;-----------------------------------------------------------; ; ; ; Invaded ; ; Version 1.0 ; ; Data Tables, Strings, etc. ; ; ; ;-----------------------------------------------------------; ;------------------------------------------------ ; Strings ;------------------------------------------------ strMenu: .db "By James Vernon",0 .db "START GAME",0 .db "LEVELSET",0 .db "GAME SPEED",0 .db "QUIT",0 speedTable: .dw strFast, strNormal, strSlow strSlow: .db 79,"SLOW",0 strNormal: .db 71,"NORMAL",0 strFast: .db 79,"FAST",0 strScore: .db " S: ",0 strBeam: .db " B: ",0 strPaused: .db "Paused",0 strPreLevel: .db "LEVELSET:",0 .db "HI-SCORE:",0 .db "Level:",0 .db "Lives:",0 .db "Score:",0 strLevelComplete: .db "Level",0 .db "Complete",0 strLevelsetComplete: .db "WELL DONE! " .db "You",$27,"ve completed" .db " the Levelset!!",0 strGameOver: .db "GAME OVER",0 .db "Score:",0 strNewHiScore: .db "New Hi-Score!!",0 strSearch: .db "I0L_",0 ; External levelset search string strTileSearch: .db "I0T_" ; First part of search string for a Tileset strTileSearchInsert: .db " ",0 ; Copy the name of the Tileset here ;) #ifdef TI83 tempFileName: .db 5,"itmp",0 ; Name for temp file on TI-83 #endif ;------------------------------------------------ ; Other Miscellaneous Data ;------------------------------------------------ drawGuardianTable: .db 0,0 .db 8,0 .db 0,8 .db 8,8 bulletStrengthTable: .db 2,5,10,30,1,15,10,10,11,11 bulletSizeTable: .db 8,2 .db 8,4 .db 8,6 .db 8,8 .db 8,2 .db 8,5 .db 8,4 .db 8,4 .db 8,5 .db 8,5 bulletCenterX: .db 5,4,4,4,3,3,3,3,2,2 bulletCenterY: .db 0,1,2,3,0,2,1,1,2,2 eBulletCenterX: .db 0,3,3,1,3 eBulletCenterY: .db 0,2,3,1,1 newEBulletXOffsetTable: .db 3,0,0,2,0 newEBulletYOffsetTable: .db 3,1,0,2,2 eBulletSizeTable: .db 2,2 .db 8,6 .db 7,7 .db 4,4 .db 7,3 enemyPoints: .dw 5,8,10,12,15,18,20,25,30 pixelTable: .db $01,$80,$40,$20,$10,$08,$04,$02,$01 orbBulletDirections: .db 8,2,6,0 ;------------------------------------------------ ; Bullet direction table ;------------------------------------------------ ; 11 12 8 ; 10 | 7 ; | ; 9 | 6 ; | ; | ; 14 ----------+---------- 15 ; | ; | ; 3 | 0 ; | ; 4 | 1 ; 5 13 2 ;------------------------------------------------ bulletDirections: .db 1,2 ; 0 .db 2,2 ; 1 .db 2,1 ; 2 .db -2,1 ; 3 .db -2,2 ; 4 .db -1,2 ; 5 .db 2,-1 ; 6 .db 2,-2 ; 7 .db 1,-2 ; 8 .db -1,-2 ; 9 .db -2,-2 ; 10 .db -2,-1 ; 11 .db 0,-2 ; 12 .db 0,2 ; 13 .db -2,0 ; 14 .db 2,0 ; 15 ;------------------------------------------------ ; Table of pointers to all AI scripts ;------------------------------------------------ aiTable: .dw aiNone, aiZigZagLeft, aiHoverUpDown, aiNormalShoot, aiMoveLeft .dw aiPowerShootLeft, aiDownThenLeft, aiDiagonalUL, aiDiagonalUR, aiDiagonalDL .dw aiDiagonalDR, aiUpDownFollowPlayer, aiLeftWithLevel, ai3WayPowerball, aiRandomUpPowerball .dw aiShootThroughWalls, aiHoverHorizontallyFL, aiHoverHorizontallyFR, aiShootTwinLasers, aiFollowPlayer .dw aiMoveLeftFP, aiUpThenLeft ;------------------------------------------------ ; Other data tables/constants used in various AI scripts ;------------------------------------------------ zigZagTable: .db -2,-2,-1,-1,0,1,1,2,2 .db 2,2,1,1,0,-1,-1,-2,-2 ZIGZAGMAX = $-zigZagTable hoverUpDownTable: .db -1,-1,-1,-1,-1,0,0,0,0,0,0,0,0,0 .db 1,1,1,1,1,1,1,1,1,1 .db 0,0,0,0,0,0,0,0,0,-1,-1,-1,-1,-1 HOVERUPDOWNMAX = $-hoverUpDownTable downThenLeftTable: .db 1,1,1,1,1,1,1,1 .db 1,1,1,1,1,1,1,1 .db 1,1,1,1,1,1,1,1 .db 1,1,1,1,1,1,1 DOWNLEFTMAX = $-downThenLeftTable DOWNLEFTMOVELEFT = ($-downThenLeftTable)-11 upThenLeftTable: .db 1,1,1,1,1,1,1,1 .db 1,1,1,1,1,1,1,1 .db 1,1,1,1,1,1,1,1 .db 1,1,1,1,1,1,1 UPLEFTMAX = $-upThenLeftTable UPLEFTMOVELEFT = ($-upThenLeftTable)-11 .end