mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
memory map settled (most .IFs removed)
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@@ -5,23 +5,11 @@ screenBytes = 40
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screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
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TankWidth = 8
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.if target = 5200
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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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linetableL = PMGraph + $0300 - (screenHeight+1)*2
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linetableH = PMGraph + $0300 - (screenHeight+1)
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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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.else
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;----------------------------------------------
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; Player/missile memory
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PMGraph = $0800 ; real PM start = $0b00
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; Generated tables
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linetableL = PMGraph + $0300 - (screenHeight+1)*2
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linetableH = PMGraph + $0300 - (screenHeight+1)
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display = $1010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
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.endif
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;----------------------------------------------
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margin = 40 ;mountain drawing Y variable margin
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+1
-29
@@ -12,10 +12,8 @@
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.endm
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.macro RMTSong
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; .IF target != 5200
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lda #:1
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jsr RMTSongSelect
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; .ENDIF
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.endm
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icl 'definitions.asm'
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@@ -134,13 +132,9 @@
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.ENDIF
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;Game loading address
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.IF target = 5200
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ORG linetableL - (variablesEnd - OneTimeZeroVariables + 1)
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ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1)
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icl 'variables.asm'
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ORG $4000
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.ELSE
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ORG $3000
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.ENDIF
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WeaponFont
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ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
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@@ -1675,31 +1669,9 @@ noingame
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TankFont
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ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
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;----------------------------------------------
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.if target != 5200
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icl 'variables.asm'
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.endif
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;----------------------------------------------
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;RMT PLAYER and song loading shenaningans
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; .IF target = 5200
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;;----------------------------------------------
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; ; 5200 memory layout
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;
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; .ds $0320
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; .align $100
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;
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;PLAYER icl 'artwork/sfx/rmtplayr_modified.asm'
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;
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; org $b500
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;
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;MODUL
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; ;opt h- ;RMT module is standard Atari binary file already
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; ins "artwork/sfx/scorch_SFX-only-str.rmt",6 ;so remove the header to reallocate
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; ;opt h+
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; .ELSE
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;;----------------------------------------------
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; normal (A800) memory layout
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; reserved space for RMT player
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.ds $0320
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.align $100
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BIN
Binary file not shown.
+16
-13
@@ -43,22 +43,13 @@ RoundNrDisplay
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; 4x4 text buffer
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ResultLineBuffer
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.ds 19 ;dta d" ", $ff
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linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
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.ds (screenHeight+1)
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linetableH ; = PMGraph + $0300 - (screenHeight+1)
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.ds (screenHeight+1)
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;=====================================================
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variablesStart ; zeroing starts here
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;=====================================================
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; This is moved from display.asm to be easier to relocate
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ListOfWeapons
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; 0123456789012345678901234567890123456789
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; :number_of_offensives dta d" "
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;:32 dta d" "
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.ds 32*32
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ListOfWeapons1End
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ListOfDefensiveWeapons
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; :number_of_defensives dta d" "
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;:16 dta d" "
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.ds 16*32
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ListOfDefensiveWeaponsEnd ;constant useful when clearing
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;isInventory .ds 1 ; 0 - purchase, $ff - inventory
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;--------------
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drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
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@@ -430,6 +421,18 @@ Xcounter4x4 .DS 1
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nibbler4x4 .DS 1
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CharCode4x4 .DS 1
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;plot4x4color .DS 1 ;1-white, 0-background
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; This is moved from display.asm to be easier to relocate
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ListOfWeapons
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; 0123456789012345678901234567890123456789
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; :number_of_offensives dta d" "
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;:32 dta d" "
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.ds 32*32
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ListOfWeapons1End
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ListOfDefensiveWeapons
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; :number_of_defensives dta d" "
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;:16 dta d" "
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.ds 16*32
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ListOfDefensiveWeaponsEnd ;constant useful when clearing
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