask
+ ld hl,GRAPH_MEM ;screen location (top left)
+ ld b,$E0 ;loop 0E0h = 224 times = 256-32 for score-bar)
clearloop:
+ ld (hl),a ;clear four times (total = 224*4 = 896 bytes)
+ inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
- djnz clearloop
+ djnz clearloop ;repeat 224x
check_exitkey:
ld a,%00111111 ;<exit> pressed?
out (1),a
- nop
- nop
+ nop \ nop
in a,(1)
bit 6,a
jr z,quit ;yes: quit game
call Enemies_hit ;check for collision with enemies
call Display_Screen ;display all
- halt \ halt \ halt ;delay
+ halt \ halt ;delay
jr game_main_loop ;loop
quit: ret
;---------------------- display -----------------------------------------------
Display_Screen:
- ld a,64 ;Display Image
- ld hl,GRAPH_MEM+(16*12)
- ld de,$fc00
+ ld hl,GRAPH_MEM ;from storage (top left)
+ ld de,$fc00 ;to screen (top left)
+ ld a,56 ;display height = 64 bytes (minus 8 for bar)
displayloop:
- ld bc,12
- ldir
- inc de
- inc de
- inc de
- inc de
- dec a
- jr nz,displayloop
+ ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
+ ldir ;16x de >> hl
+ dec a ;next line
+ jr nz,displayloop ;loop 64x
- ld hl,$1006 ;Display Score
- ld (_curRow),hl
+ ld hl,$3a6b ;Display Score
+ ld (_penCol),hl
ld hl,(timer)
ld h,0
jp _D_HL_DECI
cp 34 ;last explosion frame?
jr c,exploding_you ;not yet: display explosion
- cp 54 ;delay finished?
+ cp 40 ;delay finished?
jp z,game_over ;yes = game over
ret ;don't display anything
ok:
ld a,%01111110
out (1),a
- ld hl,y
+ nop \ nop
in a,(1)
+ ld hl,y
rra
ld b,a
jr c,no_down
ld a,(hl)
inc a
- cp 73 ;y < 73
+ cp 50 ;56-6 = bottom of screen
jr z,no_down
ld (hl),a
no_down:
rr b
jr c,no_left
ld a,(hl)
- dec a
- jr z,no_left ;x > 0
+ sub 1 ;<dec 1> 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)
inc a
- cp 89 ;x < 89
+ cp 122 ;128-6 = right side
jr z,no_right
ld (hl),a
no_right:
rr b
jr c,no_up
ld a,(hl)
- dec a
- cp 15 ;y > 15
- jr z,no_up
+ sub 1 ;<dec a> doesn't affect carry-flag
+ jr c,no_up ;-1 = top of screen
ld (hl),a
no_up: ld ix,spr_ship01
bullet_type1:
ld a,(hl) ;d = X
inc a ;move right
- cp $5a ;off screen?
+ cp 121 ;off screen? (x=127-5-1)
jr z,remove_bullet
inc a ;move right
- cp $5a ;off screen?
+ cp 121 ;off screen?
jr z,remove_bullet
ld (hl),a ;save new pos.
ld d,a
dec hl
ld a,(hl) ;occ
ld b,a ;push occ
- srl a
- srl a ;occ/4 = HP left
- jr nz,hpleft
- ld (hl),$01 ;set to explode
+ and %11111100 ;occ/4 = HP left ;<srl a\srl a
+ jr nz,hpleft ;not zero -> jump
+ ld (hl),%01 ;set to explode
inc hl
+ ld b,(hl) ;save enemy type
ld (hl),a ;explosionFrame 0
+
pop hl
ret
;--------------------------- 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 nz,do_event ;nope: wait for enemies to leave
+ inc hl ;nextevent located behind eventleft
+ ld (hl),109 ;set delay
+ ret ;don't place any more enemies
do_event:
- ld hl,(curevent)
ld de,enemies-4
chk_noenemy:
inc de
or a ;0 = no enemy present
jr nz,chk_noenemy
- ld a,(hl) ;type
- ld hl,enemy01
+ ld a,(eventenemy) ;enemy type to place (lvl)
+ ld hl,enemy01 ;enemy 1 specs
ld c,a
- ld b,0
- add hl,bc
- add hl,bc
+ ld b,0 ;bc = enemy nr.
+ add hl,bc ;add 2*bc
add hl,bc ;hl = enemy specs
ld a,(hl) ;load hitpoints+occ of this enemy class
ld (de),a ;occ
inc hl
inc de
ld a,(hl) ;load movement+type of this enemy class
- ld (de),a ;type
-
- inc de
- ld a,$5a ;appear at right edge of screen
- ld (de),a ;x
- inc de
-
- ld hl,(curevent)
- inc hl
- ld a,(hl)
- ld (de),a ;y
-
- inc hl ;@ next event
- ld a,(hl)
- cp $ff ;255 = end marker
- jp z,Next_level
- ld (nextevent),a ;else time to next event
-
- inc hl
- ld (curevent),hl ;update pointer
-
- or a ;no delay
- jr z,do_event
- ret ;no more events for now
+ ld (de),a ;enemy type
+
+ inc de ;_________
+ ld a,122 ;appear at right edge of screen (128-6)
+ ld (de),a ;= x-position
+ inc de ;_________
+ ld a,51 ;random number <51
+ call Random ;create!
+ ld (de),a ;= y-position
+ ret
;--------------------------- enemy fires --------------------------------------
Handle_enemies:
ld hl,enemies
- ld b,nrenemies ;loop 20x
+ ld b,nrenemies ;handle all enemies
handle_enemy:
push bc
normal_enemy:
inc hl
- ld a,(hl) ;type
- and %11100000 ;move-type
- add a,b ;add move bit from occ
- ld b,a ;save in b
- ld a,(hl) ;type
- add a,a
- add a,a
- add a,a
- ld c,a ;type*8 = offset
+ push hl
+
+ ld e,(hl) ;e = enemy type
+ ld d,0 ;de = e
+ ld hl,sprites ;hl = @sprites offset-table
+ add hl,de ;points to offset of current enemy offset
+ ld e,(hl) ;de = @enemy offset
+
+ ld ix,spr_enemy01 ;first enemy sprite
+ add ix,de ;add offset for current enemy
+ pop hl
inc hl
ld a,(hl) ;x
ymove_done:
dec hl ;@x
ld (hl),d ;store new x
- ld ix,spr_enemy01
- ld b,$00
- add ix,bc
-; push hl ;save registers
- push de
- call drw_spr ;display
+ push de ;save registers
+ call drw_spr ;display sprite @ix
pop de ;restore (destroyed by drw_spr)
-; pop hl
-
-; dec hl
-; ld b,(hl) ;type
-; and %00011111 ;enemy class
-; ld hl,enemy01 ;all enemies' specs
-; inc b ;next enemy's specs
-; ld c,$00
-; add hl,bc
-; add hl,bc
-; add hl,bc ;go there
-; dec hl ;last byte of this enemy's specs
-
- ld a,$ff ;fire frequency
+
+ ld a,$ff ;fire frequency
call Random ;random value < a
- dec a ;fire if 1
+ dec a ;fire if 1
call z,Enemy_fires ;fires bullet
- jr next_enemy
+ jr next_enemy ;finished
remove_enemy:
pop hl
push hl
ld a,(hl)
and %00000010
- jr z,check_next ;2/3 = ok
+ jr z,check_next ;2 or 3 = ok
inc hl
inc hl
djnz check_collision
ret
+;--------------------------- game over ----------------------------------------
+
+game_over:
+ call _clrLCD ;clear screen
+ ld hl,$0603
+ ld (_curRow),hl ;center
+ ld hl,txt_gameover
+ call _puts ;display "GAME OVER"
+
+ ld b,$20
+wait2: halt \ halt
+ djnz wait2 ;delay
+ call _getkey ;wait for keypress
+
+;--------------------------- new game -----------------------------------------
+
+New_level:
+ xor a ;a=0
+ ld hl,x ;begin position x=...
+ ld (hl),a ;...=a=0=left
+ inc hl ;y=...
+ ld (hl),24 ;...=24=middle
+ ld (level),a ;reset level nr
+ ld (score),a ;reset score
+ ld hl,level01-3 ;set level pointer to level#1
+ ld (levelp),hl ;reset level pointer
+
;--------------------------- next level ---------------------------------------
Next_level:
- ld hl,Leveldata+1 ;reset level data
- ld (curevent),hl
+ ld hl,level
+ inc (hl) ;increase level nr.
+ ld a,80
+ ld (nextevent),a ;time to first enemy appearance
+
+ ld hl,(levelp) ;level pointer
+ inc hl
+ inc hl
+ inc hl ;update to point to next level
+ ld (levelp),hl ;save
+
+ ld a,(hl) ;load new level-enemy type
+ ld (eventenemy),a ;set level-enemy
+ inc hl
+ ld a,(hl) ;load new appearance-time
+ ld (eventtime),a ;set
+ inc hl
+ ld a,(hl) ;load nr of enemies in this level
+ ld (eventleft),a ;set nr of events left
+ xor a
+ ld (timer),a ;reset time
+
+;--------------------------- setup game ---------------------------------------
+
+game_setup:
call _clrLCD ;clear screen
+ ld a,%10111011
+ ld hl,$fc00 ;screen location (top left)
+ ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times)
+clearloop2:
+ inc a
+ ld (hl),a ;clear four times (total = 256*4 = 1024 bytes)
+ inc hl
+ ld (hl),a
+ inc hl
+ xor $ff
+ ld (hl),a
+ inc hl
+ ld (hl),a
+ inc hl
+ xor $ff
+ djnz clearloop2 ;repeat 256x
+
ld hl,$0703
ld (_curRow),hl ;center
ld hl,txt_level
call _puts ;display "LEVEL "
ld a,(level)
- inc a ;increase level nr.
- ld (level),a
ld l,a
ld h,$00
add a,'0'
call _putc ;display second digit
ld a,b
- call _putc ;display first digit
+ call _putmap ;display first digit
+
+ ld hl,$0904
+ ld (_curRow),hl ;display lives left below level nr
+ ld hl,txt_lives ;bar text: "Lx0"...
+ ld a,(lives) ;lives left
+ add a,'0' ;make value
+ ld (txt_lives+3),a ;add to text
+ call _puts ;display the string
ld b,$20
wait: halt \ halt
djnz wait ;delay
call _getkey ;wait for keypress
- jr game_setup ;prepare display and vars
- ret
-;--------------------------- game over ----------------------------------------
-
-game_over:
- ld hl,Leveldata+1 ;reset level data
- ld (curevent),hl
-
- call _clrLCD ;clear screen
- ld hl,$0603
- ld (_curRow),hl ;center
- ld hl,txt_gameover
- call _puts ;display "GAME OVER"
+ ld ix,spr_icon00 ;display icons
+ ld de,$1802 ;bottom left
+ call drw_spr
+ ld ix,spr_icon00 ;display icons
+ ld de,$2002 ;bottom left
+ call drw_spr
+ ld ix,spr_icon00 ;display icons
+ ld de,$2802 ;bottom left
+ call drw_spr
+ ld ix,spr_icon00 ;display icons
+ ld de,$3002 ;bottom left
+ call drw_spr
+ ld ix,spr_icon00 ;display icons
+ ld de,$3802 ;bottom left
+ call drw_spr
- ld b,$20
-wait2: halt \ halt
- djnz wait2 ;delay
- call _getkey ;wait for keypress
- jr game_setup ;prepare display and vars
- ret
+ ld hl,GRAPH_MEM ;from storage (top left)
+ ld de,$fc00+(56*16) ;to screen (top left)
+ ld a,8 ;display height = 64 bytes (minus 8 for bar)
+displayloop3:
+ ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
+ ldir ;16x de >> hl
+ dec a ;next line
+ jr nz,displayloop3 ;loop 8x
+
+ ld hl,$3a00 ;display Lives
+ ld (_penCol),hl ;bottom left
+ ld hl,savestr+2
+ ld (hl),'L'
+ inc hl
+ ld (hl),'x'
+ inc hl
-;---------------------- setup game --------------------------------------------
+ ld a,(lives) ;nr of lives in a
+ add a,'0' ;make digit
+ ld (hl),a
+ dec hl \ dec hl
+ call _vputs ;display on screen
-game_setup:
- call _clrLCD
- ld hl,$1005
- ld (_curRow),hl
- ld hl,txt_score ;display "SCORE"
- call _puts ;display texts
+ ld hl,$fc00+(16*57) ;56 rows down = eight rows from bottom
+ ld b,15 ;draw 16x (screen width)
+drawline:
+ ld a,%11111111 ;horizontal line mask
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
- xor a
- ld (timer),a ;reset time
- ld (level),a ;level 1
- ld hl,Leveldata+1
- ld (curevent),hl ;reset level
- ld hl,(Leveldata)
- ld (nextevent),hl
;ret
-;---------------------- exit --------------------------------------------------
+;--------------------------- exit ---------------------------------------------
exit_game:
ret
;--------------------------- putsprite ----------------------------------------
+;--------------------------- de =(X,Y) ----------------------------------------
offsets_table:
- .db 128,64,32,16,8,4,2,1
+ .db 128,64,32,16,%1000,%0100,%0010,%0001
drw_spr:
- ld a,d
- and 7
- ld hl,offsets_table
- ld c,a
- ld b,0
- add hl,bc
- ld a,(hl)
+ 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 (_smc1+1),a
- ld (_smc1+1),a
- ld hl,GRAPH_MEM
- ld a,e
- add a,a
- add a,e
- add a,a
+ 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
+ ;b=0
rl b
- add a,a
+ add a,a ;y*16 (width of screen)
rl b
- srl d
- srl d
- srl d
- add a,d
- jr nc,_n1
- inc b
-_n1: ld c,a
- add hl,bc
+ 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
+ ;optimize tip: reverse hl <-> bc (??)
ld d,(ix)
ld b,(ix+1)
or (hl)
ld (hl),a
ld a,e
-_noplot: rrca
+_noplot:rrca
jr nc,_notedge ;Test if edge of byte reached
inc hl ;Go to next byte
-_notedge:djnz _iloop
+_notedge:
+ djnz _iloop
pop hl ;Restore address
- ld bc,12 ;Go to next line
+ ld bc,16 ;Go to next line
add hl,bc
pop bc ;Restore data
djnz _oloop
;---------------------- random ------------------------------------------------
Random: ; Creates a random number 0 <= x < A
- push bc
- push de
- push hl
- ld b,a
- ld a,r
- add a,a
- ld hl,0
- ld d,0
- ld e,a
+ push bc
+ push de
+ push hl
+ ld b,a
+ ld a,r
+ add a,a
+ ld hl,0
+ ld d,0
+ ld e,a
RMul:
- add hl,de
- djnz RMul
- ld a,h
- pop hl
- pop de
- pop bc
- ret
+ add hl,de
+ djnz RMul
+ ld a,h
+ pop hl
+ pop de
+ pop bc
+ ret
-;------------------------
+;---------------------- display 5digit number ---------------------------------
_D_HL_DECI:
- push bc
- ld de,up_data+4
- ld b,5
-ldhld: call UNPACK_HL
- add a,'0'
- ld (de),a
- dec de
- djnz ldhld
- ld hl,up_data
- ld b,4
-lis: ld a,(hl)
- cp '0'
- jr nz,dis
- ld (hl),' '
- inc hl
- djnz lis
-dis: ld hl,up_data
- call _puts
- pop bc
- ret
-
-up_data: .db "PAD98",0
+ push bc ;save bc
+ ld de,savestr+4 ;savenr saves number string
+ ld b,5 ;five digits
+ldhld: call UNPACK_HL ;one digit of hl
+ add a,'0' ;make number
+ ld (de),a ;save into savenr
+ dec de ;point to next digit
+ djnz ldhld ;repeat for all digits
+dis: ld hl,savestr
+ call _vputs
+ pop bc
+ ret
+savestr:
+ .db "PAD98",0
+;------------------------------------------------------------------------------
;------------------------------- sprites --------------------------------------
+;------------------------------------------------------------------------------
spr_ship:
.db 9,1 ;ship icon
.db %11111000 ; █████
.db %00111110 ; █████
.db %11111001 ; █████ █
- .db %11111101 ; ██████ █
+ .db %11111001 ; █████ █
.db %11111001 ; █████ █
.db %00111110 ; █████
.db %11111000 ; █████
spr_ship01:
.db 7,7 ;ship alpha class
- .db %01110000 ; ███
+ .db %01111000 ; ████
.db %11100000 ; ███
.db %11111100 ; ██████
.db %11110010 ; ████ █
.db %11111100 ; ██████
.db %11100000 ; ███
- .db %01110000 ; ███
+ .db %01111000 ; ████
spr_ship02:
.db 7,7 ;ship beta class
.db %11000000 ; ██
spr_bullet01:
.db 5,3 ;your bullets
- .db %00110000 ; ░▒▓█��
- .db %11111000 ; ░▒▓████��
- .db %00110000 ; ░▒▓█��
+ .db %00110000 ; ░▒▓█��
+ .db %11111000 ; ░▒▓████��
+ .db %00110000 ; ░▒▓█��
spr_bullet02:
.db 5,3 ;your bullets
- .db %11110000 ; ░▒▓███��
- .db %11111000 ; ░▒▓████��
- .db %11110000 ; ░▒▓███��
+ .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 ; ▒▓▒░
+
+;---------------------------------------- explosion -------------------------------------------
spr_explosion:
.db 8,6 ;1
.db %00000010 ; █▒
.db %00100100 ; █▒ █
+;--------------------------------------- bar -----------------------------------
+
+spr_icon00:
+ .db 8,7
+ .db %10101010 ; █ █ █ █
+ .db %11010101 ; ██ █ █ █
+ .db %10101010 ; █ █ █ █
+ .db %11010101 ; ██ █ █ █
+ .db %10101010 ; █ █ █ █
+ .db %11010101 ; ██ █ █ █
+ .db %10101010 ; █ █ █ █
spr_icon01:
- .db 5,4
- .db %00100000 ; █
- .db %10101000 ; █ █ █
- .db %11111000 ; █████
- .db %01110000 ; ███
+ .db 8,7
+ .db %10000000 ; █.......
+ .db %10000000 ; █
+ .db %10000000 ; █
+ .db %10000000 ; █
+ .db %10000000 ; █
+ .db %10000000 ; █
+ .db %10000000 ; █
spr_icon02:
- .db 5,4
- .db %00000000 ; ███
- .db %00000000 ; ██ ██
- .db %00000000 ; █ █
- .db %00000000 ;
+ .db 8,7
+ .db %10000000 ; █
+ .db %10000000 ; █
+ .db %10000000 ; █
+ .db %10000000 ; █
+ .db %10000000 ; █
+ .db %10000000 ; █
+ .db %10000000 ; █
;---------------------------- texts -------------------------------------------
-txt_title: .db "* * NEMESIS * *",0
+txt_about: .db "v0.6.820 ","by Shiar "
+ .db "(ICQ#43840958)",0
+txt_1player: .db "1 PLAYER",0
+txt_2players: .db "2 PLAYERS",0
txt_level: .db "LEVEL ",0
txt_gameover: .db "GAME OVER!",0
-txt_score: .db "SCORE",0
+txt_lives: .db "Lx0?",0
;---------------------------- save data ---------------------------------------
stored_data_start:
-level .db $00 ;level number
timer .db $00 ;frame counter
-curevent .dw Leveldata+1 ;next event
-nextevent .db (Leveldata) ;time to next event
+level .db $00 ;level number
+levelp .dw level01 ;pointer to level data
+
+eventenemy .db $02 ;enemy type
+eventtime .db $15 ;enemy frequency
+eventleft .db $00 ;nr. of enemies still to come
+nextevent .db $50 ;time to next event
score .dw $0000
your_occ .db $00 ;0=normal 1..16=exploding
-;lives .dw $0003 ;unused
+lives .dw $0003 ;unused
x .db $16 ;x-pos
y .db $46 ;think about it..
hp .db $00 ;hitpoints left
ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
-nrenemies = 32
+nrenemies = 20
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
; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
-; %111 (move ptrn) 11111 (ship or explosion frame) %11111111 (x) %11111111 (y)
-
+; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y)
;---------------------------- enemy data --------------------------------------
+sprites:
+ .db $00
+ .db spr_enemy02-spr_enemy01
+ .db spr_enemy03-spr_enemy01
+ .db spr_enemy04-spr_enemy01
+
spr_enemy01:
.db 6,6 ;enemy type one
.db %00111100 ; ████
.db %01110000 ; ███
.db %00111100 ; ████
spr_enemy02:
- .db 6,6 ;enemy type two
- .db %00111000 ; ███
- .db %01100000 ; ██
+ .db 8,7 ;enemy type two
+ .db %00111111 ; █████
+ .db %01111000 ; ████
.db %11111100 ; ██████
+ .db %11111110 ; ███████
.db %11111100 ; ██████
- .db %01100000 ; ██
- .db %00111000 ; ███
+ .db %01111000 ; ████
+ .db %00111111 ; █████
spr_enemy03:
.db 6,6 ;enemy type three
.db %01111100 ; █████
.db %11111000 ; █████
.db %01111100 ; █████
.db %00111000 ; ███
+spr_enemy05:
+ .db 7,6 ;enemy type four
+ .db %00011110 ; ████
+ .db %01111110 ; ██████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111110 ; ██████
+ .db %00011110 ; ████
enemy01: ;HP:1 move:- fire:-
- .db %00000010,%00000000,%00000000 ;first two enemy bytes
+ .db %00000010,%00000000 ;first two enemy bytes
enemy02: ;HP:1 move:1 fire:1.5%
- .db %00000011,%00100001,%01111111
+ .db %00000010,%00000001
enemy03: ;HP:2 move:- fire:3%
- .db %00000110,%00000010,%00001111
+ .db %00000110,%00000010
enemy04: ;HP:5 move:- fire:6%
- .db %00010010,%00000011,%00000011
+ .db %00010010,%00000011
enemy05: ;HP:10 move:- fire:25%
- .db %00100111,%00000100,%00000011
-
-;---------------------------- level data --------------------------------------
-
-Leveldata: ;time,enemyclass,ypos
- .db $0d,$00,$38 ;first wave (bottom)
- .db $00,$00,$40
- .db $00,$00,$48
- .db $1e,$00,$10 ;second wave (top)
- .db $00,$00,$18
- .db $00,$00,$20
- .db $1e,$00,$24 ;third wave (middle)
- .db $00,$02,$2c
- .db $00,$00,$34
-
- .db $0d,$00,$10 ;top & bottom
- .db $00,$00,$4a
- .db $2a,$01,$2d ;middle: moving
- .db $0c,$02,$2d ; 3HP
- .db $0b,$02,$2d ; 3HP
- .db $09,$00,$27 ;two 1HP behind him
- .db $00,$00,$33
- .db $09,$02,$21 ;two 3HP behind them
- .db $00,$02,$39
- .db $09,$02,$1b ;and two 3HP behind them
- .db $00,$02,$3f
-
- .db $15,$03,$11 ;one vertical line of 8HPs
- .db $00,$03,$19
- .db $00,$03,$21
- .db $00,$03,$29
- .db $00,$03,$31
- .db $00,$03,$39
- .db $00,$03,$41
- .db $00,$03,$49
-
- .db $0c,$02,$11 ;one vertical line of 3HPs
- .db $00,$02,$19
- .db $00,$02,$21
- .db $00,$02,$29
- .db $00,$02,$31
- .db $00,$02,$39
- .db $00,$02,$41
- .db $00,$02,$49
-
- .db $0c,$00,$11 ;one vertical line of 1HPs
- .db $00,$00,$19
- .db $00,$00,$21
- .db $00,$00,$29
- .db $00,$00,$31
- .db $00,$00,$39
- .db $00,$00,$41
- .db $00,$00,$49
-
-
-
-
-
-
-
- .db $f1,$01,$40
- .db $10,$00,$30
- .db $10,$02,$20
- .db $40,$01,$10
- .db $01,$00,$44
- .db $15,$01,$31
- .db $04,$02,$38
- .db $05,$00,$40
- .db $03,$00,$2f
- .db $04,$00,$3a
- .db $12,$02,$10
- .db $10,$03,$18
- .db $0e,$03,$20
- .db $0c,$03,$28
- .db $0a,$02,$30
- .db $08,$02,$38
- .db $06,$01,$40
- .db $04,$00,$48
- .db $2a,$00,$20
- .db $ff,$ff,$ff
+ .db %00100111,%00000100
+
+;----------------------------- level info -------------------------------------
+
+level01:
+ .db $00,$15,$30 ;enemy nr ; enemy frequency ; next lvl
+level02:
+ .db $01,$11,$4c
+level03:
+ .db $02,$19,$40
+level04:
+ .db $03,$0f,$50
+level05:
+ .db $04,$2e,$3e
+
+;----------------------------- 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
+;----------------------------- NEMESIS'86 by Shiar ----------------------------
+;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS
+;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.6.820
+;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · 20.IIX.99
+;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only
+;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2077 bytes on calc
+;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR
+;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958
+;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar@wishmail.net
+;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar)
-;----------------------------- NEMESIS'86 by Shiar ----------------------------
+;Beta: yes · · still to come: lives, armor, powerups, more levels, enemies...
+;Sound: no · · · · · · · · · · · · don't know if i'll make sounds... we'll see
+;Fun: yes · · · · · although not yet finished, the game is playable: 5 levels
+;Bugs: yes crashes after death; press <EXIT> at GameOver-screen. Send me more
+;Source: no · · · · · · · · not yet, will be released when Nemesis is finished
;----------------------------- version history --------------------------------
; + shell-icon added (YAS type)
; * code optimizations, some data "compression"
; * explosion looks better, and some vars removed/smaller
-; # enemies are removed if at left side (instead of becoming invisible)
+; # enemies are removed when at left side (instead of becoming invisible)
; + displays level number before each level begins
;
; 0.5.725 -- 25.VII.99 -- size 1778
; * game over screen will be displayed just *after* your ship's gone
; + frame counter onscreen
;
+; 0.6.820 -- 20.IIX.99 -- size 2152 (2077 on calc)
+;
+; * play field increased to full screen instead of 3/4
+; + bottom eight lines used for score (etc) display
+; - no more solid levels, enemies are placed at random
+; + enemies appear every x turns (depends on level)
+; # fixed bullets so they don't disappear at 3/4 of the screen
+; * A LOT of optimizations both in speed and size!!
+; + enemy type, frequency, and number specified per level
+; + bottom score bar displays score, lives and icons (to be used later)
+; * smarter enemy handling (so enemies have different sizes)
+; + bottom bar divided from playing field by a horizontal line
+; + five levels (and five enemies) made
+; # game vars reset at start and game over
+; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ):
+; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#)
; + added - removed * changed # bug fixed