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
+22 -23
View File
@@ -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