mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
very smol text update
This commit is contained in:
+4
-4
@@ -6,7 +6,7 @@
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dta d"YOU'RE TOAST!"^
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dta d"BANZAI!"^
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dta d"FROM HELL'S HEART I STAB AT THEE..."^
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dta d"I DIDN'T DO IT. I'M NOT HERE."^
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dta d"DO YOU FEEL LUCKY, TANK?"^
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dta d"TAKE A HIKE!"^
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dta d"YOU'RE DEAD MEAT."^
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dta d"MAKE MY DAY."^
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@@ -78,7 +78,7 @@
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dta d"OH MAN!"^
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dta d"DOOUGH!"^
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dta d"NEW DAY, NEW BOMB."^
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dta d"THIS IS END."^
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dta d"THIS IS THE END."^
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dta d"VERY FUNNY."^
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dta d"THE FAT LADY SANG."^
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dta d"WHY DOES HAPPEN TO ME?"^
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@@ -93,7 +93,7 @@
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dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."^
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dta d"WHAT WAS THAT NOISE?"^
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dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."^
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dta d"ITS JUST ONE OF THOSE DAYS..."^
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dta d"IT'S JUST ONE OF THOSE DAYS..."^
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dta d"I SEE A BRIGHT LIGHT..."^
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dta d"MOMMY? IS THAT YOU?"^
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dta d"I LET YOU HIT ME!"^
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@@ -102,7 +102,7 @@
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dta d"-<SOB>-"^
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dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"^
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dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."^
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dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"^
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dta d"IT WASN'T JUST A JOB, IT WAS AN ADVENTURE!"^
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dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"^
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dta d"I THOUGHT YOU LIKED ME?"^
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dta d"CTO XYEB"^
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+1
-1
@@ -662,7 +662,7 @@ CreditsStart
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dta d" "*
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dta d"Special thanks"^
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dta d"Wendell Hicken"^
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dta d"for original Scorched Earth game"^
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dta d"for Scorched Earth PC game"^
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.IF TARGET = 800
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dta d" "*
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dta d"Stay tuned for the FujiNet version!"^
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+22
-23
@@ -1,32 +1,31 @@
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; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
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screenheight = 200
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screenBytes = 40
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screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
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screenBytes = 40
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screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
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TankWidth = 8
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;----------------------------------------------
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; Player/missile memory
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PMGraph = $1800 ; real PM start = PMGraph + $0300
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; Generated tables
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display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
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PMGraph = $1800 ; real PM start = PMGraph + $0300
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display = $2010 ; screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
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;----------------------------------------------
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margin = 40 ;mountain drawing Y variable margin
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MaxPlayers = 6
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maxOptions = 9 ;number of all options
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PMOffsetX = $2C ; P/M to graphics offset
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PMOffsetY = $2A ; P/M to graphics offset
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napalmRadius = 10
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StandardBarrel = 6 ; standard tank barrel length
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LongBarrel = 20 ; long barrel length
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margin = 40 ; mountain drawing Y variable margin
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MaxPlayers = 6
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maxOptions = 9 ; number of all options
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PMOffsetX = $2C ; P/M to graphics offset
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PMOffsetY = $2A ; P/M to graphics offset
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napalmRadius = 10
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StandardBarrel = 6 ; standard tank barrel length
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LongBarrel = 20 ; long barrel length
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TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
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TextForegroundColor = $0A
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space = 0 ; space in screencodes
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KeyRepeatSpeed = 8 ; (max 127 !!!)
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FirstKeySpeed = 8 ; additional delay for first keypress
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KeyRepeatSpeed = 8 ; (max 127 !!!)
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FirstKeySpeed = 8 ; additional delay for first keypress
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;character codes for symbols (tank, parachute, etc. )
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; characters from tanks.fnt (graphics screen)
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@@ -36,11 +35,11 @@ char_flame = $14
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char_clear_flame = $1c
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char_digger = $04
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char_sandhog = $0c
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char_sandhog_offset = char_sandhog - char_digger
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char_sandhog_offset = char_sandhog - char_digger
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char_tank1 = $20
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char_tank2 = $24
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char_tank3 = $2c
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char_tank4 = $28 ; robotank shape
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char_tank4 = $28 ; robotank shape
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; characters from weapons.fnt (text mode - menus etc.)
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char_TAB = $7f
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char_DEL = $7e
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@@ -153,8 +152,8 @@ ind_Auto_Defense = 46
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ind_Spy_Hard = 47
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last_defensive = ind_Spy_Hard
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last_real_defensive = ind_Bouncy_Castle
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number_of_offensives = last_offensive - first_offensive +1
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number_of_defensives = (last_defensive - first_defensive +1)
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number_of_offensives = last_offensive - first_offensive + 1
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number_of_defensives = last_defensive - first_defensive + 1
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number_of_weapons = number_of_offensives + number_of_defensives
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;--------------------------------
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; names of RMT instruments (sfx)
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@@ -190,9 +189,9 @@ sfx_liquid_dirt = $1b ;2
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sfx_battery = $1c ;3
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sfx_white_flag = $1d ;4
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sfx_long_barrel = $1e
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sfx_tank_move = $1f
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sfx_tank_move = $1f
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sfx_auto_defense= $2b
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sfx_lazy_boys = $2c
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sfx_lazy_boys = $2c
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;--------------------------------
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; RMT songs (lines)
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;--------------------------------
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@@ -201,5 +200,5 @@ song_main_menu = $02
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song_ingame = $06
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song_round_over = $0b
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song_ending_looped = $0e
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song_supermarket = $1b
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song_inventory = $1d
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song_supermarket= $1b
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song_inventory = $1d
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+7
-7
@@ -293,9 +293,9 @@ rom2joy
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splash_year = splash_text + $1e
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splash_copyright = splash_text + $14
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ldy #19 ; 20 characters
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@ lda NewSplashText,y
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sta splash_copyright,y
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dey
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@ lda NewSplashText,y
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sta splash_copyright,y
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dey
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bpl @-
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; splash screen delay. maybe add fire to speed up?
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@@ -308,19 +308,19 @@ no5200splash
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; one time zero variables in RAM (non zero page)
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lda #0
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ldy #OneTimeZeroVariablesCount-1
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@ sta OneTimeZeroVariables,y
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@ sta OneTimeZeroVariables,y
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dey
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bpl @-
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; one time zero variables in RAM (zero page)
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ldy #FirstZpageVariable
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@ sta $0000,y
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iny
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@ sta $0000,y
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iny
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bne @-
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; initialize variables in RAM (non zero page)
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ldy #initialvaluesCount-1
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@ lda initialvaluesStart,y
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@ lda initialvaluesStart,y
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sta variablesToInitialize,y
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dey
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bpl @-
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