@@ -14,9 +14,9 @@ Contributors:
|
|||||||
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
||||||
- Emkay - splash screen music
|
- Emkay - splash screen music
|
||||||
|
|
||||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert
|
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800, Shaggy the Atarian
|
||||||
|
|
||||||
You can contact us at pecus@poczta.fm or pirx@5oft.pl
|
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
||||||
|
|
||||||
This source code was originally compiled under [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
|
This source code was originally compiled under [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
|
||||||
|
|
||||||
@@ -47,6 +47,21 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
|
|||||||
|
|
||||||
## Changes:
|
## Changes:
|
||||||
|
|
||||||
|
###### Build 147
|
||||||
|
2022-07-10
|
||||||
|
LOST build. We were watching [LOST party](https://www.lostparty.pl/2022/) streams so maybe a little less done, but still some nice improvements.
|
||||||
|
- new weapons by @Pecusx - Napalm and Hot Napalm. Fire penetrates all shields, so beware!
|
||||||
|
- status bar showing outdated info on the beginning of the round fix
|
||||||
|
- various small optimizations incl. memory usage, soildown, weapon ranges
|
||||||
|
- improved shapes of Heavy and Force Shields
|
||||||
|
|
||||||
|
Issues closed:
|
||||||
|
- revert to the old but slightly improved version of showing angles (#105)
|
||||||
|
- zero page loading eliminated (#106)
|
||||||
|
- active player name appear over his tank when aiming (#107)
|
||||||
|
- configurable mountain heights (The Netherlands, Belgium, Czechia, Switzerland, Nepal) (#86)
|
||||||
|
- angle speeds up when joystick / keyboard are pressed (#75)
|
||||||
|
|
||||||
###### Build 146
|
###### Build 146
|
||||||
2022-07-03
|
2022-07-03
|
||||||
Super heavy rewrite build.
|
Super heavy rewrite build.
|
||||||
@@ -55,9 +70,9 @@ Not much changed visually since the last build, but really large parts of the co
|
|||||||
- silly angle system rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes saved, complexity reduced. Next build will have improved angle speed UI. I will also allow for an easier improvement of tank visuals.
|
- silly angle system rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes saved, complexity reduced. Next build will have improved angle speed UI. I will also allow for an easier improvement of tank visuals.
|
||||||
- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
|
- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
|
||||||
- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
|
- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
|
||||||
- AI opponents can purchase defensive weapons what makes playing against AI somewhat more challenging.
|
- AI opponents can purchase defensive weapons which make playing against AI somewhat more challenging.
|
||||||
- Improved Laser. It is still not ideal, but better. Still hard to aim :]
|
- Improved Laser. It is still not ideal, but better. Still hard to aim :]
|
||||||
- Few small parachute related bugs fixed
|
- Few small parachute-related bugs fixed
|
||||||
- Death's Head bug fix
|
- Death's Head bug fix
|
||||||
|
|
||||||
Issues closed:
|
Issues closed:
|
||||||
|
|||||||
@@ -31,19 +31,19 @@ loop
|
|||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc ArtificialIntelligence ;
|
.proc ArtificialIntelligence ;
|
||||||
; A - skill of the TankNr
|
; A - skill of the TankNr (in X)
|
||||||
; returns shoot energy and angle in
|
; returns shoot energy and angle in
|
||||||
; ForceTable/L/H and AngleTable
|
; ForceTable/L/H and AngleTable
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
asl
|
asl
|
||||||
tax
|
tay
|
||||||
:2 dex ;credit KK
|
:2 dey ;credit KK
|
||||||
lda AIRoutines+1,x
|
lda AIRoutines+1,y
|
||||||
pha
|
pha
|
||||||
lda AIRoutines,x
|
lda AIRoutines,y
|
||||||
pha
|
pha
|
||||||
|
|
||||||
ldx TankNr ; common values used in AI routines
|
; common values used in AI routines
|
||||||
; address of weapons table (for future use)
|
; address of weapons table (for future use)
|
||||||
lda TanksWeaponsTableL,x
|
lda TanksWeaponsTableL,x
|
||||||
sta temp
|
sta temp
|
||||||
@@ -57,10 +57,10 @@ AIRoutines
|
|||||||
.word Shooter-1 ;Shooter
|
.word Shooter-1 ;Shooter
|
||||||
.word Poolshark-1 ;Poolshark
|
.word Poolshark-1 ;Poolshark
|
||||||
.word Tosser-1 ;Tosser
|
.word Tosser-1 ;Tosser
|
||||||
.word Poolshark-1 ;Chooser
|
.word Tosser-1 ;Chooser
|
||||||
.word Poolshark-1 ;Spoiler
|
.word Tosser-1 ;Spoiler
|
||||||
.word Poolshark-1 ;Cyborg
|
.word Tosser-1 ;Cyborg
|
||||||
.word Poolshark-1 ;Unknown
|
.word Tosser-1 ;Unknown
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc Moron
|
.proc Moron
|
||||||
@@ -335,10 +335,10 @@ PurchaseAIRoutines
|
|||||||
.word ShooterPurchase-1 ;ShooterPurchase
|
.word ShooterPurchase-1 ;ShooterPurchase
|
||||||
.word PoolsharkPurchase-1 ;PoolsharkPurchase
|
.word PoolsharkPurchase-1 ;PoolsharkPurchase
|
||||||
.word TosserPurchase-1 ;TosserPurchase
|
.word TosserPurchase-1 ;TosserPurchase
|
||||||
.word PoolsharkPurchase-1 ;ChooserPurchase
|
.word TosserPurchase-1 ;ChooserPurchase
|
||||||
.word PoolsharkPurchase-1 ;SpoilerPurchase
|
.word TosserPurchase-1 ;SpoilerPurchase
|
||||||
.word PoolsharkPurchase-1 ;CyborgPurchase
|
.word TosserPurchase-1 ;CyborgPurchase
|
||||||
.word PoolsharkPurchase-1 ;UnknownPurchase
|
.word TosserPurchase-1 ;UnknownPurchase
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc MoronPurchase
|
.proc MoronPurchase
|
||||||
|
|||||||
+19
-16
@@ -23,17 +23,8 @@ bptr .ds 2
|
|||||||
cur_pos .ds 1
|
cur_pos .ds 1
|
||||||
chn_bits .ds 1
|
chn_bits .ds 1
|
||||||
|
|
||||||
bit_data .byte 1
|
bit_data .ds 1
|
||||||
|
|
||||||
.proc get_byte
|
|
||||||
lda song_data+1
|
|
||||||
inc song_ptr
|
|
||||||
bne skip
|
|
||||||
inc song_ptr+1
|
|
||||||
skip
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
song_ptr = get_byte + 1
|
|
||||||
|
|
||||||
|
|
||||||
fcnt .ds 2
|
fcnt .ds 2
|
||||||
@@ -86,6 +77,8 @@ buffers
|
|||||||
;
|
;
|
||||||
.proc init_song
|
.proc init_song
|
||||||
|
|
||||||
|
mva #1 bit_data
|
||||||
|
|
||||||
; Example: here initializes song pointer:
|
; Example: here initializes song pointer:
|
||||||
|
|
||||||
;mwa #song_data song_ptr
|
;mwa #song_data song_ptr
|
||||||
@@ -182,18 +175,28 @@ skip_chn:
|
|||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
; Check for ending of song and jump to the next frame
|
; Check for ending of song and jump to the next frame
|
||||||
;
|
;
|
||||||
.proc check_end_song
|
|
||||||
lda song_ptr + 1
|
; not checking really so the tune gets funky :)))
|
||||||
cmp #>song_end
|
;lda song_ptr + 1
|
||||||
|
;cmp #>song_end
|
||||||
;bne wait_frame
|
;bne wait_frame
|
||||||
lda song_ptr
|
;lda song_ptr
|
||||||
cmp #<song_end
|
;cmp #<song_end
|
||||||
;bne wait_frame
|
;bne wait_frame
|
||||||
.endp
|
|
||||||
|
|
||||||
end_loop
|
end_loop
|
||||||
rts
|
rts
|
||||||
|
|
||||||
|
song_ptr = get_byte + 1
|
||||||
|
.proc get_byte
|
||||||
|
lda song_data+1
|
||||||
|
inc song_ptr
|
||||||
|
bne skip
|
||||||
|
inc song_ptr+1
|
||||||
|
skip
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
|
||||||
main
|
main
|
||||||
jsr init_song
|
jsr init_song
|
||||||
|
|||||||
+121
-118
@@ -1,125 +1,128 @@
|
|||||||
.proc talk
|
.proc talk
|
||||||
L0 dta c"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
L0 dta d"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
||||||
L1 dta c"DIE!"
|
L1 dta d"DIE!"
|
||||||
L2 dta c"EAT MY SHORTS!"
|
L2 dta d"EAT MY SHORTS!"
|
||||||
L3 dta c"YOU'RE TOAST!"
|
L3 dta d"YOU'RE TOAST!"
|
||||||
L4 dta c"BANZAI!"
|
L4 dta d"BANZAI!"
|
||||||
L5 dta c"FROM HELL'S HEART I STAB AT THEE..."
|
L5 dta d"FROM HELL'S HEART I STAB AT THEE..."
|
||||||
L6 dta c"I DIDN'T DO IT. NOBODY SAW ME DO IT."
|
L6 dta d"I DIDN'T DO IT. NOBODY SAW ME DO IT."
|
||||||
L7 dta c"TAKE A HIKE!"
|
L7 dta d"TAKE A HIKE!"
|
||||||
L8 dta c"YOU'RE DEAD MEAT."
|
L8 dta d"YOU'RE DEAD MEAT."
|
||||||
L9 dta c"MAKE MY DAY."
|
L9 dta d"MAKE MY DAY."
|
||||||
L10 dta c"CHARGE!"
|
L10 dta d"CHARGE!"
|
||||||
L11 dta c"ATTACK!"
|
L11 dta d"ATTACK!"
|
||||||
L12 dta c"YOU'RE OUTTA HERE."
|
L12 dta d"YOU'RE OUTTA HERE."
|
||||||
L13 dta c"WATTSA MATTA YOU?"
|
L13 dta d"WATTSA MATTA YOU?"
|
||||||
L14 dta c"FREEZE, OR I'LL SHOOT!"
|
L14 dta d"FREEZE, OR I'LL SHOOT!"
|
||||||
L15 dta c"HA HA HA."
|
L15 dta d"HA HA HA."
|
||||||
L16 dta c"WE COME IN PEACE - SHOOT TO KILL!"
|
L16 dta d"WE COME IN PEACE - SHOOT TO KILL!"
|
||||||
L17 dta c"IN YOUR FACE!"
|
L17 dta d"IN YOUR FACE!"
|
||||||
L18 dta c"DIE COMMIE PIG!"
|
L18 dta d"DIE COMMIE PIG!"
|
||||||
L19 dta c"I LOVE THE SMELL OF NAPALM IN THE MORNING."
|
L19 dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."
|
||||||
L20 dta c"VICTORY!"
|
L20 dta d"VICTORY!"
|
||||||
L21 dta c"SHOW SOME RESPECT."
|
L21 dta d"SHOW SOME RESPECT."
|
||||||
L22 dta c"JUST WHO DO YOU THINK YOU ARE?"
|
L22 dta d"JUST WHO DO YOU THINK YOU ARE?"
|
||||||
L23 dta c"LOOK OUT BELOW!"
|
L23 dta d"LOOK OUT BELOW!"
|
||||||
L24 dta c"KNOCK, KNOCK."
|
L24 dta d"KNOCK, KNOCK."
|
||||||
L25 dta c"LOOK OVER THERE."
|
L25 dta d"LOOK OVER THERE."
|
||||||
L26 dta c"GUESS WHAT'S COMING FOR DINNER?"
|
L26 dta d"GUESS WHAT'S COMING FOR DINNER?"
|
||||||
L27 dta c"MERRY CHRISTMAS."
|
L27 dta d"MERRY CHRISTMAS."
|
||||||
L28 dta c"OPEN WIDE!"
|
L28 dta d"OPEN WIDE!"
|
||||||
L29 dta c"HERE GOES NOTHING..."
|
L29 dta d"HERE GOES NOTHING..."
|
||||||
L30 dta c"DON'T WORRY, IT ISN'T A LIVE ROUND."
|
L30 dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."
|
||||||
L31 dta c"BLOOD, PAIN, VIOLENCE!"
|
L31 dta d"BLOOD, PAIN, VIOLENCE!"
|
||||||
L32 dta c"TAKE THIS, SISSY!"
|
L32 dta d"TAKE THIS, SISSY!"
|
||||||
L33 dta c"I SHALL FLATTEN YOU!"
|
L33 dta d"I SHALL FLATTEN YOU!"
|
||||||
L34 dta c"I SHALL SMASH YOUR UGLY TANK!"
|
L34 dta d"I SHALL SMASH YOUR UGLY TANK!"
|
||||||
L35 dta c"I WONDER WHAT THIS BUTTON DOES?"
|
L35 dta d"I WONDER WHAT THIS BUTTON DOES?"
|
||||||
L36 dta c"DON'T TAKE THIS PERSONALLY."
|
L36 dta d"DON'T TAKE THIS PERSONALLY."
|
||||||
L37 dta c"WOULD THIS MAKE YOU MAD?"
|
L37 dta d"WOULD THIS MAKE YOU MAD?"
|
||||||
L38 dta c"I TOLD YOU TO LEAVE MY SISTER ALONE!"
|
L38 dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"
|
||||||
L39 dta c"I COULD SPARE YOU, BUT WHY?"
|
L39 dta d"I COULD SPARE YOU, BUT WHY?"
|
||||||
L40 dta c"MY BOMB IS BIGGER THAN YOURS."
|
L40 dta d"MY BOMB IS BIGGER THAN YOURS."
|
||||||
L41 dta c"DON'T FORGET ABOUT ME!"
|
L41 dta d"DON'T FORGET ABOUT ME!"
|
||||||
L42 dta c"HASTA LA VISTA, BABY!"
|
L42 dta d"HASTA LA VISTA, BABY!"
|
||||||
L43 dta c"THIS IS YOUR BRAIN ON SCORCH."
|
L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
|
||||||
L44 dta c"TAKE THIS!"
|
L44 dta d"TAKE THIS!"
|
||||||
L45 dta c"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
||||||
L46 dta c"DIE, ALIEN SWINE!"
|
L46 dta d"DIE, ALIEN SWINE!"
|
||||||
L47 dta c"SAY ARRGGHHHHH...."
|
L47 dta d"SAY ARRGGHHHHH...."
|
||||||
L48 dta c"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
||||||
L49 dta c"DIE, TANK-SCUM!"
|
L49 dta d"DIE, TANK-SCUM!"
|
||||||
L50 dta c"I'M GONNA BREAK YOUR FACE!"
|
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||||
L51 dta c"MAMA SAID KNOCK YOU OUT!"
|
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
||||||
L52 dta c"I HOPE YOU ENJOY PAIN!"
|
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
L53 dta c"PARTING IS SUCH SWEET SORROW... NOT!"
|
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
||||||
L54 dta c"UGH!"
|
L54 dta d"UGH!"
|
||||||
L55 dta c"AARGH!"
|
L55 dta d"AARGH!"
|
||||||
L56 dta c"AAAGGHHH!"
|
L56 dta d"AAAGGHHH!"
|
||||||
L57 dta c"I'M MELTING!"
|
L57 dta d"I'M MELTING!"
|
||||||
L58 dta c"OOF.."
|
L58 dta d"OOF.."
|
||||||
L59 dta c"OH!"
|
L59 dta d"OH!"
|
||||||
L60 dta c"EEEK!"
|
L60 dta d"EEEK!"
|
||||||
L61 dta c"AACCH!"
|
L61 dta d"AACCH!"
|
||||||
L62 dta c"I HATE IT WHEN THAT HAPPENS."
|
L62 dta d"I HATE IT WHEN THAT HAPPENS."
|
||||||
L63 dta c"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
||||||
L64 dta c"OH NO!"
|
L64 dta d"OH NO!"
|
||||||
L65 dta c"NOT ME!"
|
L65 dta d"NOT ME!"
|
||||||
L66 dta c"OUCH."
|
L66 dta d"OUCH."
|
||||||
L67 dta c"OH NO, NOT AGAIN."
|
L67 dta d"OH NO, NOT AGAIN."
|
||||||
L68 dta c"ANOTHER ONE BITES THE DUST."
|
L68 dta d"ANOTHER ONE BITES THE DUST."
|
||||||
L69 dta c"GOODBYE."
|
L69 dta d"GOODBYE."
|
||||||
L70 dta c"HELP ME!"
|
L70 dta d"HELP ME!"
|
||||||
L71 dta c"FAREWELL, CRUEL WORLD."
|
L71 dta d"FAREWELL, CRUEL WORLD."
|
||||||
L72 dta c"REMEMBER THE ALAMO!"
|
L72 dta d"REMEMBER THE ALAMO!"
|
||||||
L73 dta c"OH MAN!"
|
L73 dta d"OH MAN!"
|
||||||
L74 dta c"DOOUGH!"
|
L74 dta d"DOOUGH!"
|
||||||
L75 dta c"ANOTHER DAY, ANOTHER BOMB."
|
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||||
L76 dta c"THIS IS THE END, MY ONLY FRIEND."
|
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||||
L77 dta c"IT'S ALL OVER."
|
L77 dta d"IT'S ALL OVER."
|
||||||
L78 dta c"THE FAT LADY SANG."
|
L78 dta d"THE FAT LADY SANG."
|
||||||
L79 dta c"WHY DOES EVERYTHING HAPPEN TO ME?"
|
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||||
L80 dta c"I'M GOING DOWN."
|
L80 dta d"I'M GOING DOWN."
|
||||||
L81 dta c"I'VE GOT A BAD FEELING ABOUT THIS."
|
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
||||||
L82 dta c"CRAPOLA."
|
L82 dta d"CRAPOLA."
|
||||||
L83 dta c"POW!"
|
L83 dta d"POW!"
|
||||||
L84 dta c"BIF!"
|
L84 dta d"BIF!"
|
||||||
L85 dta c"BAM!"
|
L85 dta d"BAM!"
|
||||||
L86 dta c"ZONK!"
|
L86 dta d"ZONK!"
|
||||||
L87 dta c"I SHOULD'VE LISTENED TO MY MOTHER..."
|
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||||
L88 dta c"NO... A BUD LIGHT!"
|
L88 dta d"NO... A BUD LIGHT!"
|
||||||
L89 dta c"WHAT WAS THAT NOISE?"
|
L89 dta d"WHAT WAS THAT NOISE?"
|
||||||
L90 dta c"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||||
L91 dta c"ITS JUST ONE OF THOSE DAYS..."
|
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||||
L92 dta c"I SEE A BRIGHT LIGHT..."
|
L92 dta d"I SEE A BRIGHT LIGHT..."
|
||||||
L93 dta c"MOMMY? IS THAT YOU?"
|
L93 dta d"MOMMY? IS THAT YOU?"
|
||||||
L94 dta c"I LET YOU HIT ME!"
|
L94 dta d"I LET YOU HIT ME!"
|
||||||
L95 dta c"SUCKER SHOT!"
|
L95 dta d"SUCKER SHOT!"
|
||||||
L96 dta c"I DIDN'T WANT TO LIVE ANYWAY."
|
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
||||||
L97 dta c"-<SOB>-"
|
L97 dta d"-<SOB>-"
|
||||||
L98 dta c"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
||||||
L99 dta c"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||||
L100 dta c"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||||
L101 dta c"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||||
L102 dta c"I THOUGHT YOU LIKED ME?"
|
L102 dta d"I THOUGHT YOU LIKED ME?"
|
||||||
L103 dta c"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
|
L103 dta d"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
|
||||||
L104 dta c"I THINK THIS GUY'S A LITTLE CRAZY."
|
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||||
L105 dta c"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||||
L106 dta c"HEY! KILLIN' AIN'T COOL."
|
L106 dta d"HEY! KILLIN' AIN'T COOL."
|
||||||
L107 dta c"GEE... THANKS."
|
L107 dta d"GEE... THANKS."
|
||||||
L108 dta c"I'VE FALLEN AND I CAN'T GET UP!"
|
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
||||||
L109 dta c"911?"
|
L109 dta d"911?"
|
||||||
L110 dta c"OH NO! HERE I BLOW AGAIN!"
|
L110 dta d"OH NO! HERE I BLOW AGAIN!"
|
||||||
L111 dta c"I'LL BE BACK..."
|
L111 dta d"I'LL BE BACK..."
|
||||||
L112 dta c"HEY - I'VE GOT LAWYERS."
|
L112 dta d"HEY - I'VE GOT LAWYERS."
|
||||||
L113 dta c"TIME TO CALL 1-900-SUE-TANK."
|
L113 dta d"TIME TO CALL 1-900-SUE-TANK."
|
||||||
|
LEND
|
||||||
OffensiveTextTableL
|
OffensiveTextTableL
|
||||||
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113
|
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52
|
||||||
|
dta <L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113
|
||||||
|
dta <LEND
|
||||||
OffensiveTextTableH
|
OffensiveTextTableH
|
||||||
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113
|
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52
|
||||||
OffensiveTextLengths
|
dta >L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113
|
||||||
dta 43,4,14,13,7,35,37,12,17,12,7,7,18,17,22,9,33,13,15,42,8,18,30,15,13,16,31,16,10,20,35,22,17,20,29,31,27,24,36,27,29,22,21,29,10,48,17,20,38,15,26,24,22,36,4,6,9,12,5,3,5,6,28,39,6,7,5,17,27,8,8,22,19,7,7,26,32,14,18,33,15,34,8,4,4,4,5,36,18,20,36,29,23,19,17,12,29,7,36,39,41,30,23,48,34,42,25,14,31,4,26,15,23,28
|
dta >LEND
|
||||||
NumberOfOffensiveTexts=54
|
NumberOfOffensiveTexts=54
|
||||||
NumberOfDeffensiveTexts=60
|
NumberOfDeffensiveTexts=60
|
||||||
.endp
|
.endp
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
@@ -1,48 +0,0 @@
|
|||||||
import sys
|
|
||||||
from string import strip
|
|
||||||
|
|
||||||
lineCount = 0
|
|
||||||
lengths = []
|
|
||||||
alltexts = []
|
|
||||||
|
|
||||||
for line in open("TALK1.txt"):
|
|
||||||
lineCount+=1
|
|
||||||
line = strip(line)
|
|
||||||
lengths.append(len(line))
|
|
||||||
alltexts.append(line)
|
|
||||||
off = lineCount
|
|
||||||
|
|
||||||
for line in open("TALK2.txt"):
|
|
||||||
lineCount+=1
|
|
||||||
line = strip(line)
|
|
||||||
lengths.append(len(line))
|
|
||||||
alltexts.append(line)
|
|
||||||
|
|
||||||
tmpNo = 0
|
|
||||||
for line in alltexts:
|
|
||||||
print ("L"+str(tmpNo)+' dta "'+line+'"')
|
|
||||||
tmpNo+= 1
|
|
||||||
l=""
|
|
||||||
for i in range(0,lineCount):
|
|
||||||
l+="<L"+str(i)+","
|
|
||||||
l=l[:-1]
|
|
||||||
print ("OffensiveTextTableL")
|
|
||||||
print (" dta "+l)
|
|
||||||
l=""
|
|
||||||
for i in range(0,lineCount):
|
|
||||||
l+=">L"+str(i)+","
|
|
||||||
l=l[:-1]
|
|
||||||
print ("OffensiveTextTableH")
|
|
||||||
print (" dta "+l)
|
|
||||||
|
|
||||||
l=""
|
|
||||||
for i in range(0,lineCount):
|
|
||||||
l+=str(lengths[i])+","
|
|
||||||
l=l[:-1]
|
|
||||||
print ("OffensiveTextLengths")
|
|
||||||
print (" dta "+l)
|
|
||||||
|
|
||||||
|
|
||||||
deff = lineCount-off
|
|
||||||
print ("NumberOfOffensiveTexts="+str(off))
|
|
||||||
print ("NumberOfDeffensiveTexts="+str(deff))
|
|
||||||
+14
-12
@@ -22,6 +22,8 @@ MaxWindTable .by 5,20,40,70,99
|
|||||||
RoundsTable .by 10,20,30,40,50
|
RoundsTable .by 10,20,30,40,50
|
||||||
flyDelayTable .by 255,150,75,35,1
|
flyDelayTable .by 255,150,75,35,1
|
||||||
seppukuTable .by 255, 45,25,15,9
|
seppukuTable .by 255, 45,25,15,9
|
||||||
|
mountainsDeltaTableH .by 0,1,3,5,7
|
||||||
|
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
|
||||||
;------------------------------------------------
|
;------------------------------------------------
|
||||||
LevelNameBeginL ; begins of level names
|
LevelNameBeginL ; begins of level names
|
||||||
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
|
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
|
||||||
@@ -347,8 +349,8 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price_StrongParachute
|
.by >price_StrongParachute
|
||||||
.by >price_Mag_Deflector__
|
.by >price_Mag_Deflector__
|
||||||
.by >price_Shield_________
|
.by >price_Shield_________
|
||||||
.by >price_Force_Shield___
|
|
||||||
.by >price_Heavy_Shield___
|
.by >price_Heavy_Shield___
|
||||||
|
.by >price_Force_Shield___
|
||||||
.by >price_Super_Mag______
|
.by >price_Super_Mag______
|
||||||
.by >price_Auto_Defense___
|
.by >price_Auto_Defense___
|
||||||
.by >price_Fuel_Tank______
|
.by >price_Fuel_Tank______
|
||||||
@@ -413,8 +415,8 @@ WeaponPriceL
|
|||||||
.by <price_StrongParachute
|
.by <price_StrongParachute
|
||||||
.by <price_Mag_Deflector__
|
.by <price_Mag_Deflector__
|
||||||
.by <price_Shield_________
|
.by <price_Shield_________
|
||||||
.by <price_Force_Shield___
|
|
||||||
.by <price_Heavy_Shield___
|
.by <price_Heavy_Shield___
|
||||||
|
.by <price_Force_Shield___
|
||||||
.by <price_Super_Mag______
|
.by <price_Super_Mag______
|
||||||
.by <price_Auto_Defense___
|
.by <price_Auto_Defense___
|
||||||
.by <price_Fuel_Tank______
|
.by <price_Fuel_Tank______
|
||||||
@@ -435,7 +437,7 @@ WeaponUnits
|
|||||||
.by 3 ;Funky_Bomb_____
|
.by 3 ;Funky_Bomb_____
|
||||||
.by 2 ;MIRV___________
|
.by 2 ;MIRV___________
|
||||||
.by 1 ;Death_s_Head___
|
.by 1 ;Death_s_Head___
|
||||||
.by 10 ;Napalm_________
|
.by 4 ;Napalm_________
|
||||||
.by 2 ;Hot_Napalm_____
|
.by 2 ;Hot_Napalm_____
|
||||||
.by 20 ;Tracer_________
|
.by 20 ;Tracer_________
|
||||||
.by 10 ;Smoke_Tracer___
|
.by 10 ;Smoke_Tracer___
|
||||||
@@ -485,8 +487,8 @@ WeaponUnits
|
|||||||
.by 2 ;StrongParachute
|
.by 2 ;StrongParachute
|
||||||
.by 2 ;Mag_Deflector__
|
.by 2 ;Mag_Deflector__
|
||||||
.by 3 ;Shield_________
|
.by 3 ;Shield_________
|
||||||
.by 3 ;Force_Shield___
|
|
||||||
.by 2 ;Heavy_Shield___
|
.by 2 ;Heavy_Shield___
|
||||||
|
.by 3 ;Force_Shield___
|
||||||
.by 2 ;Super_Mag______
|
.by 2 ;Super_Mag______
|
||||||
.by 1 ;Auto_Defense___
|
.by 1 ;Auto_Defense___
|
||||||
.by 10 ;Fuel_Tank______
|
.by 10 ;Fuel_Tank______
|
||||||
@@ -502,8 +504,8 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
|||||||
dta 1 ;"Funky Bomb " ; 5
|
dta 1 ;"Funky Bomb " ; 5
|
||||||
dta 1 ;"MIRV " ; 6
|
dta 1 ;"MIRV " ; 6
|
||||||
dta 1 ;"Death's Head " ; 7
|
dta 1 ;"Death's Head " ; 7
|
||||||
dta 0 ;"Napalm " ; 8
|
dta 1 ;"Napalm " ; 8
|
||||||
dta 0 ;"Hot Napalm " ; 9
|
dta 1 ;"Hot Napalm " ; 9
|
||||||
dta 0 ;"Tracer " ; 10
|
dta 0 ;"Tracer " ; 10
|
||||||
dta 0 ;"Smoke Tracer " ; 11
|
dta 0 ;"Smoke Tracer " ; 11
|
||||||
dta 1 ;"Baby Roller " ; 12
|
dta 1 ;"Baby Roller " ; 12
|
||||||
@@ -552,8 +554,8 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
|||||||
dta 1 ;"Strong Parachute" ; 55
|
dta 1 ;"Strong Parachute" ; 55
|
||||||
dta 1 ;"Mag Deflector " ; 56
|
dta 1 ;"Mag Deflector " ; 56
|
||||||
dta 1 ;"Shield " ; 57
|
dta 1 ;"Shield " ; 57
|
||||||
dta 1 ;"Force Shield " ; 58
|
dta 1 ;"Heavy Shield " ; 58
|
||||||
dta 1 ;"Heavy Shield " ; 59
|
dta 1 ;"Force Shield " ; 59
|
||||||
dta 0 ;"Super Mag " ; 60
|
dta 0 ;"Super Mag " ; 60
|
||||||
dta 1 ;"Auto Defense " ; 61
|
dta 1 ;"Auto Defense " ; 61
|
||||||
dta 0 ;"Fuel Tank " ; 62
|
dta 0 ;"Fuel Tank " ; 62
|
||||||
@@ -570,7 +572,7 @@ WeaponSymbols
|
|||||||
.by $20,$00,$00,$00,$00,$00,$00,$00
|
.by $20,$00,$00,$00,$00,$00,$00,$00
|
||||||
.by $00,$00,$00,$00,$00,$00,$00,$00
|
.by $00,$00,$00,$00,$00,$00,$00,$00
|
||||||
.by $5f,$1c,$03,$06,$1d,$0a,$1b,$1b ; defensives
|
.by $5f,$1c,$03,$06,$1d,$0a,$1b,$1b ; defensives
|
||||||
.by $1e,$3b,$3c,$3d,$3e,$3f,$5e,$7d
|
.by $1e,$3b,$3d,$3c,$3e,$3f,$5e,$7d
|
||||||
|
|
||||||
; Names of weapons (16 chars long)
|
; Names of weapons (16 chars long)
|
||||||
NamesOfWeapons ;the comment is an index in the tables
|
NamesOfWeapons ;the comment is an index in the tables
|
||||||
@@ -633,8 +635,8 @@ NamesOfWeapons ;the comment is an index in the tables
|
|||||||
dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
|
dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
|
||||||
dta d"Mag Deflector " ; 56 - with shield and energy
|
dta d"Mag Deflector " ; 56 - with shield and energy
|
||||||
dta d"Shield " ; 57 - shield for one shot - no energy
|
dta d"Shield " ; 57 - shield for one shot - no energy
|
||||||
dta d"Force Shield " ; 58 - shield with energy and parachute
|
dta d"Heavy Shield " ; 58 - shield with energy
|
||||||
dta d"Heavy Shield " ; 59 - shield with energy
|
dta d"Force Shield " ; 59 - shield with energy and parachute
|
||||||
dta d"Super Mag " ; 60
|
dta d"Super Mag " ; 60
|
||||||
dta d"Auto Defense " ; 61 - with shield and energy
|
dta d"Auto Defense " ; 61 - with shield and energy
|
||||||
dta d"Fuel Tank " ; 62
|
dta d"Fuel Tank " ; 62
|
||||||
@@ -650,8 +652,8 @@ DefensiveEnergy = * - 48
|
|||||||
.by 99 ; Strong Parachute
|
.by 99 ; Strong Parachute
|
||||||
.by 99 ; Mag Deflector
|
.by 99 ; Mag Deflector
|
||||||
.by 00 ; Shield
|
.by 00 ; Shield
|
||||||
.by 99 ; Force Shield
|
|
||||||
.by 99 ; Heavy Shield
|
.by 99 ; Heavy Shield
|
||||||
|
.by 99 ; Force Shield
|
||||||
.by 00 ; Super Mag
|
.by 00 ; Super Mag
|
||||||
.by 99 ; Auto Defense
|
.by 99 ; Auto Defense
|
||||||
.by 00 ; Fuel Tank
|
.by 00 ; Fuel Tank
|
||||||
|
|||||||
+9
-9
@@ -3,12 +3,12 @@
|
|||||||
screenheight = 200
|
screenheight = 200
|
||||||
screenBytes = 40
|
screenBytes = 40
|
||||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||||
margin = 48 ;mountain drawing Y variable margin
|
margin = 40 ;mountain drawing Y variable margin
|
||||||
display = $1010 ;screen takes $2K due to clearing routine
|
display = $1010 ;screen takes $2K due to clearing routine
|
||||||
MaxPlayers = 6
|
MaxPlayers = 6
|
||||||
maxOptions = 7 ;number of all options
|
maxOptions = 8 ;number of all options
|
||||||
PMOffset = $23 ; P/M to graphics offset
|
PMOffset = $23 ; P/M to graphics offset
|
||||||
|
napalmRadius = 10
|
||||||
|
|
||||||
;Weapon prices (*10 on screen)
|
;Weapon prices (*10 on screen)
|
||||||
price_Baby_Missile___ = 0 ;_0
|
price_Baby_Missile___ = 0 ;_0
|
||||||
@@ -19,8 +19,8 @@ price_LeapFrog_______ = 192 ;_4
|
|||||||
price_Funky_Bomb_____ = 293 ;_5
|
price_Funky_Bomb_____ = 293 ;_5
|
||||||
price_MIRV___________ = 456 ;_6
|
price_MIRV___________ = 456 ;_6
|
||||||
price_Death_s_Head___ = 337 ;_7
|
price_Death_s_Head___ = 337 ;_7
|
||||||
price_Napalm_________ = $ffff ;496 ;_8
|
price_Napalm_________ = 125 ;_8
|
||||||
price_Hot_Napalm_____ = $ffff ;511 ;_9
|
price_Hot_Napalm_____ = 162 ;_9
|
||||||
price_Tracer_________ = 102 ;_10
|
price_Tracer_________ = 102 ;_10
|
||||||
price_Smoke_Tracer___ = 291 ;_11
|
price_Smoke_Tracer___ = 291 ;_11
|
||||||
price_Baby_Roller____ = 211 ;_12
|
price_Baby_Roller____ = 211 ;_12
|
||||||
@@ -69,8 +69,8 @@ price_Parachute______ = 234 ;_54
|
|||||||
price_StrongParachute = 1000 ;_55
|
price_StrongParachute = 1000 ;_55
|
||||||
price_Mag_Deflector__ = 745 ;_56
|
price_Mag_Deflector__ = 745 ;_56
|
||||||
price_Shield_________ = 224 ;_57
|
price_Shield_________ = 224 ;_57
|
||||||
price_Force_Shield___ = 1100 ;_58
|
price_Heavy_Shield___ = 628 ;_58
|
||||||
price_Heavy_Shield___ = 628 ;_59
|
price_Force_Shield___ = 1100 ;_59
|
||||||
price_Super_Mag______ = $ffff ;_60
|
price_Super_Mag______ = $ffff ;_60
|
||||||
price_Auto_Defense___ = 512 ;_61
|
price_Auto_Defense___ = 512 ;_61
|
||||||
price_Fuel_Tank______ = $ffff ;_62
|
price_Fuel_Tank______ = $ffff ;_62
|
||||||
@@ -134,8 +134,8 @@ ind_Parachute______ = 54
|
|||||||
ind_StrongParachute = 55
|
ind_StrongParachute = 55
|
||||||
ind_Mag_Deflector__ = 56
|
ind_Mag_Deflector__ = 56
|
||||||
ind_Shield_________ = 57
|
ind_Shield_________ = 57
|
||||||
ind_Force_Shield___ = 58
|
ind_Heavy_Shield___ = 58
|
||||||
ind_Heavy_Shield___ = 59
|
ind_Force_Shield___ = 59
|
||||||
ind_Super_Mag______ = 60
|
ind_Super_Mag______ = 60
|
||||||
ind_Auto_Defense___ = 61
|
ind_Auto_Defense___ = 61
|
||||||
ind_Fuel_Tank______ = 62
|
ind_Fuel_Tank______ = 62
|
||||||
|
|||||||
+2
-3
@@ -89,7 +89,7 @@ dl ; MAIN game display list
|
|||||||
.by $0f+$80 ; DLI (black to end);1
|
.by $0f+$80 ; DLI (black to end);1
|
||||||
:38 .byte $0f ;35 ..... = 200
|
:38 .byte $0f ;35 ..... = 200
|
||||||
.by $4f
|
.by $4f
|
||||||
.wo LastLine ; additional line of ground
|
.wo EmptyLine ; additional line of ground
|
||||||
.byte $41
|
.byte $41
|
||||||
.word dl
|
.word dl
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
@@ -110,6 +110,7 @@ OptionsHere
|
|||||||
dta d"Rounds : 10 20 30 40 50 "
|
dta d"Rounds : 10 20 30 40 50 "
|
||||||
dta d"Missiles : slug slow norm fast hare "
|
dta d"Missiles : slug slow norm fast hare "
|
||||||
dta d"Seppuku : nevr rare norm oftn alws "
|
dta d"Seppuku : nevr rare norm oftn alws "
|
||||||
|
dta d"Mountains: NL BE CZ CH NP "
|
||||||
OptionsScreenEnd
|
OptionsScreenEnd
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
MoreUp
|
MoreUp
|
||||||
@@ -143,8 +144,6 @@ purchaseActivate
|
|||||||
dta d" - Finish "
|
dta d" - Finish "
|
||||||
EmptyLine
|
EmptyLine
|
||||||
dta d" "
|
dta d" "
|
||||||
LastLine
|
|
||||||
:40 dta $00
|
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||||
NameScreen
|
NameScreen
|
||||||
|
|||||||
+33
-13
@@ -684,11 +684,11 @@ NoPlayerMissile
|
|||||||
; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
|
; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
cmp #ind_Shield_________ ; one shot shield
|
cmp #ind_Shield_________ ; one shot shield
|
||||||
beq ShieldDraw
|
beq DrawTankShield
|
||||||
cmp #ind_Force_Shield___ ; shield with energy and parachute
|
cmp #ind_Force_Shield___ ; shield with energy and parachute
|
||||||
beq ShieldDraw
|
beq DrawTankShieldBold
|
||||||
cmp #ind_Heavy_Shield___ ; shield with energy
|
cmp #ind_Heavy_Shield___ ; shield with energy
|
||||||
beq ShieldDraw
|
beq DrawTankShieldBold
|
||||||
cmp #ind_Auto_Defense___ ; Auto Defence
|
cmp #ind_Auto_Defense___ ; Auto Defence
|
||||||
beq DrawTankShieldWihHorns
|
beq DrawTankShieldWihHorns
|
||||||
cmp #ind_Mag_Deflector__ ; Mag Deflector
|
cmp #ind_Mag_Deflector__ ; Mag Deflector
|
||||||
@@ -696,15 +696,14 @@ NoPlayerMissile
|
|||||||
cmp #ind_White_Flag_____ ; White Flag
|
cmp #ind_White_Flag_____ ; White Flag
|
||||||
beq DrawTankFlag
|
beq DrawTankFlag
|
||||||
bne NoShieldDraw
|
bne NoShieldDraw
|
||||||
ShieldDraw
|
DrawTankShield
|
||||||
jsr DrawTankShield.DrawInPosition
|
jmp DrawTankShield.DrawInPosition
|
||||||
NoShieldDraw
|
|
||||||
DoNotDrawTankNr
|
|
||||||
rts
|
|
||||||
DrawTankShieldWihHorns
|
DrawTankShieldWihHorns
|
||||||
jsr DrawTankShield.DrawInPosition
|
jsr DrawTankShield.DrawInPosition
|
||||||
jsr DrawTankShieldHorns
|
jmp DrawTankShieldHorns
|
||||||
rts
|
DrawTankShieldBold
|
||||||
|
jsr DrawTankShield.DrawInPosition
|
||||||
|
jmp DrawTankShieldBoldLine
|
||||||
DrawTankFlag
|
DrawTankFlag
|
||||||
lda #$5E ; flag symbol
|
lda #$5E ; flag symbol
|
||||||
sta CharCode
|
sta CharCode
|
||||||
@@ -717,6 +716,8 @@ DrawTankFlag
|
|||||||
lda XtanksTableH,x
|
lda XtanksTableH,x
|
||||||
sta xdraw+1
|
sta xdraw+1
|
||||||
jsr TypeChar
|
jsr TypeChar
|
||||||
|
NoShieldDraw
|
||||||
|
DoNotDrawTankNr
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -823,6 +824,23 @@ ShieldVisible
|
|||||||
jsr plot
|
jsr plot
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DrawTankShieldBoldLine
|
||||||
|
; use only directly after DrawTankShield
|
||||||
|
; this proc draws bold top on shield.
|
||||||
|
; Symbol of ablative shield ? :)
|
||||||
|
;--------------------------------------------------
|
||||||
|
sbw xdraw #$04 ; 5 pixels left
|
||||||
|
sbw ydraw #$0a ; 10 pixels up
|
||||||
|
; draw additional top horizontal line of shield ( _ )
|
||||||
|
mva #6 temp
|
||||||
|
@
|
||||||
|
jsr plot
|
||||||
|
.nowarn dew xdraw
|
||||||
|
dec temp
|
||||||
|
bne @-
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc drawmountains
|
.proc drawmountains
|
||||||
@@ -922,7 +940,6 @@ StillNothing
|
|||||||
lda ydraw
|
lda ydraw
|
||||||
sta (tempor2),y
|
sta (tempor2),y
|
||||||
sta (temp),y
|
sta (temp),y
|
||||||
jmp FoundPeek1
|
|
||||||
FoundPeek1
|
FoundPeek1
|
||||||
inw tempor2
|
inw tempor2
|
||||||
inw temp
|
inw temp
|
||||||
@@ -990,7 +1007,7 @@ ColumnIsReady
|
|||||||
; level of the mountains
|
; level of the mountains
|
||||||
jeq MainFallout2
|
jeq MainFallout2
|
||||||
; now correct heights are in the mountaintable
|
; now correct heights are in the mountaintable
|
||||||
mva #1 color
|
sta color ; Pozor! :) we know - now A=1
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
@@ -1011,6 +1028,8 @@ getrandomY ;getting random Y coordinate
|
|||||||
sta ydraw
|
sta ydraw
|
||||||
sta yfloat+1
|
sta yfloat+1
|
||||||
mva #0 yfloat ;yfloat equals to e.g. 140.0
|
mva #0 yfloat ;yfloat equals to e.g. 140.0
|
||||||
|
mva #screenheight-margin-5 yfloat+1
|
||||||
|
sta ydraw
|
||||||
|
|
||||||
; how to make nice looking mountains?
|
; how to make nice looking mountains?
|
||||||
; randomize points and join them with lines
|
; randomize points and join them with lines
|
||||||
@@ -1019,9 +1038,10 @@ getrandomY ;getting random Y coordinate
|
|||||||
|
|
||||||
NextPart
|
NextPart
|
||||||
lda random
|
lda random
|
||||||
|
and mountainDeltaL
|
||||||
sta delta ; it is after the dot (xxx.delta)
|
sta delta ; it is after the dot (xxx.delta)
|
||||||
lda random
|
lda random
|
||||||
and #$03 ;(max delta)
|
and mountainDeltaH ;(max delta)
|
||||||
sta delta+1 ; before the dot (delta+1.delta)
|
sta delta+1 ; before the dot (delta+1.delta)
|
||||||
|
|
||||||
lda random
|
lda random
|
||||||
|
|||||||
+16
-4
@@ -36,7 +36,7 @@
|
|||||||
;we decided it must go in 'English' to let other people work on it
|
;we decided it must go in 'English' to let other people work on it
|
||||||
|
|
||||||
.macro build
|
.macro build
|
||||||
dta d"146" ; number of this build (3 bytes)
|
dta d"147" ; number of this build (3 bytes)
|
||||||
.endm
|
.endm
|
||||||
|
|
||||||
icl 'definitions.asm'
|
icl 'definitions.asm'
|
||||||
@@ -81,6 +81,7 @@
|
|||||||
.zpvar dliCounter .byte
|
.zpvar dliCounter .byte
|
||||||
.zpvar pressTimer .byte
|
.zpvar pressTimer .byte
|
||||||
.zpvar NTSCcounter .byte
|
.zpvar NTSCcounter .byte
|
||||||
|
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
||||||
;.zpvar dliA .byte
|
;.zpvar dliA .byte
|
||||||
;.zpvar dliX .byte
|
;.zpvar dliX .byte
|
||||||
;.zpvar dliY .byte
|
;.zpvar dliY .byte
|
||||||
@@ -393,8 +394,13 @@ DoNotFinishTheRound
|
|||||||
jeq NextPlayerShoots
|
jeq NextPlayerShoots
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
mva #1 plot4x4color
|
||||||
|
jsr DisplayTankNameAbove
|
||||||
|
|
||||||
mva #1 color ;to display flying point
|
mva #1 color ;to display flying point
|
||||||
|
|
||||||
|
ldx tankNr
|
||||||
lda TankStatusColoursTable,x
|
lda TankStatusColoursTable,x
|
||||||
sta colpf2s ; set color of status line
|
sta colpf2s ; set color of status line
|
||||||
|
|
||||||
@@ -402,11 +408,14 @@ DoNotFinishTheRound
|
|||||||
beq ManualShooting
|
beq ManualShooting
|
||||||
|
|
||||||
RoboTanks
|
RoboTanks
|
||||||
; robotanks shoot here
|
; robotanks shoot here
|
||||||
|
; TankNr still in X
|
||||||
jsr ArtificialIntelligence
|
jsr ArtificialIntelligence
|
||||||
jsr MoveBarrelToNewPosition
|
|
||||||
jsr DisplayStatus ;all digital values like force, angle, wind, etc.
|
|
||||||
jsr PutTankNameOnScreen
|
jsr PutTankNameOnScreen
|
||||||
|
jsr DisplayStatus
|
||||||
|
pause 30
|
||||||
|
ldx TankNr
|
||||||
|
jsr MoveBarrelToNewPosition
|
||||||
lda kbcode
|
lda kbcode
|
||||||
cmp #28 ; ESC
|
cmp #28 ; ESC
|
||||||
bne @+
|
bne @+
|
||||||
@@ -427,6 +436,8 @@ ManualShooting
|
|||||||
seq:rts
|
seq:rts
|
||||||
|
|
||||||
AfterManualShooting
|
AfterManualShooting
|
||||||
|
mva #0 plot4x4color
|
||||||
|
jsr DisplayTankNameAbove
|
||||||
; defensive weapons without flight handling
|
; defensive weapons without flight handling
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
@@ -1145,6 +1156,7 @@ LimitForce
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc MoveBarrelToNewPosition
|
.proc MoveBarrelToNewPosition
|
||||||
jsr DrawTankNr
|
jsr DrawTankNr
|
||||||
|
jsr DisplayStatus.displayAngle
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda NewAngle
|
lda NewAngle
|
||||||
cmp AngleTable,x
|
cmp AngleTable,x
|
||||||
|
|||||||
BIN
Binary file not shown.
+128
-76
@@ -124,6 +124,14 @@ OptionsFinished
|
|||||||
lda seppukuTable,y
|
lda seppukuTable,y
|
||||||
sta seppukuVal
|
sta seppukuVal
|
||||||
|
|
||||||
|
;8th option (how aggressive are mountains)
|
||||||
|
ldy OptionsTable+7
|
||||||
|
lda mountainsDeltaTableH,y
|
||||||
|
sta mountainDeltaH
|
||||||
|
lda mountainsDeltaTableL,y
|
||||||
|
sta mountainDeltaL
|
||||||
|
|
||||||
|
|
||||||
rts
|
rts
|
||||||
;--------
|
;--------
|
||||||
; inversing selected option (cursor)
|
; inversing selected option (cursor)
|
||||||
@@ -1320,26 +1328,27 @@ nineplus dta d"9"+1
|
|||||||
space dta d" "
|
space dta d" "
|
||||||
|
|
||||||
;--------------------------------------------------------
|
;--------------------------------------------------------
|
||||||
.proc DisplayOffensiveTextNr ;
|
.proc Display4x4AboveTank ;
|
||||||
;This routine displays texts using PutChar4x4
|
; Displays texts using PutChar4x4 above tank and mountains.
|
||||||
;pretty cool, eh
|
; Pretty cool, eh!
|
||||||
;parameters are:
|
;parameters are:
|
||||||
;Y - number of tank above which text is displayed
|
;Y - number of tank above which text is displayed
|
||||||
;TextNumber - number of offensive text to display
|
;fx - length of text
|
||||||
|
;textAddress - address of the text
|
||||||
|
|
||||||
;lets calculate position of the text first!
|
;lets calculate position of the text first!
|
||||||
;that's easy because we have number of tank
|
;that's easy because we have number of tank
|
||||||
;and xtankstableL and H keep X position of a given tank
|
;and xtankstableL and H keep X position of a given tank
|
||||||
|
|
||||||
;save vars (messed when printing...)
|
|
||||||
|
|
||||||
lda xtankstableL,y
|
lda xtankstableL,y
|
||||||
sta temp
|
sta temp
|
||||||
lda xtankstableH,y
|
lda xtankstableH,y
|
||||||
sta temp+1
|
sta temp+1
|
||||||
;now we should substract length of the text
|
;now we should substract length of the text-1
|
||||||
ldx TextNumberOff
|
|
||||||
lda talk.OffensiveTextLengths,x
|
ldy fx
|
||||||
|
dey
|
||||||
|
tya
|
||||||
asl
|
asl
|
||||||
sta temp2
|
sta temp2
|
||||||
mva #0 temp2+1
|
mva #0 temp2+1
|
||||||
@@ -1350,7 +1359,7 @@ space dta d" "
|
|||||||
;stored in temp2
|
;stored in temp2
|
||||||
sbw temp temp2 ; here begin of the text is in TEMP !!!!
|
sbw temp temp2 ; here begin of the text is in TEMP !!!!
|
||||||
;now we should check overflows
|
;now we should check overflows
|
||||||
lda temp+1
|
;lda temp+1 ; opty
|
||||||
bpl DOTNnotLessThanZero
|
bpl DOTNnotLessThanZero
|
||||||
;less than zero, so should be zero
|
;less than zero, so should be zero
|
||||||
mwa #0 temp
|
mwa #0 temp
|
||||||
@@ -1360,7 +1369,7 @@ DOTNnotLessThanZero
|
|||||||
;so check if end larger than screenwidth
|
;so check if end larger than screenwidth
|
||||||
|
|
||||||
|
|
||||||
lda talk.OffensiveTextLengths,x
|
lda fx
|
||||||
asl
|
asl
|
||||||
asl
|
asl
|
||||||
;length in pixels -
|
;length in pixels -
|
||||||
@@ -1381,7 +1390,7 @@ DOTNnotLessThanZero
|
|||||||
;then screenwidth - length is fine
|
;then screenwidth - length is fine
|
||||||
|
|
||||||
|
|
||||||
lda talk.OffensiveTextLengths,x
|
lda fx
|
||||||
asl
|
asl
|
||||||
asl
|
asl
|
||||||
sta temp
|
sta temp
|
||||||
@@ -1401,7 +1410,7 @@ DOTNnoOverflow
|
|||||||
;now let's get y position
|
;now let's get y position
|
||||||
;we will try to put text as low as possible
|
;we will try to put text as low as possible
|
||||||
;just above mountains (so mountaintable will be checked)
|
;just above mountains (so mountaintable will be checked)
|
||||||
lda talk.OffensiveTextLengths,x
|
lda fx
|
||||||
asl
|
asl
|
||||||
asl
|
asl
|
||||||
tay
|
tay
|
||||||
@@ -1433,19 +1442,13 @@ DOTOldLowestValue
|
|||||||
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
||||||
sta TextPositionY
|
sta TextPositionY
|
||||||
|
|
||||||
|
|
||||||
lda talk.OffensiveTextTableL,x
|
|
||||||
sta TextAddress
|
|
||||||
lda talk.OffensiveTextTableH,x
|
|
||||||
sta TextAddress+1
|
|
||||||
mva #0 TextCounter
|
mva #0 TextCounter
|
||||||
DOTNcharloop
|
|
||||||
mwa TextAddress temp
|
mwa TextAddress temp
|
||||||
|
DOTNcharloop
|
||||||
ldy TextCounter
|
ldy TextCounter
|
||||||
|
|
||||||
lda (temp),y
|
lda (temp),y
|
||||||
SEC
|
and #$3f ;always CAPITAL letters
|
||||||
sbc #32 ;conversion from ASCII to .sbyte
|
|
||||||
|
|
||||||
sta CharCode4x4
|
sta CharCode4x4
|
||||||
lda TextCounter
|
lda TextCounter
|
||||||
@@ -1462,13 +1465,63 @@ DOTNcharloop
|
|||||||
jsr PutChar4x4
|
jsr PutChar4x4
|
||||||
|
|
||||||
inc TextCounter
|
inc TextCounter
|
||||||
ldx TextNumberOff
|
lda fx
|
||||||
lda talk.OffensiveTextLengths,x
|
|
||||||
cmp TextCounter
|
cmp TextCounter
|
||||||
bne DOTNcharloop
|
bne DOTNcharloop
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------------
|
||||||
|
.proc DisplayOffensiveTextNr ;
|
||||||
|
ldx TextNumberOff
|
||||||
|
lda talk.OffensiveTextTableL,x
|
||||||
|
sta TextAddress
|
||||||
|
lda talk.OffensiveTextTableH,x
|
||||||
|
sta TextAddress+1
|
||||||
|
inx ; the next text
|
||||||
|
lda talk.OffensiveTextTableH,x
|
||||||
|
sta temp+1
|
||||||
|
lda talk.OffensiveTextTableL,x
|
||||||
|
sta temp ; opty possible
|
||||||
|
; substract address of the next text from previous to get text length
|
||||||
|
sbw temp TextAddress temp2
|
||||||
|
mva temp2 fx
|
||||||
|
|
||||||
|
jsr Display4x4AboveTank
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------------
|
||||||
|
.proc DisplayTankNameAbove ;
|
||||||
|
lda tankNr
|
||||||
|
:3 asl ; *8
|
||||||
|
clc
|
||||||
|
adc #<TanksNames
|
||||||
|
sta temp ; TextAddress
|
||||||
|
lda #0
|
||||||
|
adc #>Tanksnames
|
||||||
|
sta temp+1 ; TextAddress+1
|
||||||
|
mwa temp TextAddress
|
||||||
|
|
||||||
|
;find length of the tank's name
|
||||||
|
ldy #0
|
||||||
|
@
|
||||||
|
lda (temp),y
|
||||||
|
beq end_found
|
||||||
|
iny
|
||||||
|
cpy #8
|
||||||
|
bne @-
|
||||||
|
dey
|
||||||
|
|
||||||
|
end_found
|
||||||
|
iny
|
||||||
|
sty fx
|
||||||
|
ldy tankNr
|
||||||
|
jsr Display4x4AboveTank
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
;-------------------------------
|
;-------------------------------
|
||||||
.proc TypeLine4x4 ;
|
.proc TypeLine4x4 ;
|
||||||
;-------------------------------
|
;-------------------------------
|
||||||
@@ -1479,6 +1532,7 @@ DOTNcharloop
|
|||||||
|
|
||||||
ldy #0
|
ldy #0
|
||||||
sty LineCharNr
|
sty LineCharNr
|
||||||
|
mva #1 plot4x4color
|
||||||
|
|
||||||
TypeLine4x4Loop
|
TypeLine4x4Loop
|
||||||
ldy LineCharNr
|
ldy LineCharNr
|
||||||
@@ -1491,7 +1545,6 @@ TypeLine4x4Loop
|
|||||||
sta CharCode4x4
|
sta CharCode4x4
|
||||||
mwa LineXdraw dx
|
mwa LineXdraw dx
|
||||||
mva LineYdraw dy
|
mva LineYdraw dy
|
||||||
mva #1 plot4x4color
|
|
||||||
jsr PutChar4x4 ;type empty pixels as well!
|
jsr PutChar4x4 ;type empty pixels as well!
|
||||||
adw LineXdraw #4
|
adw LineXdraw #4
|
||||||
inc LineCharNr
|
inc LineCharNr
|
||||||
@@ -1791,7 +1844,6 @@ FinishResultDisplay
|
|||||||
;---------------------
|
;---------------------
|
||||||
;displaying quantity of the given weapon
|
;displaying quantity of the given weapon
|
||||||
;---------------------
|
;---------------------
|
||||||
ldx TankNr
|
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
jsr HowManyBullets
|
jsr HowManyBullets
|
||||||
sta decimal
|
sta decimal
|
||||||
@@ -1888,56 +1940,6 @@ ActiveDefence
|
|||||||
NoDefenceWeapon
|
NoDefenceWeapon
|
||||||
NoShieldEnergy
|
NoShieldEnergy
|
||||||
|
|
||||||
;=========================
|
|
||||||
;display Force
|
|
||||||
;=========================
|
|
||||||
ldx TankNr
|
|
||||||
lda ForceTableL,x
|
|
||||||
sta decimal
|
|
||||||
lda ForceTableH,x
|
|
||||||
sta decimal+1
|
|
||||||
mwa #textbuffer+40+36 displayposition
|
|
||||||
jsr displaydec
|
|
||||||
|
|
||||||
;=========================
|
|
||||||
;display Angle
|
|
||||||
;=========================
|
|
||||||
; additionally we are getting charcode of the tank
|
|
||||||
; (for future display)
|
|
||||||
ldx TankNr
|
|
||||||
lda AngleTable,x
|
|
||||||
bmi AngleToLeft
|
|
||||||
|
|
||||||
lda AngleTable,x
|
|
||||||
sta decimal
|
|
||||||
;lda #$7f ; (tab) character
|
|
||||||
;sta textbuffer+40+25
|
|
||||||
lda #0 ;space
|
|
||||||
;sta textbuffer+40+22
|
|
||||||
sta decimal+1 ; angle is single byte, but displayed with displaydec (word) routine
|
|
||||||
;lda #90
|
|
||||||
;sec
|
|
||||||
;sbc AngleTable,x
|
|
||||||
tay
|
|
||||||
lda BarrelTable,y
|
|
||||||
sta CharCode
|
|
||||||
bne AngleDisplay ;like jmp, because code always <>0
|
|
||||||
AngleToLeft
|
|
||||||
;sec
|
|
||||||
;sbc #(255-90)
|
|
||||||
sta decimal
|
|
||||||
tay
|
|
||||||
lda BarrelTable,y
|
|
||||||
sta CharCode
|
|
||||||
;lda #$7e ;(del) char
|
|
||||||
;sta textbuffer+40+22
|
|
||||||
;lda #0 ;space
|
|
||||||
;sta textbuffer+40+25
|
|
||||||
|
|
||||||
AngleDisplay
|
|
||||||
mwa #textbuffer+40+21 displayposition
|
|
||||||
jsr displaydec
|
|
||||||
|
|
||||||
;=========================
|
;=========================
|
||||||
;display Wind
|
;display Wind
|
||||||
;=========================
|
;=========================
|
||||||
@@ -1975,12 +1977,62 @@ DisplayWindValue
|
|||||||
sta decimal
|
sta decimal
|
||||||
mwa #textbuffer+80+7 displayposition
|
mwa #textbuffer+80+7 displayposition
|
||||||
jsr displaybyte ;decimal (byte), displayposition (word)
|
jsr displaybyte ;decimal (byte), displayposition (word)
|
||||||
|
|
||||||
|
;=========================
|
||||||
|
;display Force
|
||||||
|
;=========================
|
||||||
|
ldx TankNr
|
||||||
|
lda ForceTableL,x
|
||||||
|
sta decimal
|
||||||
|
lda ForceTableH,x
|
||||||
|
sta decimal+1
|
||||||
|
mwa #textbuffer+40+36 displayposition
|
||||||
|
jsr displaydec
|
||||||
|
|
||||||
|
;=========================
|
||||||
|
;display Angle
|
||||||
|
;=========================
|
||||||
|
displayAngle
|
||||||
|
ldx TankNr
|
||||||
|
lda AngleTable,x
|
||||||
|
cmp #90
|
||||||
|
beq VerticallyUp
|
||||||
|
bcs AngleToLeft
|
||||||
|
AngleToRight
|
||||||
|
; now we have values from 0 to 89 and right angle
|
||||||
|
sta decimal
|
||||||
|
lda #$7f ; (tab) character
|
||||||
|
sta textbuffer+40+25
|
||||||
|
lda #0 ;space
|
||||||
|
sta textbuffer+40+22
|
||||||
|
beq AngleDisplay
|
||||||
|
AngleToLeft
|
||||||
|
sec
|
||||||
|
lda #180
|
||||||
|
sbc AngleTable,x
|
||||||
|
; angles 180 - 91 converted to 0 - 89
|
||||||
|
sta decimal
|
||||||
|
lda #$7e ;(del) char
|
||||||
|
sta textbuffer+40+22
|
||||||
|
lda #0 ;space
|
||||||
|
sta textbuffer+40+25
|
||||||
|
beq AngleDisplay
|
||||||
|
VerticallyUp
|
||||||
|
; now we have value 90
|
||||||
|
sta decimal
|
||||||
|
lda #0 ;space
|
||||||
|
sta textbuffer+40+25
|
||||||
|
sta textbuffer+40+22
|
||||||
|
|
||||||
|
AngleDisplay
|
||||||
|
mwa #textbuffer+40+23 displayposition
|
||||||
|
jsr displaybyte
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
.proc PutTankNameOnScreen
|
.proc PutTankNameOnScreen
|
||||||
; puts name of the tan on the screen
|
; puts name of the tank on the screen
|
||||||
ldy #$00
|
ldy #$00
|
||||||
lda tanknr
|
lda tanknr
|
||||||
asl
|
asl
|
||||||
|
|||||||
+3
-4
@@ -12,9 +12,11 @@ TanksNames ; DO NOT ZERO - ticket #24
|
|||||||
:6 dta d" "
|
:6 dta d" "
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Options DO NOT ZERO - ticket #27
|
;Options DO NOT ZERO - ticket #27
|
||||||
OptionsTable .by 0,1,2,2,0,1,3
|
OptionsTable .by 0,1,2,2,0,1,3,2
|
||||||
RoundsInTheGame .by 10 ;how many rounds in the current game
|
RoundsInTheGame .by 10 ;how many rounds in the current game
|
||||||
seppukuVal .by 75
|
seppukuVal .by 75
|
||||||
|
mountainDeltaH .by 3
|
||||||
|
mountainDeltaL .by $ff
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
@@ -211,9 +213,6 @@ Multiplier .ds 3 ; 0,0,0
|
|||||||
Multiplee .ds 2 ; 0,0
|
Multiplee .ds 2 ; 0,0
|
||||||
goleft .DS 1 ;if 1 then flights left
|
goleft .DS 1 ;if 1 then flights left
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;SoilDown2
|
|
||||||
IsEndOfTheFallFlag .DS 1
|
|
||||||
;----------------------------------------------------
|
|
||||||
;unPlot
|
;unPlot
|
||||||
WhichUnPlot .DS 1
|
WhichUnPlot .DS 1
|
||||||
; max 5 concurrent unPlots
|
; max 5 concurrent unPlots
|
||||||
|
|||||||
+162
-13
@@ -30,8 +30,8 @@ ExplosionRoutines
|
|||||||
.word funkybomb-1
|
.word funkybomb-1
|
||||||
.word mirv-1
|
.word mirv-1
|
||||||
.word deathshead-1
|
.word deathshead-1
|
||||||
.word VOID-1 ;napalm
|
.word napalm-1 ;napalm
|
||||||
.word VOID-1 ;hotnapalm
|
.word hotnapalm-1 ;hotnapalm
|
||||||
.word tracer-1
|
.word tracer-1
|
||||||
.word tracer-1 ;smoketracer
|
.word tracer-1 ;smoketracer
|
||||||
.word babyroller-1
|
.word babyroller-1
|
||||||
@@ -282,6 +282,127 @@ NoLowerCircle
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
|
.proc napalm
|
||||||
|
inc FallDown2
|
||||||
|
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||||
|
jsr CalculateExplosionRange
|
||||||
|
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||||
|
jmp xnapalm
|
||||||
|
.endp
|
||||||
|
; ------------------------
|
||||||
|
.proc hotnapalm
|
||||||
|
inc FallDown2
|
||||||
|
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||||
|
jsr CalculateExplosionRange
|
||||||
|
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||||
|
jmp xnapalm
|
||||||
|
.endp
|
||||||
|
; ------------------------
|
||||||
|
.proc xnapalm
|
||||||
|
mwa xdraw xcircle ; store hitpoint for future repeats
|
||||||
|
ldy #30 ; repeat 30 times
|
||||||
|
sty magic
|
||||||
|
RepeatNapalm ; external loop (for fire animation)
|
||||||
|
mwa xcircle xdraw
|
||||||
|
sbw xdraw #(napalmRadius) ; 10 pixels on left side hit point
|
||||||
|
ldy #0
|
||||||
|
sty magic+1
|
||||||
|
RepeatFlame ; internal loop (draw flames)
|
||||||
|
ldy #0
|
||||||
|
adw xdraw #mountaintable temp
|
||||||
|
sty ydraw+1
|
||||||
|
lda (temp),y
|
||||||
|
sec
|
||||||
|
sbc #1 ; over ground
|
||||||
|
sta ydraw
|
||||||
|
lda xdraw
|
||||||
|
and ExplosionRadius ; if hotnapalm and x is odd:
|
||||||
|
:2 asl ; modify y position 4 pixels up
|
||||||
|
ldy ydraw
|
||||||
|
sta ydraw
|
||||||
|
tya
|
||||||
|
sec
|
||||||
|
sbc ydraw
|
||||||
|
sta ydraw
|
||||||
|
sbw xdraw #4 ; half character correction
|
||||||
|
; draw flame symbol
|
||||||
|
lda magic ; if last repeat - clear flames
|
||||||
|
beq LastNapalmRepeat
|
||||||
|
lda random
|
||||||
|
and #%00000110
|
||||||
|
clc
|
||||||
|
adc #$46
|
||||||
|
bne PutFlameChar
|
||||||
|
LastNapalmRepeat
|
||||||
|
lda #$4e ; clear flame symbol
|
||||||
|
PutFlameChar
|
||||||
|
sta CharCode
|
||||||
|
; check coordinates
|
||||||
|
cpw xdraw #(screenwidth-7)
|
||||||
|
bcs CharOffTheScreen
|
||||||
|
lda ydraw
|
||||||
|
cmp #7
|
||||||
|
bcc CharOffTheScreen
|
||||||
|
cmp #(screenHeight-1)
|
||||||
|
bcs CharOffTheScreen
|
||||||
|
jsr TypeChar
|
||||||
|
CharOffTheScreen
|
||||||
|
adw xdraw #4 ; reverse half character correction (we need positon of character center)
|
||||||
|
adw xdraw #1 ; next char 1 pixels to right
|
||||||
|
inc magic+1
|
||||||
|
lda magic+1
|
||||||
|
cmp #(2*napalmRadius+1) ; 10 pixels on left, 10 pixels on right and 1 in center
|
||||||
|
jne RepeatFlame
|
||||||
|
dec magic
|
||||||
|
jpl RepeatNapalm
|
||||||
|
; after napalm
|
||||||
|
inc FallDown2
|
||||||
|
;now we must check tanks in range
|
||||||
|
ldx NumberOfPlayers
|
||||||
|
dex
|
||||||
|
BurnedCheckLoop
|
||||||
|
lda eXistenZ,x
|
||||||
|
beq EndNurnedCheckLoop
|
||||||
|
;here the tank exist
|
||||||
|
; calculate right edge of the fire
|
||||||
|
adw xcircle #(napalmRadius+4+4) xdraw ; 10 pixels on right side hit point + half character width + correction
|
||||||
|
; now we compare tank position with right edge of the fire (napalm)
|
||||||
|
lda XtankstableH,x
|
||||||
|
cmp xdraw+1
|
||||||
|
bne @+
|
||||||
|
lda XtankstableL,x
|
||||||
|
cmp xdraw
|
||||||
|
@
|
||||||
|
bcs TankOutOfFire
|
||||||
|
; let's calculate left edge of the fire
|
||||||
|
sbw xcircle #(napalmRadius+8+4-4) xdraw ; 10 pixels on left + character width (tank) + half character - correction
|
||||||
|
bpl @+
|
||||||
|
mwa #0 xdraw ; left screen edge
|
||||||
|
@
|
||||||
|
; now we compare tank position with left edge of the fire (napalm)
|
||||||
|
lda XtankstableH,x
|
||||||
|
cmp xdraw+1
|
||||||
|
bne @+
|
||||||
|
lda XtankstableL,x
|
||||||
|
cmp xdraw
|
||||||
|
@
|
||||||
|
bcc TankOutOfFire
|
||||||
|
|
||||||
|
ldy #40 ; energy decrease (napalm) - but if hotnapalm:
|
||||||
|
lda ExplosionRadius
|
||||||
|
beq NotHot
|
||||||
|
ldy #80 ; energy decrease (hotnapalm)
|
||||||
|
NotHot
|
||||||
|
; check shields ( joke :) )
|
||||||
|
jsr DecreaseEnergyX
|
||||||
|
TankOutOfFire
|
||||||
|
EndNurnedCheckLoop
|
||||||
|
dex
|
||||||
|
bpl BurnedCheckLoop
|
||||||
|
mva #sfx_silencer sfx_effect
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
; ------------------------
|
||||||
.proc babyroller
|
.proc babyroller
|
||||||
inc FallDown2
|
inc FallDown2
|
||||||
mva #11 ExplosionRadius
|
mva #11 ExplosionRadius
|
||||||
@@ -990,7 +1111,6 @@ ToHighFill
|
|||||||
jne RepeatFill
|
jne RepeatFill
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc BeforeFire ;TankNr (byte)
|
.proc BeforeFire ;TankNr (byte)
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -1025,6 +1145,7 @@ ContinueToCheckMaxForce2
|
|||||||
|
|
||||||
wait ; best after drawing a tank
|
wait ; best after drawing a tank
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
;keyboard reading
|
;keyboard reading
|
||||||
; KBCODE keeps code of last keybi
|
; KBCODE keeps code of last keybi
|
||||||
@@ -1192,36 +1313,64 @@ CTRLPressedDown
|
|||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
pressedRight
|
pressedRight
|
||||||
|
lda pressTimer
|
||||||
|
spl:mva #0 pressTimer ; if >128 then reset to 0
|
||||||
|
cmp #25 ; 1/2s
|
||||||
|
bcs CTRLPressedRight
|
||||||
|
|
||||||
mva #sfx_set_power_2 sfx_effect
|
mva #sfx_set_power_2 sfx_effect
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
dec AngleTable,x
|
dec AngleTable,x
|
||||||
lda AngleTable,x
|
lda AngleTable,x
|
||||||
;cmp #180 ; if angle goes through 180 we clear the barrel
|
|
||||||
;bne NotThrough90DegreesLeft
|
|
||||||
;mva #$2e CharCode ; TODO: change
|
|
||||||
;jsr DrawTankNr.drawtankNrX
|
|
||||||
;NotThrough90DegreesLeft
|
|
||||||
cmp #255 ; -1
|
cmp #255 ; -1
|
||||||
jne BeforeFire
|
jne BeforeFire
|
||||||
lda #180
|
lda #180
|
||||||
sta AngleTable,x
|
sta AngleTable,x
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
|
CTRLPressedRight
|
||||||
|
mva #sfx_set_power_2 sfx_effect
|
||||||
|
ldx TankNr
|
||||||
|
lda AngleTable,x
|
||||||
|
sec
|
||||||
|
sbc #4
|
||||||
|
sta AngleTable,x
|
||||||
|
cmp #4 ; smalles angle for speed rotating
|
||||||
|
jcs BeforeFire
|
||||||
|
lda #180
|
||||||
|
sta AngleTable,x
|
||||||
|
jmp BeforeFire
|
||||||
|
|
||||||
|
|
||||||
pressedLeft
|
pressedLeft
|
||||||
|
lda pressTimer
|
||||||
|
spl:mva #0 pressTimer ; if >128 then reset to 0
|
||||||
|
cmp #25 ; 1/2s
|
||||||
|
bcs CTRLPressedLeft
|
||||||
|
|
||||||
mva #sfx_set_power_2 sfx_effect
|
mva #sfx_set_power_2 sfx_effect
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
INC AngleTable,x
|
INC AngleTable,x
|
||||||
lda AngleTable,x
|
lda AngleTable,x
|
||||||
;bne NotThrough90DegreesRight
|
|
||||||
;mva #$30 CharCode ; if angle goes through 0 we clear the barrel
|
|
||||||
;jsr DrawTankNr.drawtankNrX
|
|
||||||
;NotThrough90DegreesRight
|
|
||||||
cmp #181
|
cmp #181
|
||||||
jne BeforeFire
|
jne BeforeFire
|
||||||
lda #0
|
lda #0
|
||||||
sta AngleTable,x
|
sta AngleTable,x
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
|
CTRLPressedLeft
|
||||||
|
mva #sfx_set_power_2 sfx_effect
|
||||||
|
ldx TankNr
|
||||||
|
lda AngleTable,x
|
||||||
|
clc
|
||||||
|
adc #4
|
||||||
|
sta AngleTable,x
|
||||||
|
cmp #181-4
|
||||||
|
jcc BeforeFire
|
||||||
|
lda #0
|
||||||
|
sta AngleTable,x
|
||||||
|
jmp BeforeFire
|
||||||
|
|
||||||
pressedTAB
|
pressedTAB
|
||||||
mva #sfx_purchase sfx_effect
|
mva #sfx_purchase sfx_effect
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
@@ -1271,6 +1420,7 @@ pressedS
|
|||||||
pressedSpace
|
pressedSpace
|
||||||
;=================================
|
;=================================
|
||||||
;we shoot here!!!
|
;we shoot here!!!
|
||||||
|
|
||||||
mva #0 pressTimer ; reset
|
mva #0 pressTimer ; reset
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
lda pressTimer
|
lda pressTimer
|
||||||
@@ -2530,7 +2680,6 @@ CalculateExplosionRange0
|
|||||||
lda #0
|
lda #0
|
||||||
sta RangeRight
|
sta RangeRight
|
||||||
sta RangeRight+1
|
sta RangeRight+1
|
||||||
mva #11 ExplosionRadius ; what is this magic value?
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc CalculateExplosionRange
|
.proc CalculateExplosionRange
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
|||||||
Reference in New Issue
Block a user