unsignificants

This commit is contained in:
2023-09-03 14:28:20 -04:00
parent f701ef3227
commit 3a9e3f7155
2 changed files with 91 additions and 116 deletions
+57 -71
View File
@@ -542,7 +542,7 @@ NotHigherByte02
; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
and #$fe
and #$fe
.ENDIF
; --
sta xtankstableL,x
@@ -585,7 +585,7 @@ UnequalTanks
jsr PMoutofScreen
mva #1 Erase ; erase tanks flag
.endp
;--
;-------------------------------------------------
.proc drawtanks
;-------------------------------------------------
lda TankNr
@@ -705,12 +705,12 @@ NoMissile
ClearPM
cpy temp
bne ZeroesToGo
@ lda (xbyte),y
and #%11110000
ora #%00001111 ; (2 bits set) we set on two pixels in three lines
sta (xbyte),y
dey
dex
@ lda (xbyte),y
and #%11110000
ora #%00001111 ; (2 bits set) we set on two pixels in three lines
sta (xbyte),y
dey
dex
bne @-
ZeroesToGo
lda (xbyte),y
@@ -725,12 +725,12 @@ PMForTank6
ClearPM6
cpy temp
bne ZeroesToGo6
@ lda (xbyte),y
and #%00001111
ora #%11110000 ; (2 bits set) we set on two pixels in three lines
sta (xbyte),y
dey
dex
@ lda (xbyte),y
and #%00001111
ora #%11110000 ; (2 bits set) we set on two pixels in three lines
sta (xbyte),y
dey
dex
bne @-
ZeroesToGo6
lda (xbyte),y
@@ -743,9 +743,8 @@ NoPlayerMissile
noTankNoPM
ldy #$01
lda Erase
beq @+
dey
@ sty color
seq:dey
sty color
; draw defensive weapons like shield ( tank number in X )
; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
ldx TankNr
@@ -786,9 +785,8 @@ NoShieldDraw
BarrelChange
ldy #$01
lda Erase
beq @+
dey
@ sty color
seq:dey
sty color
jsr DrawBarrel
ldx TankNr
DoNotDrawTankNr
@@ -879,7 +877,7 @@ tankflash_loop
.nowarn dew xdraw ; 1 pixel left
sbw ydraw #$0a ; 10 pixels up
jsr plot
.nowarn dew ydraw
.nowarn dew ydraw
inw xdraw
jsr plot
sbw xdraw #$0d ; 13 pixels left
@@ -895,14 +893,14 @@ tankflash_loop
; this proc draws bold top on shield.
; Symbol of ablative shield ? :)
;--------------------------------------------------
sbw xdraw #$04 ; 5 pixels left
sbw xdraw #$04 ; 5 pixels left
sbw ydraw #$0b ; 11 pixels up
; draw additional top horizontal line of shield ( _ )
mva #6 temp
@
jsr plot
.nowarn dew xdraw
dec temp
jsr plot
.nowarn dew xdraw
dec temp
bne @-
rts ; Z allways set
.endp
@@ -910,7 +908,7 @@ tankflash_loop
.proc DrawTankParachute
;Tank number in X
;--------------------------------------------------
lda #char_parachute ; parachute symbol
lda #char_parachute ; parachute symbol
sta CharCode
lda Ytankstable,x
cmp #16
@@ -953,18 +951,18 @@ ToHighToParachute
dec temp
bne @-
sbw xdraw #2 ; 2 pixels left
sbw xdraw #2 ; 2 pixels left
inw ydraw ; 1 pixel down
; draw second horizontal line
mva #3 temp
@
jsr plot
.nowarn dew xdraw
dec temp
jsr plot
.nowarn dew xdraw
dec temp
bne @-
adw xdraw #2 ; 2 pixels right
adw xdraw #2 ; 2 pixels right
inw ydraw ; 1 pixel down
; and last pixel
@@ -995,14 +993,14 @@ ToHighToParachute
inw xdraw
; plot 6 random color pixels
mva #6 temp
@ lda Erase
eor #%00000001
and random
and #%00000001
sta color
jsr plot
inw xdraw
dec temp
@ lda Erase
eor #%00000001
and random
and #%00000001
sta color
jsr plot
inw xdraw
dec temp
bne @-
; clear last pixel under tank
mva #0 color
@@ -1046,11 +1044,11 @@ NoFallingSound
and #01
beq DoNotClearParachute
; here we clear the parachute
; ldx TankNr
; ldx TankNr
jsr DrawTankParachute
DoNotClearParachute
mva #0 Erase
; ldx TankNr
; ldx TankNr
lda EndOfTheFallFlag ; We only get byte below the tank if still falling
bne NoGroundCheck
; coordinates of the first pixel under the tank
@@ -1062,8 +1060,8 @@ DoNotClearParachute
; time in our lives! Tada! It opens a new chapter!!!
sta ydraw
;
; UnderTank1 ; byte under tank
; UnderTank2 ; byte under tank reversed (for simple check right direction)
; UnderTank1 ; byte under tank
; UnderTank2 ; byte under tank reversed (for simple check right direction)
lda #08
sta temp ; Loop Counter
ByteBelowTank
@@ -1569,14 +1567,14 @@ SetYofNextTank
ldy #0
ldx #screenheight-1
nextPointChecking
txa
cmp (modify),y
bcc NotHigher
lda (modify),y
tax
txa
cmp (modify),y
bcc NotHigher
lda (modify),y
tax
NotHigher
inw modify
cpw modify #(mountaintable+screenwidth)
inw modify
cpw modify #(mountaintable+screenwidth)
bne nextPointChecking
txa
rts
@@ -1596,9 +1594,8 @@ notZero
jsr _calc_inverse_display
; now find length of the text
@
iny
lda (LineAddress4x4),y
@ iny
lda (LineAddress4x4),y
bpl @-
iny
sty fx
@@ -2046,8 +2043,8 @@ ybarrel
;--------------------------------------------------
lda #$00 ; let all P/M disappear
ldy #7
@ sta hposp0,y
dey
@ sta hposp0,y
dey
bpl @-
;:8 sta hposp0+# ; optimized... but Y!
rts
@@ -2057,27 +2054,16 @@ ybarrel
lda #%01010101
sta sizem ; all missiles, double width
ldy #3
@ lda #$00
sta sizep0,y ; P0-P3 widths
lda TankColoursTable,y ; colours of sprites under tanks
sta PCOLR0,y
dey
@ lda #$00
sta sizep0,y ; P0-P3 widths
lda TankColoursTable,y ; colours of sprites under tanks
sta PCOLR0,y
dey
bpl @-
LDA TankColoursTable+4
STA COLOR3 ; joined missiles (5th tank)
rts
.endp
;--------------------------------------------------
.proc Lissajous
;--------------------------------------------------
; x = Asin(at + fi)
; y = Bsin(bt)
; center: xdraw, ydraw
rts
.endp
.endif