zpage opt

This commit is contained in:
2022-08-14 11:03:45 -04:00
parent b46b275b66
commit 045bdacf65
3 changed files with 51 additions and 26 deletions
+27 -1
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@@ -89,7 +89,33 @@
;.zpvar dliY .byte
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
;--------------
; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte
.zpvar Erase .byte
.zpvar radius .byte
.zpvar decimal .word
.zpvar NumberOfPlayers .byte
.zpvar Counter .byte ;temporary Counter for outside loops
.zpvar ExplosionRadius .word
.zpvar ResultY .byte
.zpvar FallDown2 .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
.zpvar vy_ .word ; 4 bytes
.zpvar vx .word
.zpvar vx_ .word ; 4 bytes
.zpvar HitFlag .byte
.zpvar PositionOnTheList .byte
.zpvar XHit .word
.zpvar delta .word
.zpvar HowMuchToFall .byte
.zpvar magic .word
displayposition = modify
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+24 -25
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@@ -51,7 +51,7 @@ noDeathCounter .ds 1
OptionsY .ds 1 ;vertical position of cursor on Options screen
flyDelay .ds 1
;--------------
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
GameIsOver .DS 1 ; 1 means it was the last round in the game
;----------------------------------------------------
@@ -133,8 +133,8 @@ Wind .ds 4 ;format: 0000.hhll
MaxWind .ds 1 ;
WindOrientation .DS 1 ;(0-right,1-left)
;----------------------------------------------------
Counter .DS 1 ;temporary Counter for outside loops
HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
;Counter .DS 1 ;temporary Counter for outside loops
;HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
;----------------------------------------------------
xtankstableL ;X positions of tanks (lower left point)
.DS [MaxPlayers]
@@ -148,7 +148,7 @@ LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
TargetTankNr ; Target tank index (for AI routines)
.DS 1
;----------------------------------------------------
Erase .DS 1 ; if 1 only mask of the character is printed
;Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
;----------------------------------------------------
@@ -159,7 +159,7 @@ WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
WeaponRangeRight .DS 2
;----------------------------------------------------
;xroller
HowMuchToFall .ds 1
;HowMuchToFall .ds 1
HeightRol .DS 1
;digger
digstartx .DS 2
@@ -176,7 +176,7 @@ FillCounter .ds 2
;sandhog
sandhogflag .DS 1 ; (0 digger, 8 sandhog)
;ofdirt
magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
;magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
;draw
HowToDraw .DS 1
; bits here mean
@@ -184,19 +184,19 @@ HowToDraw .DS 1
; 1 - negative Y (left)
; 2 - directional value > 1 (more than 45 degrees)
; if all 0 then standart routine
XHit .DS 2
;XHit .DS 2
YHit .DS 2
LineLength .DS 2
;circle
radius .DS 1
xcircle .DS 2
ycircle .DS 2
;radius .DS 1
;xcircle .DS 2
;ycircle .DS 2
tempcir .DS 2
;TankFalls
FallingSoundBit .DS 1
PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
Parachute .DS 1 ; are you insured with parachute?
;Parachute .DS 1 ; are you insured with parachute?
;----------------------------------------------------
;Flight
;variables for 5 missiles (used for mirv)
@@ -215,14 +215,14 @@ XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen , %0100000 - under the screen)
;----------------------------------------------------
;CheckCollisionWithTank
vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
vy .ds 4 ;0,0,0,0
;vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
;vy .ds 4 ;0,0,0,0
xtraj .ds 3 ; 0,0,0
ytraj .ds 3 ; 0,0,0
xtrajold .ds 3 ; 0,0,0
ytrajold .ds 3 ; 0,0,0
Angle .DS 1
Force .ds 3 ; 0,0,0
;Angle .DS 1
;Force .ds 3 ; 0,0,0
Multiplier .ds 3 ; 0,0,0
Multiplee .ds 2 ; 0,0
goleft .DS 1 ;if 1 then flights left
@@ -247,10 +247,10 @@ mask2 .DS [8]
char1 .DS [8]
char2 .DS [8]
color .DS 1
;color .DS 1
ybit .DS 1
tempbyte01 .DS 1
delta .DS 2
;delta .DS 2
yfloat .DS 2
deltaX .DS 1
UpNdown .DS 1
@@ -275,8 +275,8 @@ HowManyOnTheListOff
.DS 1
HowManyOnTheListDef
.DS 1
PositionOnTheList ; pointer position on the list being displayed
.DS 1
;PositionOnTheList ; pointer position on the list being displayed
; .DS 1
LastWeapon
; number of the last previously purchased weapon
; it is necessary when after purchase some weapon
@@ -298,15 +298,15 @@ DifficultyLevel ; Difficulty Level (human/cpu)
.DS 1
;----------------------------------------------------
;displaydecimal
decimal .DS 2
;decimal .DS 2
decimalresult .DS 5
;xmissile
ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
;ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
;round
CurrentRoundNr .DS 1
FallDown1 .DS 1
FallDown2 .DS 1
;FallDown2 .DS 1
;leapfrog
LeapFrogAngle .DS 1
;laser
@@ -352,7 +352,7 @@ TankTempY
;----------------------------------------------------
singleRoundVars
;--------------
escFlag .ds 1 ; 0 - Esc or O not pressed, $80 - Esc pressed, $40 - O pressed
escFlag .ds 1 ; 0 - Esc or O not pressed, $80 - Esc pressed, $40 - O pressed
;--------------
CurrentResult
.DS 1
@@ -398,8 +398,7 @@ LineYdraw
;-----------
ResultX
.DS 2
ResultY
.DS 1
;ResultY .DS 1
ResultOfTankNr
.DS 1