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https://github.com/Pecusx/scorch_src.git
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build 140
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@@ -46,6 +46,15 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
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## Changes:
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###### Build 140
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2022-05-15
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Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now background color, "sky" and empty areas are in fact pixels. This allowed for introducing better tank colorization, fully devised and lead by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
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- few new sfx added (end of round, weapon change, soil eating weapons)
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- added colors to tank name and level selection screen
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- Bug https://github.com/pkali/scorch_src/issues/57 possibly alleviated by using TRIG0S instead of TRIG0. Please test - it did not show for me.
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Other unlisted minor bugs and typos fixed.
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"Nightly" version moved to `develop` branch. `master` will be updated with stablish and playablish builds only.
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###### Build 139
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2022-05-09
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The post midnight release with great, heavy new features:
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+1
-1
@@ -6,7 +6,7 @@
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;==========================CONSTANT TABLES, do not erase!===========================
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;===================================================================================
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TankColoursTable .BYTE $88,$cc,$38,$1c,$6a,$02
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TankStatusColoursTable .BYTE $82,$c2,$32,$12,$62,$02
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TankStatusColoursTable .BYTE $80,$c0,$30,$10,$60,$00
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dliColorsBack
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:10 .by $02,$00
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dliColorsFore
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+28
-28
@@ -78,31 +78,31 @@ price______________63 = $ffff
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;--------------------------------
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; names of RMT instruments (sfx)
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;--------------------------------
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sfx_set_power_1 = $00
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sfx_set_power_2 = $01
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sfx_lightning = $02
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sfx_dunno = $03
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sfx_nuke = $04
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sfx_baby_missile= $05
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sfx_death_begin = $06
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sfx_plasma_1_2 = $07
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sfx_plasma_2_2 = $08
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sfx_napalm = $09
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sfx_dirt_charge = $0a
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sfx_missile_hit = $0b
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sfx_funky_hit = $0c
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sfx_shield_on = $0d
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sfx_shield_off = $0e
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sfx_parachute = $0f
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sfx_smoke_cloud = $10
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sfx_riot_blast = $11
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sfx_sandhog = $12
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sfx_dirt_chrg_s = $13
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sfx_digger = $14
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sfx_silencer = $15
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sfx_next_player = $16
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sfx_purchase = $17
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sfx_keyclick = $18
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sfx_shoot = $19
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sfx_seppuku = $1a
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sfx_liquid_dirt = $1b
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sfx_set_power_1 = $00 ;A
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sfx_set_power_2 = $01 ;b
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sfx_lightning = $02 ;c
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sfx_dunno = $03 ;d
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sfx_nuke = $04 ;e
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sfx_baby_missile= $05 ;f
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sfx_death_begin = $06 ;g
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sfx_plasma_1_2 = $07 ;h
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sfx_plasma_2_2 = $08 ;i
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sfx_napalm = $09 ;j
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sfx_dirt_charge = $0a ;k
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sfx_missile_hit = $0b ;l
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sfx_funky_hit = $0c ;m
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sfx_shield_on = $0d ;n
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sfx_shield_off = $0e ;o
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sfx_parachute = $0f ;p
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sfx_smoke_cloud = $10 ;q
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sfx_riot_blast = $11 ;r
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sfx_sandhog = $12 ;s
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sfx_dirt_chrg_s = $13 ;t
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sfx_digger = $14 ;u
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sfx_silencer = $15 ;v
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sfx_next_player = $16 ;w
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sfx_purchase = $17 ;x
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sfx_keyclick = $18 ;y
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sfx_shoot = $19 ;z
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sfx_seppuku = $1a ;1
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sfx_liquid_dirt = $1b ;2
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+3
-3
@@ -36,7 +36,7 @@
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;we decided it must go in 'English' to let other people work on it
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.macro build
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dta d"139" ; number of this build (3 bytes)
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dta d"140" ; number of this build (3 bytes)
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.endm
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icl 'definitions.asm'
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@@ -1190,7 +1190,7 @@ checkJoyGetKey
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rts
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notpressedJoyGetKey
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;fire
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lda TRIG0
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lda TRIG0S
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bne @-
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lda #$0c ;Return key
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rts
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@@ -1210,7 +1210,7 @@ WaitForKeyRelease .proc
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and #$0f
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cmp #$0f
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bne WaitForKeyRelease
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lda TRIG0
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lda TRIG0S
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beq WaitForKeyRelease
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lda SKSTAT
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cmp #$ff
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BIN
Binary file not shown.
@@ -1394,6 +1394,8 @@ EndOfTypeLine4x4
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;displays results of the round
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;using 4x4 font
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mva #sfx_smoke_cloud sfx_effect
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;centering the result screen
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mwa #((ScreenWidth/2)-(8*4)) ResultX
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mva #((ScreenHeight/2)-(8*4)) ResultY
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+2
-2
@@ -15,7 +15,7 @@ TanksNames ; DO NOT ZERO - ticket #24
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:6 dta d" "
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;----------------------------
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;Options DO NOT ZERO - ticket #27
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OptionsTable .by 0,0,2,2,0,1,4
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OptionsTable .by 0,0,2,2,0,1,3
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RoundsInTheGame .by 10 ;how many rounds in the current game
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seppukuVal .by 75
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;--------------------------------------------------
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@@ -43,7 +43,7 @@ flyDelay .ds 1
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;--------------
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NumberOfPlayers .DS 1 ;current number of players (counted from 1)
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TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
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GameIsOver .DS 1 ; 1 - it was the last round in the game
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GameIsOver .DS 1 ; 1 means it was the last round in the game
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;-----------------------------------
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moneyH ;we place zero at the end of prices and money
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;and have range from 0 to 99990 (not too much)
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+3
-2
@@ -692,6 +692,7 @@ dirtLoop
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; -----------------
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.proc xriotbomb ;
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; -----------------
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mva #sfx_riot_blast sfx_effect
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lda #0
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sta radius
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sta color
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@@ -1005,7 +1006,7 @@ ContinueToCheckMaxForce2
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; $f3 - shift+key
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notpressed
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lda TRIG0
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lda TRIG0S
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beq notpressed
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lda SKSTAT
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cmp #$ff
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@@ -1050,7 +1051,7 @@ checkJoy
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jmp jumpFromStick
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notpressedJoy
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;fire
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lda TRIG0
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lda TRIG0S
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jeq pressedSpace
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jmp notpressed
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