very smol text update

This commit is contained in:
2023-09-03 23:00:25 -04:00
parent d39bad7fef
commit 08a895c7fe
6 changed files with 34 additions and 35 deletions
+4 -4
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@@ -6,7 +6,7 @@
dta d"YOU'RE TOAST!"^
dta d"BANZAI!"^
dta d"FROM HELL'S HEART I STAB AT THEE..."^
dta d"I DIDN'T DO IT. I'M NOT HERE."^
dta d"DO YOU FEEL LUCKY, TANK?"^
dta d"TAKE A HIKE!"^
dta d"YOU'RE DEAD MEAT."^
dta d"MAKE MY DAY."^
@@ -78,7 +78,7 @@
dta d"OH MAN!"^
dta d"DOOUGH!"^
dta d"NEW DAY, NEW BOMB."^
dta d"THIS IS END."^
dta d"THIS IS THE END."^
dta d"VERY FUNNY."^
dta d"THE FAT LADY SANG."^
dta d"WHY DOES HAPPEN TO ME?"^
@@ -93,7 +93,7 @@
dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."^
dta d"WHAT WAS THAT NOISE?"^
dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."^
dta d"ITS JUST ONE OF THOSE DAYS..."^
dta d"IT'S JUST ONE OF THOSE DAYS..."^
dta d"I SEE A BRIGHT LIGHT..."^
dta d"MOMMY? IS THAT YOU?"^
dta d"I LET YOU HIT ME!"^
@@ -102,7 +102,7 @@
dta d"-<SOB>-"^
dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"^
dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."^
dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"^
dta d"IT WASN'T JUST A JOB, IT WAS AN ADVENTURE!"^
dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"^
dta d"I THOUGHT YOU LIKED ME?"^
dta d"CTO XYEB"^
+1 -1
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@@ -662,7 +662,7 @@ CreditsStart
dta d" "*
dta d"Special thanks"^
dta d"Wendell Hicken"^
dta d"for original Scorched Earth game"^
dta d"for Scorched Earth PC game"^
.IF TARGET = 800
dta d" "*
dta d"Stay tuned for the FujiNet version!"^
+22 -23
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@@ -1,32 +1,31 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
screenheight = 200
screenBytes = 40
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
screenBytes = 40
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
TankWidth = 8
;----------------------------------------------
; Player/missile memory
PMGraph = $1800 ; real PM start = PMGraph + $0300
; Generated tables
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
PMGraph = $1800 ; real PM start = PMGraph + $0300
display = $2010 ; screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
;----------------------------------------------
margin = 40 ;mountain drawing Y variable margin
MaxPlayers = 6
maxOptions = 9 ;number of all options
PMOffsetX = $2C ; P/M to graphics offset
PMOffsetY = $2A ; P/M to graphics offset
napalmRadius = 10
StandardBarrel = 6 ; standard tank barrel length
LongBarrel = 20 ; long barrel length
margin = 40 ; mountain drawing Y variable margin
MaxPlayers = 6
maxOptions = 9 ; number of all options
PMOffsetX = $2C ; P/M to graphics offset
PMOffsetY = $2A ; P/M to graphics offset
napalmRadius = 10
StandardBarrel = 6 ; standard tank barrel length
LongBarrel = 20 ; long barrel length
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0A
space = 0 ; space in screencodes
KeyRepeatSpeed = 8 ; (max 127 !!!)
FirstKeySpeed = 8 ; additional delay for first keypress
KeyRepeatSpeed = 8 ; (max 127 !!!)
FirstKeySpeed = 8 ; additional delay for first keypress
;character codes for symbols (tank, parachute, etc. )
; characters from tanks.fnt (graphics screen)
@@ -36,11 +35,11 @@ char_flame = $14
char_clear_flame = $1c
char_digger = $04
char_sandhog = $0c
char_sandhog_offset = char_sandhog - char_digger
char_sandhog_offset = char_sandhog - char_digger
char_tank1 = $20
char_tank2 = $24
char_tank3 = $2c
char_tank4 = $28 ; robotank shape
char_tank4 = $28 ; robotank shape
; characters from weapons.fnt (text mode - menus etc.)
char_TAB = $7f
char_DEL = $7e
@@ -153,8 +152,8 @@ ind_Auto_Defense = 46
ind_Spy_Hard = 47
last_defensive = ind_Spy_Hard
last_real_defensive = ind_Bouncy_Castle
number_of_offensives = last_offensive - first_offensive +1
number_of_defensives = (last_defensive - first_defensive +1)
number_of_offensives = last_offensive - first_offensive + 1
number_of_defensives = last_defensive - first_defensive + 1
number_of_weapons = number_of_offensives + number_of_defensives
;--------------------------------
; names of RMT instruments (sfx)
@@ -190,9 +189,9 @@ sfx_liquid_dirt = $1b ;2
sfx_battery = $1c ;3
sfx_white_flag = $1d ;4
sfx_long_barrel = $1e
sfx_tank_move = $1f
sfx_tank_move = $1f
sfx_auto_defense= $2b
sfx_lazy_boys = $2c
sfx_lazy_boys = $2c
;--------------------------------
; RMT songs (lines)
;--------------------------------
@@ -201,5 +200,5 @@ song_main_menu = $02
song_ingame = $06
song_round_over = $0b
song_ending_looped = $0e
song_supermarket = $1b
song_inventory = $1d
song_supermarket= $1b
song_inventory = $1d
+7 -7
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@@ -293,9 +293,9 @@ rom2joy
splash_year = splash_text + $1e
splash_copyright = splash_text + $14
ldy #19 ; 20 characters
@ lda NewSplashText,y
sta splash_copyright,y
dey
@ lda NewSplashText,y
sta splash_copyright,y
dey
bpl @-
; splash screen delay. maybe add fire to speed up?
@@ -308,19 +308,19 @@ no5200splash
; one time zero variables in RAM (non zero page)
lda #0
ldy #OneTimeZeroVariablesCount-1
@ sta OneTimeZeroVariables,y
@ sta OneTimeZeroVariables,y
dey
bpl @-
; one time zero variables in RAM (zero page)
ldy #FirstZpageVariable
@ sta $0000,y
iny
@ sta $0000,y
iny
bne @-
; initialize variables in RAM (non zero page)
ldy #initialvaluesCount-1
@ lda initialvaluesStart,y
@ lda initialvaluesStart,y
sta variablesToInitialize,y
dey
bpl @-
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