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README updt
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@@ -28,21 +28,22 @@ You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https:/
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This source code was originally compiled with [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
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Compilation:
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`mads scorch.asm -o:scorch.xex -d:TARGET=800` for Atari800 version
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`mads scorch.asm -o:scorch.bin -d:TARGET=5200` for Atari 5200 version
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`mads scorchC64.asm -o:scorchC64.prg` for C64 version (WIP, not playable yet)
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- `mads scorch.asm -o:scorch.xex -d:TARGET=800` for Atari800 version
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- `mads scorch.asm -o:scorch.bin -d:TARGET=5200` for Atari 5200 version
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- `mads scorchC64.asm -o:scorchC64.prg` for C64 version (WIP, not playable yet)
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Game source code is split into several parts:
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- scorch.asm is the main game code (with many assorted routines)
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- grafproc.asm - graphics routines like line or circle
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- textproc.asm - text routines like list of weapons and shop
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- variables.asm - all non-zero page variables
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- constants.asm - various tables of constants
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- display_*.asm - display lists and text screen definitions
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- ai.asm - artificial stupidity of computer opponents
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- weapons.asm - general arsenal of tankies
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- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
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- `scorch.asm` is the main game startup code
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- `game.asm` - it all happens here
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- `grafproc.asm` - graphics routines like line or circle
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- `textproc.asm` - text routines like list of weapons and shop
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- `variables.asm` - all non-zero page variables
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- `constants.asm` - various tables of constants
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- `display_*.asm` - display lists and text screen definitions
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- `ai.asm` - artificial stupidity of computer opponents
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- `weapons.asm` - general arsenal of tankies
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- `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't).
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We were trying to use macros, pseudo-ops, and simple graphics primitives as much as possible. This way, it should be relatively easy to port this code to, for example, the C64.
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@@ -60,13 +61,13 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
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Okay, okay, we promised that the single-machine game was done, and it was. However, some bug reports came in, and development of the C64 version unearthed some mostly peaceful and dormant pests. As a result, it appears that a new release is happening.
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The most important changes:
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- Most machine-dependent code moved to appropriate folders (`Atari/` and `C64`).
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- Most machine-dependent code moved to appropriate folders (`Atari/` and `C64/`).
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- Game Over results table improved by sorting all 3 values - points, hits and money earned. It was possible in the past to get a lower podium place with e.g., more money.
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- Game Over screen now displays level of robo tanks and controller number for organic players.
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- Gains calculations bug fixed.
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- Manuals now include pictures!
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- More than 6 tanks possible (not for Atari / 5200 where sprites and memory is the limitation)
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- Shield stays up after White Flag bug fixed #138. Finally!!!
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- More than 6 tanks possible (not for Atari / 5200 where sprites and memory are the limiting factor)
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- Shield stays up after White Flag bug fixed https://github.com/pkali/scorch_src/issues/138. Finally!!!
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- Quit from game and quit to Game Over is now checked much more often, especially when robo tanks are fighting.
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- Numerous binary size and source code clarity improvements, mainly to facilitate the above changes.
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