diff --git a/display.asm b/display.asm index 7dbfcbd..70a1e48 100644 --- a/display.asm +++ b/display.asm @@ -28,23 +28,16 @@ OptionsHere OptionsScreenEnd ;----------------------------------------------- -NameScreen - dta d" Enter names of players " +NameScreen2 dta d" Tank 01 Name:" NameAdr - dta d" " - dta d" Human/Atari (difficulty level) " + dta d" " +NameScreen4 dta d" " NamesOfLevels dta d" HUMAN Moron Shooter " dta d" Poolshark Tosser Chooser " dta d" Spoiler Cyborg Unknown " - dta d" " - dta d"Tab"* - dta d" - Player/Difficulty level " - dta d" " - dta d"Return"* - dta d" - Proceed " ;--------------------------------------------------- textbuffer ; 0123456789012345678901234567890123456789 diff --git a/display_static.asm b/display_static.asm index c81c5a6..9430e9d 100644 --- a/display_static.asm +++ b/display_static.asm @@ -9,9 +9,23 @@ OptionsScreen dta d"Welcome to Scorch v. " build ; 4 bytes from scorch.asm (fancy method) :) - dta d" (un)2000-2022" + dta d" (un)2000-2022" dta d" Please select option with cursor keys " dta d" and press (Return) to proceed " + ; 0123456789012345678901234567890123456789 +;----------------------------------------------- +NameScreen + dta d" Enter names of players " +NameScreen3 + dta d" Human/Atari (difficulty level) " +NameScreen5 + dta d" " + dta d"Tab"* + dta d" - Player/Difficulty level " + dta d" " + dta d"Return"* + dta d" - Proceed " +;----------------------------------------------- MoreUp dta d" " dta 92,92,92 @@ -132,12 +146,23 @@ NameDL .byte $70 .byte $47 .word DifficultyTitle - .byte $70,$70 + .byte $70,$70 ; 16 empty lines .byte $42 .word NameScreen - .byte $30 - .byte $02,$30+$80,$02 - .byte $10,$02,$02,$02,$30,$02,$02 + .byte $30 ; 4 empty lines + .byte $42 + .word NameScreen2 + .byte $30+$80 ; 4 empty lines + DLI + .byte $42 + .word NameScreen3 + .byte $10 ; 2 empty lines + .byte $42 + .word NameScreen4 + .byte $02,$02 + .byte $30 ; 4 empty lines + .byte $42 + .word NameScreen5 + .byte $02 .byte $41 .word NameDL ; ------------------------------------------------- diff --git a/scorch.asm b/scorch.asm index b3c4a5e..59711b2 100644 --- a/scorch.asm +++ b/scorch.asm @@ -77,7 +77,6 @@ .zpvar Counter .byte ;temporary Counter for outside loops .zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte .zpvar ResultY .byte -; .zpvar FallDown2 .byte .zpvar xcircle .word .zpvar ycircle .word .zpvar vy .word @@ -620,8 +619,6 @@ ShootNow lda HitFlag ;0 if missed beq missed - lda #0 -; sta FallDown2 jsr Explosion continueMainRoundLoopAfterSeppuku @@ -647,8 +644,8 @@ NoExistNoFall dex bpl TanksFallDown mvx tempor2 TankNr -missed +missed ; TODO: IS IT OK??? possibly a fix here needed for #56 ldy WeaponDepleted bne @+ @@ -782,7 +779,6 @@ NoPlayerNoDeath ;cleanup of the soil fall down ranges (left and right) sta RangeRight sta RangeRight+1 -; sta FallDown2 mwa #screenwidth RangeLeft ; We are randomizing the weapon now. @@ -889,11 +885,10 @@ NotNegativeShieldEnergy ;--------------------------------- .proc Seppuku lda #0 - ;sta FallDown2 sta ydraw+1 ; get position of the tank ldx TankNr - lda #0 ; turn off defense weapons when hara-kiring +; lda #0 ; turn off defense weapons when hara-kiring sta ActiveDefenceWeapon,x sta ShieldEnergy,x jsr SetupXYdraw diff --git a/scorch.xex b/scorch.xex index 71a7811..0abaa04 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/weapons.asm b/weapons.asm index 60d8780..22ddbce 100644 --- a/weapons.asm +++ b/weapons.asm @@ -17,7 +17,6 @@ pha lda ExplosionRoutines,x pha -; inc FallDown2 rts ExplosionRoutines .word babymissile-1 ;Baby_Missile___;_00 @@ -62,35 +61,30 @@ tracer ; ------------------------ .proc babymissile mva #sfx_baby_missile sfx_effect -; inc FallDown2 mva #11 ExplosionRadius jmp xmissile .endp ; ------------------------ .proc missile ; mva #sfx_baby_missile sfx_effect -; inc FallDown2 mva #17 ExplosionRadius jmp xmissile .endp ; ------------------------ .proc babynuke mva #sfx_nuke sfx_effect -; inc FallDown2 mva #25 ExplosionRadius jmp xmissile .endp ; ------------------------ .proc nuke mva #sfx_nuke sfx_effect -; inc FallDown2 mva #30 ExplosionRadius jmp xmissile .endp ; ------------------------ .proc leapfrog mva #sfx_baby_missile sfx_effect -; inc FallDown2 mva #17 ExplosionRadius jsr xmissile @@ -143,7 +137,6 @@ EndOfLeapping .endp ; ------------------------ .proc mirv ; the whole mirv is performed by Flight routine -; inc FallDown2 rts .endp ; ------------------------ @@ -151,7 +144,6 @@ EndOfLeapping mva #sfx_baby_missile sfx_effect mwa xtraj+1 xtrajfb sbw ytraj+1 #$05 ytrajfb ; funky missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1) -; inc FallDown2 ;central Explosion mva #21 ExplosionRadius jsr CalculateExplosionRange0 @@ -198,7 +190,6 @@ NoWallsInFunky .endp ; ------------------------ .proc deathshead -; inc FallDown2 mva #30 ExplosionRadius mva #sfx_nuke sfx_effect SaveDrawXY @@ -250,7 +241,6 @@ NoLowerCircle ; ------------------------ .proc napalm mva #sfx_napalm sfx_effect -; 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 @@ -259,7 +249,6 @@ NoLowerCircle ; ------------------------ .proc hotnapalm mva #sfx_napalm sfx_effect -; 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 @@ -324,7 +313,6 @@ CharOffTheScreen dec magic jpl RepeatNapalm ; after napalm -; inc FallDown2 ;now we must check tanks in range ldx NumberOfPlayers dex @@ -372,32 +360,27 @@ EndNurnedCheckLoop .endp ; ------------------------ .proc babyroller -; inc FallDown2 mva #11 ExplosionRadius jmp xroller .endp ; ------------------------ .proc roller ; -; inc FallDown2 mva #21 ExplosionRadius jmp xroller .endp ; ------------------------ .proc heavyroller -; inc FallDown2 mva #30 ExplosionRadius jmp xroller .endp ; ------------------------ .proc riotbomb -; inc FallDown2 mva #17 ExplosionRadius jsr CalculateExplosionRange jmp xriotbomb .endp ; ------------------------ .proc heavyriotbomb -; inc FallDown2 mva #29 ExplosionRadius jsr CalculateExplosionRange jmp xriotbomb @@ -406,7 +389,6 @@ EndNurnedCheckLoop .proc babydigger mva #sfx_digger sfx_effect mva #0 sandhogflag -; inc FallDown2 mva #13 DigLong mva #1 diggery ; how many branches (-1) jmp xdigger @@ -415,7 +397,6 @@ EndNurnedCheckLoop .proc digger ; mva #sfx_digger sfx_effect mva #0 sandhogflag -; inc FallDown2 mva #13 DigLong mva #3 diggery ; how many branches (-1) jmp xdigger @@ -424,7 +405,6 @@ EndNurnedCheckLoop .proc heavydigger mva #sfx_digger sfx_effect mva #0 sandhogflag -; inc FallDown2 mva #13 DigLong mva #7 diggery ; how many branches (-1) jmp xdigger @@ -548,7 +528,6 @@ DiggerCharacter .proc babysandhog mva #sfx_sandhog sfx_effect mva #char_sandhog_offset sandhogflag -; inc FallDown2 mva #13 DigLong mva #1 diggery ; how many branches (-1) jmp xdigger @@ -557,7 +536,6 @@ DiggerCharacter .proc sandhog mva #sfx_sandhog sfx_effect mva #char_sandhog_offset sandhogflag -; inc FallDown2 mva #13 DigLong mva #3 diggery ; how many branches (-1) jmp xdigger @@ -566,35 +544,30 @@ DiggerCharacter .proc heavysandhog mva #sfx_sandhog sfx_effect mva #char_sandhog_offset sandhogflag -; inc FallDown2 mva #13 DigLong mva #5 diggery ; how many branches (-1) jmp xdigger .endp ; ------------------------ .proc dirtclod -; inc FallDown2 mva #12 ExplosionRadius jsr CalculateExplosionRange jmp xdirt .endp ; ------------------------ .proc dirtball -; inc FallDown2 mva #22 ExplosionRadius jsr CalculateExplosionRange jmp xdirt .endp ; ------------------------ .proc tonofdirt -; inc FallDown2 mva #31 ExplosionRadius jsr CalculateExplosionRange jmp xdirt .endp ; ------------------------ .proc dirtcharge -; inc FallDown2 mva #61 ExplosionRadius jsr CalculateExplosionRange jmp ofdirt @@ -602,7 +575,6 @@ DiggerCharacter ; ------------------------ .proc riotcharge mva #sfx_riot_blast sfx_effect -; inc FallDown2 mva #31 ExplosionRadius jsr CalculateExplosionRange jmp cleanDirt @@ -610,7 +582,6 @@ DiggerCharacter ; ------------------------ .proc riotblast mva #sfx_riot_blast sfx_effect -; inc FallDown2 mva #61 ExplosionRadius jsr CalculateExplosionRange jmp cleanDirt @@ -1893,7 +1864,7 @@ MagDeflector bit random ; left or right deflection ? bpl RightDeflection LeftDeflection - sbw XHit #18 ; 18 pixels to right and explode... + sbw XHit #18 ; 18 pixels to left and explode... bit XHit+1 ; if off-screen ... bpl EndOfMagDeflector ; hit of course but we need RTS adw XHit #36 ; change to right :)