mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
+551
@@ -0,0 +1,551 @@
|
||||
; @com.wudsn.ide.lng.mainsourcefile=RANDOM_test.asm
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||||
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||||
;mads RANDOM_test.asm -o:RANDOM_test.bin -d:TARGET=5200
|
||||
;mads RANDOM_test.asm -o:RANDOM_test.xex -d:TARGET=800
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||||
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||||
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||||
;---------------------------------------------------
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||||
.IFNDEF TARGET
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||||
.def TARGET = 800 ; 5200
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||||
.ENDIF
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||||
;---------------------------------------------------
|
||||
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
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||||
|
||||
;---------------------------------------------------
|
||||
|
||||
;---------------------------------------------------
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||||
;---------------------------------------------------
|
||||
FirstZpageVariable = $50
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
|
||||
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
|
||||
; 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||
.zpvar xdraw .word ; = $64 ;variable X for plot
|
||||
.zpvar ydraw .word ; variable Y for plot
|
||||
; (like in Atari Basic - Y=0 in upper right corner of the screen)
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||||
.zpvar xbyte .word
|
||||
.zpvar ybyte .word
|
||||
.zpvar CharCode .byte
|
||||
.zpvar fontind .word
|
||||
.zpvar tanknr .byte
|
||||
.zpvar oldplot .word
|
||||
.zpvar xc .word
|
||||
.zpvar temp .word ; temporary word for the most embeded loops only
|
||||
.zpvar temp2 .word ; same as above
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||||
.zpvar modify .word ; origially used to replace self-modyfying code
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||||
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
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||||
.zpvar xtempDRAW .word ; same as above for XDRAW routine
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||||
.zpvar ytempDRAW .word ; same as above for XDRAW routine
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||||
.zpvar tempor2 .word
|
||||
.zpvar CreditsVScrol .byte
|
||||
;--------------temps used in circle routine
|
||||
.zpvar xi .word ; X (word) in draw routine
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||||
.zpvar fx .byte
|
||||
.zpvar yi .word ; Y (word) in draw routine
|
||||
.zpvar fy .byte
|
||||
.zpvar xk .word
|
||||
.zpvar fs .byte
|
||||
.zpvar yc .byte ; ycircle - temporary for circle
|
||||
.zpvar dx .word
|
||||
.zpvar dy .word
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||||
.zpvar dd .word
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||||
.zpvar di .word
|
||||
.zpvar dp .word
|
||||
;----------------------------
|
||||
.zpvar UnderTank1 .byte
|
||||
.zpvar UnderTank2 .byte
|
||||
;----------------------------
|
||||
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
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||||
.zpvar weaponPointer .word
|
||||
.zpvar dliCounter .byte
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
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||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar SkStatSimulator .byte
|
||||
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
.zpvar Force_ .byte ; Force is 3 bytes long
|
||||
.zpvar Angle .byte
|
||||
.zpvar Parachute .byte ; are you insured with parachute?
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||||
.zpvar color .byte
|
||||
.zpvar Erase .byte ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
.zpvar radius .byte
|
||||
.zpvar decimal .word
|
||||
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
|
||||
.zpvar Counter .byte ; temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar FunkyBombCounter .byte
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
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||||
.zpvar vy_ .word ; 4 bytes
|
||||
.zpvar vx .word
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.zpvar vx_ .word ; 4 bytes
|
||||
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
|
||||
; $01-$06 tank index+1 when hit tank
|
||||
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
|
||||
.zpvar FirstKeypressDelay .byte
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.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
|
||||
.zpvar TankSequencePointer .byte
|
||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar RandomMountains .byte ; mountains type change after each turn flag
|
||||
; (0 - round only, >0 - each turn)
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||||
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
|
||||
.zpvar BlackHole .byte ; 0 - no, >0 - yes
|
||||
.zpvar XHit .word
|
||||
.zpvar delta .word
|
||||
.zpvar HowMuchToFall .byte
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||||
.zpvar magic .word ; worst var name in the whole business
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||||
.zpvar xtraj .word
|
||||
.zpvar xtraj_ .byte ; 3 bytes
|
||||
.zpvar ytraj .word
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||||
.zpvar ytraj_ .byte ; 3 bytes
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||||
.zpvar Wind .word
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||||
.zpvar Wind_ .word ; 4 bytes
|
||||
.zpvar RangeLeft .word
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.zpvar RangeRight .word
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||||
.zpvar NewAngle .byte
|
||||
.zpvar escFlag .byte ; 7 bit - Exit game,
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||||
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
|
||||
.zpvar LineYdraw .byte
|
||||
.zpvar LineXdraw .word
|
||||
.zpvar plot4x4color .byte ; $00 / $ff
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||||
.zpvar Multiplier .word
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||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
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||||
.zpvar DrawDirFactor .byte
|
||||
.zpvar gravity .byte
|
||||
.zpvar LineLength .word
|
||||
.zpvar tracerflag .byte
|
||||
.zpvar isInventory .byte
|
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.zpvar DifficultyLevel .byte
|
||||
.zpvar goleft .byte
|
||||
.zpvar OffsetDL1 .byte
|
||||
.zpvar L1 .byte
|
||||
HotNapalmFlag = FunkyBombCounter ; variable reuse!
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||||
displayposition = modify
|
||||
LineAddress4x4 = xcircle
|
||||
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
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||||
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||||
DISPLAY = $1000
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||||
SCREENHEIGHT = 256
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||||
screenwidth = 32
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||||
;-----------------------------------------------
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||||
; libraries
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||||
;-----------------------------------------------
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||||
.IF TARGET = 800
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icl 'Atari/lib/ATARISYS.ASM'
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icl 'Atari/lib/MACRO.ASM'
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||||
.ELIF TARGET = 5200
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||||
OPT h-f+ ; no headers, single block --> cart bin file
|
||||
icl 'Atari/lib/5200SYS.ASM'
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||||
icl 'Atari/lib/5200MACRO.ASM'
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||||
.enum @kbcode
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||||
_space = $00
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||||
_Y = $01
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||||
_up = $02
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_O = $03
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||||
_left = $04
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||||
_tab = $05
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||||
_right = $06
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||||
_A = $07
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||||
_down = $08
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||||
_I = $09
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||||
_esc = $0a
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||||
_help = $0b ; Visual Debug in 5200
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||||
_del = $fc ; $0c ;not used in 5200
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||||
_M = $0d
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||||
_S = $0e
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||||
_atari = $fd ; not used in 5200
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||||
_ret = $0c ; fire in 5200
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||||
_none = $0f
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||||
.ende
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||||
.ENDIF
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||||
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||||
;-----------------------------------------------
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||||
; variable declarations in RAM (no code)
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||||
;-----------------------------------------------
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||||
ORG $3000
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||||
; These tebles are at the beginning of memory pages becouse ....
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||||
bittable1_long
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.ds $100
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||||
bittable2_long
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||||
.ds $100
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||||
linetableL
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.ds (screenHeight)
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||||
linetableH
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||||
.ds (screenHeight)
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||||
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||||
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||||
; loading address
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||||
ORG $4000
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||||
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||||
;--------------------------------------------------
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||||
; Game Code
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||||
;--------------------------------------------------
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||||
FirstSTART
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||||
.IF TARGET = 5200
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||||
; start in 5200 diagnostic mode
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||||
; move original startup procedure to RAM
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||||
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||||
Modified5200Splash = $2100 ; apparently there is some free space here
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||||
; check kernel version
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||||
Atari5200KernelByte = $fff8
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||||
; $32 - 4 joy
|
||||
; $00 - 2 joy
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||||
; $ff - Altirra kernel
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||||
|
||||
lda Atari5200KernelByte
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beq rom2joy
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||||
cmp #$32
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||||
beq rom4joy
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||||
altirra_kernel
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||||
mwa #Modified5200Splash+$8a modify
|
||||
bne @+ ; JMP
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||||
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||||
rom4joy
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||||
mwa #Modified5200Splash+$16b modify
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||||
bne @+ ; JMP
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||||
|
||||
rom2joy
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||||
mwa #Modified5200Splash+$181 modify
|
||||
@
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||||
mwa $fffc temp ; startup proc address
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||||
mwa #Modified5200Splash temp2
|
||||
jsr CopyFromROM
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||||
; modify the end of the splash procedure
|
||||
lda #$60 ; rts
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||||
sta (temp2),y
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||||
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||||
jsr Modified5200Splash+$0f ; after the diag cart detection
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||||
; modify the text
|
||||
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
|
||||
splash_year = splash_text + $1e
|
||||
splash_copyright = splash_text + $14
|
||||
ldy #19 ; 20 characters
|
||||
@ lda NewSplashText,y
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||||
sta splash_copyright,y
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||||
dey
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||||
bpl @-
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||||
|
||||
; splash screen delay. maybe add fire to speed up?
|
||||
@ cpx RTCLOK+1
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||||
bne @-
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||||
no5200splash
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||||
.ENDIF
|
||||
StartAfterSplash
|
||||
|
||||
; generate linetables
|
||||
jsr GenerateLineTable
|
||||
|
||||
.IF TARGET = 800
|
||||
; pokeys init
|
||||
lda #3 ; stereo (pseudo)
|
||||
sta POKEY+$0f ; stereo
|
||||
sta POKEY+$1f ; stereo
|
||||
.ELIF TARGET = 5200
|
||||
mva #$7f SkStatSimulator
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||||
.ENDIF
|
||||
|
||||
|
||||
.IF TARGET = 5200
|
||||
mva #$0f STICK0
|
||||
mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
|
||||
mwa #kb_continue VKEYCNT ; Keyboard handler
|
||||
.ENDIF
|
||||
VMAIN VBLinterrupt,7 ; jsr SetVBL
|
||||
|
||||
mva #2 chactl ; necessary for 5200
|
||||
|
||||
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||
mva #@dmactl(narrow|dma) dmactls
|
||||
|
||||
@
|
||||
mva random xdraw
|
||||
|
||||
;mva random ydraw
|
||||
lda random
|
||||
;and #%00111111
|
||||
sta ydraw
|
||||
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw
|
||||
:3 lsr
|
||||
sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
|
||||
|
||||
jmp @-
|
||||
|
||||
dl
|
||||
.byte SKIP8, SKIP8, SKIP8
|
||||
.byte LMS|MODEF
|
||||
.word DISPLAY
|
||||
:127 .byte MODEF
|
||||
.byte JVB
|
||||
.word dl
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GenerateLineTable
|
||||
|
||||
mwa #display temp
|
||||
mwa #linetableL temp2
|
||||
mwa #linetableH modify
|
||||
ldy #0
|
||||
@ lda temp
|
||||
sta (temp2),y
|
||||
lda temp+1
|
||||
sta (modify),y
|
||||
adw temp #screenwidth
|
||||
iny
|
||||
cpy #0 ;#screenheight+1
|
||||
bne @-
|
||||
; and bittables for fastest plot and point (thanks @jhusak)
|
||||
ldy #0
|
||||
lda #$40
|
||||
@ asl
|
||||
adc #0
|
||||
sta bittable1_long,y
|
||||
tax
|
||||
eor #%11111111
|
||||
sta bittable2_long,y
|
||||
txa
|
||||
dey
|
||||
bne @-
|
||||
endof
|
||||
rts
|
||||
.endp
|
||||
; -----------------------------------------
|
||||
.proc plot ;plot (xdraw, ydraw, color)
|
||||
; color == 1 --> put pixel
|
||||
; color == 0 --> erase pixel
|
||||
; xdraw (word) - X coordinate
|
||||
; ydraw (word) - Y coordinate
|
||||
; this is one of the most important routines in the whole
|
||||
; game. If you are going to speed up the game, start with
|
||||
; plot - it is used by every single effect starting from explosions
|
||||
; through line drawing and small text output!!!
|
||||
;
|
||||
; Optimized by 0xF (Fox) THXXXX!!!
|
||||
|
||||
; -----------------------------------------
|
||||
MakePlot
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw
|
||||
:3 lsr
|
||||
sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
MakeDarkScreen
|
||||
;--------------------------------------------------
|
||||
mva #0 dmactls ; dark screen
|
||||
; and wait one frame :)
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
jsr CheckStartKey ; START KEY
|
||||
seq:wait ; or waitRTC ?
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc PauseYFrames
|
||||
; Y - number of frames to wait (divided by 2)
|
||||
; pauses for maximally 510 frames (255 * 2)
|
||||
;--------------------------------------------------
|
||||
@ jsr WaitOneFrame
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------------------------
|
||||
.proc CopyFromROM
|
||||
;-------------------------------------------------
|
||||
;copy from CART to RAM
|
||||
; trashes: Y
|
||||
; temp: source
|
||||
; temp2: destination
|
||||
; modify: destination-end
|
||||
;usage:
|
||||
; mwa #DisplayCopyRom temp
|
||||
; mwa #display temp2
|
||||
; mwa #DisplayCopyEnd+1 modify
|
||||
; jsr CopyFromROM
|
||||
|
||||
ldy #0
|
||||
@ lda (temp),y
|
||||
sta (temp2),y
|
||||
inw temp
|
||||
inw temp2
|
||||
cpw temp2 modify
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc VBLinterrupt
|
||||
mva #0 dliCounter
|
||||
mva #$02 DliColorBack
|
||||
|
||||
lda PAL
|
||||
and #%00001110
|
||||
beq itsPAL
|
||||
;it is NTSC here
|
||||
dec NTSCcounter
|
||||
bne itsPAL
|
||||
mva #6 NTSCcounter
|
||||
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
|
||||
; We're all living in Amerika, Coca Cola, Wonderbra
|
||||
|
||||
itsPAL
|
||||
; pressTimer is trigger tick counter. always 50 ticks / s
|
||||
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||
|
||||
SkippedIfNTSC
|
||||
|
||||
.IF TARGET = 800
|
||||
; support for joysticks :)
|
||||
ldx JoystickNumber
|
||||
lda STICK0,x
|
||||
sta STICK0
|
||||
lda STRIG0,x
|
||||
sta STRIG0
|
||||
; and PADDLES (2 and 3 joystick button)
|
||||
txa
|
||||
asl
|
||||
tax
|
||||
lda PADDL0,x
|
||||
sta PADDL0
|
||||
jmp XITVBV
|
||||
.ELIF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
smi:inc SkStatSimulator
|
||||
|
||||
lda JoystickNumber ; select port
|
||||
ora #%00000100 ; Speaker off, Pots enabled
|
||||
sta CONSOL5200
|
||||
|
||||
center = 114 ;Read analog stick and make it look like a digital stick
|
||||
threshold = 60
|
||||
|
||||
lda JoystickNumber
|
||||
asl
|
||||
tax
|
||||
lda paddl0,x ;Read POT0 value (horizontal position)
|
||||
cmp #center+threshold ;Compare with right threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with left threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda paddl1,x ;Read POT1 value (vertical position)
|
||||
cmp #center+threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda stick0 ;0 indicates a press so the right/down values need to be inverted
|
||||
eor #2+8
|
||||
and #$0f
|
||||
sta stick0
|
||||
|
||||
ldx JoystickNumber
|
||||
; check shift key (5200 second fire button)
|
||||
lda SKSTAT
|
||||
:3 lsr ; third bit
|
||||
and trig0,x ; and first button
|
||||
;lda trig0,x
|
||||
sta strig0 ;Move hardware to shadow
|
||||
|
||||
mva chbas chbase
|
||||
|
||||
lda skstat ;Reset consol key shadow is no key is pressed anymore
|
||||
and #4
|
||||
beq @+
|
||||
mva #consol_reset consol
|
||||
mva #@kbcode._none kbcode
|
||||
@
|
||||
exit
|
||||
pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.ENDIF
|
||||
.endp
|
||||
.IF TARGET = 5200
|
||||
.proc kb_continue
|
||||
cmp #$0c ; START key on 5200 keypad
|
||||
beq StartPressed
|
||||
sta kbcode ;Store key code in shadow.
|
||||
mva #0 SkStatSimulator
|
||||
beq VBLinterrupt.exit
|
||||
StartPressed
|
||||
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
|
||||
bne VBLinterrupt.exit
|
||||
.endp
|
||||
.ENDIF
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc CheckStartKey
|
||||
;--------------------------------------------------
|
||||
lda CONSOL ; turbo mode
|
||||
and #%00000001 ; START KEY
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
|
||||
.IF TARGET = 800
|
||||
run FirstSTART
|
||||
.ELIF TARGET = 5200
|
||||
.IF * > ROM_SETTINGS-1
|
||||
.ERROR 'Code too long to fit in 5200'
|
||||
.ENDIF
|
||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||
; "01234567890123456789"
|
||||
.byte " pokey random test " ; 20 characters title
|
||||
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
|
||||
.word FirstSTART
|
||||
.ENDIF
|
||||
Binary file not shown.
@@ -1,3 +1,4 @@
|
||||
|
||||
# Scorch - Atari 8-bit Scorched Earth clone source code
|
||||
---------------------------------------------------
|
||||
|
||||
@@ -5,7 +6,7 @@ Scorch is a multi-player, turn-based, artillery video game. Tanks do turn-based
|
||||
|
||||
by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||
|
||||
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022, 2023, 2024
|
||||
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022, 2023, 2024, 2025
|
||||
|
||||
[Game manual in PDF (layout by Bocianu)](Manuals/scorch_manual_en.pdf)
|
||||
|
||||
@@ -40,7 +41,7 @@ Update of the official Atari 8-bit cartridge from Mq:
|
||||
- insert the cartridge
|
||||
- do what the flasher application says on the screen.
|
||||
- do not despair if something goes wrong, just reboot, the reinsert cart, etc.
|
||||
- it is smoother with QMeg OS, because there you can insert the cart, turn on your Atari, jump to the QMeg menu and boot the `scorch_fl.atr` from there. No need to insert the cart to the running Atari.
|
||||
- it is smoother with QMeg OS, because there you can insert the cart, turn on your Atari, jump to the QMeg menu, and boot the `scorch_fl.atr` from there. No need to insert the cart into the running Atari.
|
||||
|
||||
WARNING | ADVERTENCIA |警告 | AVERTISSEMENT | चेतावनी | WARNUNG | ПРЕДУПРЕЖДЕНИЕ | UWAGA | POZOR !!!
|
||||
This is not an official cart manufacturer's (Mq) flasher, it is a collective and separate community effort. Be responsible, don't drink and flash your car(t). Better yet, do not flash it at all. In fact, to preserve the historical value of the artifact we strongly discourage from opening the game box and inserting the cartridge anywhere, especially into unauthorized orifices.
|
||||
@@ -48,13 +49,14 @@ This is not an official cart manufacturer's (Mq) flasher, it is a collective and
|
||||
|
||||
Game source code is split into several parts:
|
||||
- `scorch.asm` is the main game startup code
|
||||
- `scorchC64.asm` is the main game startup code for Commodore 64
|
||||
- `scorchC64.asm` is the main game startup code for the Commodore 64
|
||||
- `game.asm` - it all happens here
|
||||
- `grafproc.asm` - graphics routines like line or circle
|
||||
- `textproc.asm` - text routines like the list of weapons and shop
|
||||
- `variables.asm` - all non-zero page variables
|
||||
- `constants.asm` and `constants_top.asm` - various tables of constants
|
||||
- `ai.asm` - artificial stupidity of computer opponents
|
||||
- `weapons.asm` - general arsenal of tankies
|
||||
- `weapons.asm` - general arsenal of tanks
|
||||
- `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
||||
|
||||
Hardware dependent code (In the corresponding folders - 'Atari', 'C64', ...):
|
||||
@@ -75,30 +77,42 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
||||
|
||||
## Changelog:
|
||||
|
||||
###### Version 1.51
|
||||
2025-01-15
|
||||
|
||||
We are done.
|
||||
|
||||
1. VU meters do not activate when the music is turned off. (Previously, after a set time, the tanks would rotate their turrets to position 0, and nothing would happen because there was no music. Now, they don’t even rotate at all.)
|
||||
|
||||
2. A slightly faster and significantly shorter circle-drawing procedure (the circles are a tiny bit less pretty 🙂).
|
||||
|
||||
3. Plasma Blast! (only as one of the tank destruction visual effects).
|
||||
|
||||
|
||||
###### Version 1.50
|
||||
2024-03-15
|
||||
|
||||
Atari 8-bit cart flasher and bug fixes!
|
||||
|
||||
@RB5200 provided us with a very good bug reports so the new version was inevitable. Additionally, we have used [cart flasher](https://github.com/jhusak/jataricart/tree/master/various_flashers/1MBscorch) from @jhusak to prepare the .atr with flasher.
|
||||
@RB5200 provided us with a very good bug report so the new version was inevitable. Additionally, we have used [cart flasher](https://github.com/jhusak/jataricart/tree/master/various_flashers/1MBscorch) from @jhusak to prepare the .atr with flasher.
|
||||
|
||||
Fixes and changes:
|
||||
- Napalm and Hot Napalm animations were not playing.
|
||||
- Wind of force 0 and left direction was wrapping arithmetic and caused very strong left shoots.
|
||||
- Now 0 force wind has got no direction (no negative zeroes anymore!)
|
||||
- CTRL+Tab was non functional for some time, returned
|
||||
- CTRL+Tab was nonfunctional for some time; returned
|
||||
- Much nicer easter egg visualization.
|
||||
|
||||
|
||||
###### Version 1.48
|
||||
2024-03-11
|
||||
|
||||
New cart image, bugfixes and easter eggs.
|
||||
New cart image, bugfixes, and easter eggs.
|
||||
|
||||
In preparation for the festive season we have squeezed the code a bit more, fixed some buggies and added an easter egg or two :)
|
||||
In preparation for the festive season we have squeezed the code a bit more, fixed some buggies, and added an easter egg or two :)
|
||||
|
||||
Most important changes:
|
||||
- Cyborgs prefer attacking human players again! Due to unforeseen circumstances Cyborgs were a bit shy and not as vicious as planned. Fixed.
|
||||
- Cyborgs prefer attacking human players again! Due to unforeseen circumstances, Cyborgs were a bit shy and not as vicious as planned. Fixed.
|
||||
- A new weapon "Propaganda". In the spirit of a ["Phoney War"](https://en.wikipedia.org/wiki/Phoney_War) instead of dropping bombs we drop a bunch of leaflets. This will show them!
|
||||
- Robotanks were making suboptimal purchase decisions. Fixed.
|
||||
- Updated binary manuals.
|
||||
@@ -111,35 +125,35 @@ Most important changes:
|
||||
2023-12-07
|
||||
|
||||
Physical release version.
|
||||
We are extremely pleased to inform you that our humble game was released on a physical media by [Mq](mailto:mq666xx@gmail.com) (Atari 8-bit version) and 5200 [atariage.com](https://atariage.com/store/index.php?l=product_detail&p=1305).
|
||||
We are extremely pleased to inform you that our humble game was released on physical media by [Mq](mailto:mq666xx@gmail.com) (Atari 8-bit version) and 5200 [atariage.com](https://atariage.com/store/index.php?l=product_detail&p=1305).
|
||||
|
||||

|
||||
|
||||
The most important changes:
|
||||
|
||||
- Massive code and data optimizations making this dense mo********er of a code even denser. Circa 1KiB gained and reused for fixes and improvements listed below.
|
||||
- Massive code and data optimizations make this dense mo********er of a code even denser. Circa 1KiB gained and reused for fixes and improvements listed below.
|
||||
- New weapon - "Punch". Push the enemies to their oblivion!
|
||||
- Black Hole option! Tanks can fall out of the screen. Press TAB when in the "Walls" main menu section to activate this option, indicated by "↓".
|
||||
|
||||

|
||||
|
||||
- Second fire in Joy 2B+ standard fully supported. Different joystick types can be used simultaneously.
|
||||
- New option - random mountain heights for each round! Press TAB when in "Mountain" section of the main menu, indicated by "?".
|
||||
- New option - random mountain heights for each round! Press TAB when in the "Mountain" section of the main menu, indicated by "?".
|
||||
- Meteors cross the night sky!
|
||||
- English and Polish language executable manuals for use in a cart.
|
||||
- Significant acceleration of mountain drawing.
|
||||
- Default tank names based on their AI levels.
|
||||
- MaxForce fix (starts from 990 as it should).
|
||||
- Hovercraft landing fix.
|
||||
- Speedup of main menu display.
|
||||
- "Stomp" weapon radius depents on Force.
|
||||
- Super fast dirt fall with SFX, available by pressing [START] or in menu.
|
||||
- Speedup of the main menu display.
|
||||
- The "Stomp" weapon radius depends on Force.
|
||||
- Super fast dirt fall with SFX, available by pressing [START] or in the menu.
|
||||
- Speed-up of screen clearing, text operations, "Napalm" and "Diggers".
|
||||
- Unnecessary clearing of offensive texts removed.
|
||||
- Flicker in inventory and store eliminated.
|
||||
- Cyborg and Spoiler aim better, added barrel animation and sound to AI aiming.
|
||||
- Ancient "Digger" bug fixed.
|
||||
- Revamp of status bar, multiple fixes. additional and faster updates.
|
||||
- Revamp of the status bar, multiple fixes. additional and faster updates.
|
||||
- Faster plot and point operations with some generated tables.
|
||||
- Faster circle drawing, faster draw routine.
|
||||
- Cyborg's battery optimization and SFX, other AI defensives SFX added.
|
||||
@@ -148,8 +162,8 @@ The most important changes:
|
||||
- Better "Laser" visualization in Lazy Darwin.
|
||||
- Cart startup menu with a hidden easter egg.
|
||||
- Turbo mode added to 5200 version (press and hold [START] key for a speed up).
|
||||
- "Visual debug" mode available in 5200 as well (long press of [#] toggles this mode).
|
||||
- AI searches for a weakest link much faster now.
|
||||
- "Visual debug" mode is available in 5200 as well (long press of [#] toggles this mode).
|
||||
- AI searches for the weakest link much faster now.
|
||||
- Improved attack tactic of Poolshark, Tosser and Shooter.
|
||||
- Miraculous powers of "Long Schlong"!!!
|
||||
- Exit from AI aiming bug fixed.
|
||||
@@ -159,17 +173,17 @@ The most important changes:
|
||||
###### Version 1.30
|
||||
2023-05-21
|
||||
|
||||
Okay, okay, we promised that the single-machine game was done, and it was. However, some bug reports came in, and development of the C64 version unearthed some mostly peaceful and dormant pests. As a result, it appears that a new release is happening.
|
||||
Okay, okay, we promised that the single-machine game was done, and it was. However, some bug reports came in, and the development of the C64 version unearthed some mostly peaceful and dormant pests. As a result, it appears that a new release is happening.
|
||||
|
||||
The most important changes:
|
||||
- Most machine-dependent code moved to appropriate folders (`Atari/` and `C64/`).
|
||||
- Game Over results table improved by sorting all 3 values - points, hits and money earned. It was possible in the past to get a lower podium place with e.g., more money.
|
||||
- Game Over screen now displays level of robo tanks and controller number for organic players.
|
||||
- Game Over results table improved by sorting all 3 values - points, hits, and money earned. It was possible in the past to get a lower podium place with e.g., more money.
|
||||
- The Game Over screen now displays a level of robo tanks and controller number for organic players.
|
||||
- Gains calculations bug fixed.
|
||||
- Manuals now include pictures!
|
||||
- More than 6 tanks possible (not for Atari / 5200 where sprites and memory are the limiting factor)
|
||||
- Shield stays up after White Flag bug fixed https://github.com/pkali/scorch_src/issues/138. Finally!!!
|
||||
- Quit from game and quit to Game Over is now checked much more often, especially when robo tanks are fighting.
|
||||
- Shield stays up after the White Flag bug is fixed https://github.com/pkali/scorch_src/issues/138. Finally!!!
|
||||
- Quit from the game and quit to Game Over is now checked much more often, especially when robo tanks are fighting.
|
||||
- Numerous binary size and source code clarity improvements, mainly to facilitate the above changes.
|
||||
|
||||
|
||||
@@ -190,7 +204,7 @@ Our developers have also painstakingly refined the game's performance with a ple
|
||||
|
||||
Last but certainly not least, our mountain drawing optimization shall elevate the visual experience to new heights, ensuring an immersive and enjoyable experience for all.
|
||||
|
||||
We hope that these improvements shall enhance your gaming experience, and we eagerly anticipate your feedback.
|
||||
We hope that these improvements will enhance your gaming experience, and we eagerly anticipate your feedback.
|
||||
|
||||
Yours sincerely,
|
||||
|
||||
@@ -205,9 +219,9 @@ Please note you can still press [Tab] or [5] in the main menu and revert to the
|
||||
Other changes:
|
||||
- nicer Lazy targeting and "visual Debug" for Lazy Boys
|
||||
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son"
|
||||
- fix for [G] key bug when turn wind changes were selected
|
||||
- fix for [G] key bug, when turn wind changes, were selected
|
||||
- fix for Lazy Boys deactivation bug
|
||||
- PAL mode now has got the full-color table, so it is possible to adjust colors better
|
||||
- PAL mode now has the full-color table, so it is possible to adjust colors better
|
||||
- the x-position of tanks was always adjusted to even X values, this is no more, which saves some hassle and unnecessary tank shakes left and right. As tanks are painted with sprites of a lower resolution, a rare artifact might appear here and there.
|
||||
- improved tank shapes
|
||||
|
||||
@@ -217,7 +231,7 @@ Other changes:
|
||||
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
|
||||
For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
|
||||
- tanks talk to each other again
|
||||
- better stochastic non-blocking wait one frame
|
||||
- better stochastic non-blocking wait for one frame
|
||||
- rare distance measurement bug fixed (rarely a tank survived a direct hit)
|
||||
- 5200: second fire (by RB5200)
|
||||
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
|
||||
@@ -249,7 +263,7 @@ Also a small gradient optimization.
|
||||
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
|
||||
Press [TAB] twice in the main menu to switch to a screen with colors.
|
||||
Other (dubious) improvements:
|
||||
- New Lazy Darwin, it is spectacular, check it out!!!
|
||||
- The new Lazy Darwin, it is spectacular, check it out!!!
|
||||
- Smoke Tracer does not smoke when targeting with Lazy Darwin
|
||||
- Lazy Boy works well with joystick
|
||||
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
|
||||
@@ -290,7 +304,7 @@ Our most prolific testers Arek and Alex called for a number of fixes. Thank you,
|
||||
- ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed.
|
||||
- Bouncy Castle was bouncing the laser from inside. Fixed.
|
||||
- Shielded tanks were autodestructing when shooting with angle 0. Fixed.
|
||||
- Physics of bouncing off the walls was incorrect for some weapons. Fixed.
|
||||
- The physics of bouncing off the walls was incorrect for some weapons. Fixed.
|
||||
|
||||
|
||||
###### Version 1.19
|
||||
@@ -300,7 +314,7 @@ This is the final round of weapon additions! Also. our beloved testers and playe
|
||||
- New defensive weapon "Lazy Boy" - aims at the closest enemy.
|
||||
- New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean.
|
||||
- New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available)
|
||||
- New defensive weapon "Spy Hard" - quickly view energies, weapons and shields of your opponents.
|
||||
- New defensive weapon "Spy Hard" - quickly view energies, weapons, and shields of your opponents.
|
||||
- New SFXes, improvements in SFX, and music by @mikerro
|
||||
- Shooting with angle 0 caused the sudden death of the operator. Fixed.
|
||||
- Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy.
|
||||
@@ -311,7 +325,7 @@ This is the final round of weapon additions! Also. our beloved testers and playe
|
||||
- Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
|
||||
- Soil sedimentation speed after Funky Bomb improved.
|
||||
- Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
|
||||
- A bug in MADS optimization was causing parts of SEPPUKU message to stay on screen.
|
||||
- A bug in MADS optimization was causing parts of the SEPPUKU message to stay on screen.
|
||||
- BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;)
|
||||
|
||||
|
||||
@@ -323,7 +337,7 @@ Possibly the final single-player version of the game, unless our dear players fi
|
||||
- "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed!
|
||||
- One of the variables was declared as a byte but used as a word that might cause some rare instabilities.
|
||||
- Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations.
|
||||
- The new version of music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
|
||||
- The new version of the music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
|
||||
- You can now wrap around inventory and shop to faster access these options far down below.
|
||||
- Visual improvement of the main menu and fixed some color issues with the title headers.
|
||||
- Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains!
|
||||
@@ -342,7 +356,7 @@ Mostly 5200 console port and NTSC improvements.
|
||||
- 5200 ATTRACT mode not going away fixed
|
||||
- Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller.
|
||||
- DLI interrupts optimized, few cycles saved.
|
||||
- 5200 keypad sort-of-works. Please refer to manual for key bindings.
|
||||
- 5200 keypad sort-of-works. Please refer to the manual for key bindings.
|
||||
|
||||
|
||||
###### Version 1.16
|
||||
@@ -361,7 +375,7 @@ Changes:
|
||||
###### Version 1.14
|
||||
2022-09-05
|
||||
|
||||
Minor bugfixes and optimizations.
|
||||
Minor bug fixes and optimizations.
|
||||
Just a small update to allow for more testing and having fun before the bigger release.
|
||||
|
||||
Changes:
|
||||
@@ -384,7 +398,7 @@ Changes:
|
||||
- Overhaul of AI - Cyborgs, Spoilers, and Choosers aim much better.
|
||||
- Cyborgs prefer to kill humans.
|
||||
- Fine tuning of AI purchases makes the difficulty level aligned with the robot level.
|
||||
- Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen fixed.
|
||||
- Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen.
|
||||
- Updated music by @Miker
|
||||
- It is now possible to enter tank names with a joystick - all essential game functions are available without touching the keyboard!
|
||||
- Manuals updated with AI strategy information and more.
|
||||
@@ -397,7 +411,7 @@ What is going on? Are we getting crazy or what?
|
||||
|
||||
Changes:
|
||||
- Background color indicates the type of walls. This is very useful when the rand option is selected.
|
||||
- XEGS users requested that console keys are used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
|
||||
- XEGS users requested that console keys be used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
|
||||
- A very silly bug detected by our young testers fixed - the game crashed when you built a very high mountain using Dirt Balls :)
|
||||
- Boxy infinite bounce bug fixed.
|
||||
- Funky bombs bounce off the walls!
|
||||
@@ -423,7 +437,7 @@ My hovercraft is full of eels.
|
||||
|
||||
This release brings a swath of gameplay updates and a generous dose of a new silliness.
|
||||
[English](https://github.com/pkali/scorch_src/blob/master/MANUAL_EN.md) and [Polish](https://github.com/pkali/scorch_src/blob/master/MANUAL_PL.md) language manual drafts are available in the repository. Please help us with the English one as we are not native speakers.
|
||||
Version number bump reflects number of unreleased versions and amount of changes.
|
||||
Version number bump reflects the number of unreleased versions and amount of changes.
|
||||
|
||||
Changes:
|
||||
- Defensive weapons can be activated before the round to make for the unbeatable aiming precision of the robotanks.
|
||||
@@ -434,13 +448,13 @@ Changes:
|
||||
- New item in the shop - loot box "Buy me!" with a surprise inside. https://github.com/pkali/scorch_src/issues/97
|
||||
- Tank names can have s p a c e s now! https://github.com/pkali/scorch_src/issues/120
|
||||
- Tanks are mobile now thanks to the new defensive option - Hovercraft https://github.com/pkali/scorch_src/issues/52
|
||||
- Main atari library switched to a more standard version based on Mapping the Atari
|
||||
- The main Atari library switched to a more standard version based on Mapping the Atari
|
||||
- Huge memory optimizations to allow for the new features.
|
||||
- Narrow screen in shop / inventory (many bytes saved).
|
||||
- Narrow screen in shop/inventory (many bytes saved).
|
||||
- Explosion range corrections for a rare event of non-lethal Nuke explosions.
|
||||
- Pressing [A] jumps into defensive weapons activation directly.
|
||||
- Elusive randomize force error causing rare hangups for Tosser fixed.
|
||||
- Activation of defensive weapons moved to front.
|
||||
- The elusive randomize force error causing rare hangups for Tosser fixed.
|
||||
- Activation of defensive weapons moved to the front.
|
||||
- Additional SFX for new weapons.
|
||||
|
||||
###### Version 1.00
|
||||
@@ -458,7 +472,7 @@ Most important changes:
|
||||
- New Game Over screen with a summary of wins, direct hits and earned cash. https://github.com/pkali/scorch_src/issues/9
|
||||
- Tank barrels are drawn procedurally to make aiming easier..
|
||||
- Various SFX and music updates with new tunes for all parts of the game. https://github.com/pkali/scorch_src/issues/112
|
||||
- AI can use White Flag.
|
||||
- AI can use a White Flag.
|
||||
- 3 different tank shapes https://github.com/pkali/scorch_src/issues/64.
|
||||
- All AI levels are programmed. Cyborg is tough! https://github.com/pkali/scorch_src/issues/40
|
||||
- New weapon - Long Schlong!
|
||||
@@ -478,37 +492,37 @@ WHAT DOES THE FOX SAY?
|
||||
Fox (x0f, @pfusik) says plots and points can be optimized by 18 clock cycles each and thanks to his 6502 wizardry the game is noticeably nicer. Thank you!
|
||||
Other changes:
|
||||
- https://github.com/pkali/scorch_src/issues/99, https://github.com/pkali/scorch_src/issues/98 - tank number 6 has got a color now! No one is monochrome now!
|
||||
- https://github.com/pkali/scorch_src/issues/110 much improved laser - previously it was almost useless, now it looks and works much better
|
||||
- https://github.com/pkali/scorch_src/issues/110 much-improved laser - previously it was almost useless, now it looks and works much better
|
||||
- fixed an interesting roller bug
|
||||
- Auto Defense angle fix
|
||||
- multiple improvements in AI routines, preparation for the final opponents.
|
||||
- multiple improvements in AI routines, and preparation for the final opponents.
|
||||
|
||||
###### 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
|
||||
- status bar showing outdated info at the beginning of the round fix
|
||||
- various small optimizations of memory usage, soildown, weapon ranges, and others
|
||||
- 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)
|
||||
- active player name appears 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)
|
||||
- angle speeds up when joystick/keyboard are pressed (#75)
|
||||
|
||||
###### Build 146
|
||||
2022-07-03
|
||||
Super heavy rewrite build.
|
||||
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies certainly introduced, too.
|
||||
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies was certainly introduced, too.
|
||||
- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
|
||||
- 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.
|
||||
- The silly angle system was rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes were saved, and complexity reduced. The next build will have an 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 the 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.
|
||||
- AI opponents can purchase defensive weapons which make playing against AI somewhat more challenging.
|
||||
- AI opponents can purchase defensive weapons which makes playing against AI somewhat more challenging.
|
||||
- Improved Laser. It is still not ideal, but better. Still hard to aim :]
|
||||
- Few small parachute-related bugs fixed
|
||||
- A few small parachute-related bugs fixed
|
||||
- Death's Head bug fix
|
||||
|
||||
Issues closed:
|
||||
@@ -517,7 +531,7 @@ Issues closed:
|
||||
|
||||
###### Build 145
|
||||
2022-06-26
|
||||
Possibly last round of weapon additions!
|
||||
Possibly the last round of weapon additions!
|
||||
|
||||
@Pecusx added
|
||||
- working White Flag -- it is a way to give up while not making opponents richer!
|
||||
@@ -525,7 +539,7 @@ Possibly last round of weapon additions!
|
||||
- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
|
||||
- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
|
||||
|
||||
@mikerro added new SFX and in-game-tunes.
|
||||
@mikerro added new SFX and in-game tunes.
|
||||
- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
|
||||
|
||||
Tickets closed:
|
||||
@@ -535,11 +549,11 @@ Tickets closed:
|
||||
|
||||
###### Build 144
|
||||
2022-06-19
|
||||
Father's day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
|
||||
Father's Day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
|
||||
|
||||
The new inventory system has been added. Call it by pressing the "I" key or short-pressing fire. Select the weapon to use by moving the joystick or cursor keys right. Switch between offensive and defensive weapons by moving the joystick left. Fire/escape to quit inventory.
|
||||
|
||||
Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
|
||||
Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - the short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
|
||||
|
||||
Tickets closed:
|
||||
- https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts
|
||||
@@ -549,63 +563,63 @@ Tickets closed:
|
||||
|
||||
###### Build 143
|
||||
2022-06-05
|
||||
Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
|
||||
Only visible changes listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
|
||||
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say good bye properly!
|
||||
Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally, it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
|
||||
Only visible changesare listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
|
||||
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say goodbye properly!
|
||||
- https://github.com/pkali/scorch_src/issues/74 - Press [ESC] to quit the game at any point, with a confirmation when the round has already started. Please note the keyboard is not checked all the time, so press it for a while, especially when AI tanks are ru(i/n)ning the show.
|
||||
- https://github.com/pkali/scorch_src/issues/56 - there should be no occurrences of frivolous weapon purchases. Please report all tanks getting their munitions from uncertified sources!
|
||||
- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. Fix is trivial, finding the culprit - far from it. Please pay special attention to fairness of shooting in case the fix is still longing for the fjords.
|
||||
- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. The fix is trivial, finding the culprit - far from it. Please pay special attention to the fairness of shooting in case the fix is still longing for the fjords.
|
||||
- ATTRACT mode works how it should - screensaver saves screen only when HUMAN should input something.
|
||||
|
||||
###### Build 142
|
||||
2022-05-30
|
||||
Late build. The bugs we tried to squelch turned out to be more difficult than usual. Some progress has been made though even if it is not yet visible.
|
||||
- 4x4 font rewritten by @Pecusx as a prep for Y standarization. It makes the messages to appear faster. This is a good change.
|
||||
- 4x4 font rewritten by @Pecusx as a prep for Y standardization. It makes the messages to appear faster. This is a good change.
|
||||
- https://github.com/pkali/scorch_src/issues/5 and #80 fixed (again) - no funkybomb traces staying on the screen
|
||||
- https://github.com/pkali/scorch_src/issues/70 too strong Shooters fixed
|
||||
- https://github.com/pkali/scorch_src/issues/63 - tank say goodbye when (mostly) visible
|
||||
- https://github.com/pkali/scorch_src/issues/70 is too strong Shooters fixed
|
||||
- https://github.com/pkali/scorch_src/issues/63 - tank says goodbye when (mostly) visible
|
||||
- several other small changes and improvements that will pay off in the following releases.
|
||||
|
||||
###### Build 141
|
||||
2022-05-22
|
||||
Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment.
|
||||
Debug build. Thanks to all the testers for finding numerous bugs. We tried to fix some of them and we have introduced some new ones for your enjoyment.
|
||||
- https://github.com/pkali/scorch_src/issues/73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
|
||||
- https://github.com/pkali/scorch_src/issues/72 Screen glitches improved
|
||||
- https://github.com/pkali/scorch_src/issues/70 AI shoot with more force than their energy allows. We might still have to revise this one
|
||||
- https://github.com/pkali/scorch_src/issues/70 AI shoots with more force than their energy allows. We might still have to revise this one
|
||||
- https://github.com/pkali/scorch_src/issues/69 Explosions wrapping around the screen
|
||||
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after intro
|
||||
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after the intro
|
||||
- https://github.com/pkali/scorch_src/issues/65 Saved ~90 bytes by removing cosinus table
|
||||
- https://github.com/pkali/scorch_src/issues/62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
|
||||
- https://github.com/pkali/scorch_src/issues/62 The Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". The honor of the tank crew prohibits them from buying it (yet)
|
||||
- https://github.com/pkali/scorch_src/issues/61 [SHIFT] was repeating the last key
|
||||
- https://github.com/pkali/scorch_src/issues/57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
|
||||
- https://github.com/pkali/scorch_src/issues/57 Fire is too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
|
||||
- https://github.com/pkali/scorch_src/issues/55 Glitches in the status bar. This one was surprisingly tough.
|
||||
|
||||
###### Build 140
|
||||
2022-05-15
|
||||
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.
|
||||
- few new sfx added (end of round, weapon change, soil eating weapons)
|
||||
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now the background color, "sky" and empty areas are in fact pixels. This allowed for the introduction of better tank colorization, fully devised and led 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.
|
||||
- A few new sfx added (end of round, weapon change, soil eating weapons)
|
||||
- added colors to tank name and level selection screen
|
||||
- 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.
|
||||
Other unlisted minor bugs and typos fixed.
|
||||
"Nightly" version moved to `develop` branch. `master` will be updated with stablish and playablish builds only.
|
||||
Other unlisted minor bugs and typos were fixed.
|
||||
The "Nightly" version moved to the `develop` branch. `master` will be updated with stablish and playablish builds only.
|
||||
|
||||
###### Build 139
|
||||
2022-05-09
|
||||
The post midnight release with great, heavy new features:
|
||||
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
|
||||
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it from directly from the weapon store!
|
||||
The post-midnight release with great, heavy new features:
|
||||
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again, Miker!
|
||||
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it directly from the weapon store!
|
||||
- (fix) https://github.com/pkali/scorch_src/issues/53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices
|
||||
- (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now
|
||||
|
||||
###### Build 138
|
||||
2022-05-02
|
||||
- new version of font from Adam
|
||||
- a new version of the font from Adam
|
||||
- 80's style background gradient
|
||||
- roller procedure refactored in preparation to liquid dirt
|
||||
- roller procedure refactored in preparation for liquid dirt
|
||||
|
||||
###### Build 137
|
||||
2022-04-29
|
||||
Premature release due to a trip to Atlanta on weekend.
|
||||
Premature release due to a trip to Atlanta on the weekend.
|
||||
- https://github.com/pkali/scorch_src/issues/41 Make Riot Charge and Riot Blast weapons. YAY a new weapon after so many years! And it is really useful when you get covered by a ton of dirt
|
||||
- land-slide optimization by @Pecusx: ~400 bytes and some cycles saved!
|
||||
- nicer explosions (say that to the target)
|
||||
@@ -615,9 +629,9 @@ Premature release due to a trip to Atlanta on weekend.
|
||||
###### Build 136
|
||||
2022-04-24
|
||||
This is a very important release because we had a chance to work a bit as an original team (Pecus and pirx). Let's cheer for Pecus for joining the task force again! Changes:
|
||||
- another sneaky memory corrupting bug found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive.
|
||||
- another sneaky memory-corrupting bug was found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive.
|
||||
- MIRV loops https://github.com/pkali/scorch_src/issues/6 - a very interesting one. It happened when MIRV killed tank exploded with LeapFrog or FunkyBomb.
|
||||
- Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for dugging up the font you made in 2008 :)
|
||||
- Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for digging up the font you made in 2008 :)
|
||||
- Explosions are 2 times faster and look equally good or maybe even a bit better. This was a drag because of the Death's Head
|
||||
- Memory map reorganized to extract some free RAM. Currentish map here: https://github.com/pkali/scorch_src/wiki
|
||||
- Adam shared an archive that preserved a couple of the old build comments! Added below.
|
||||
@@ -625,16 +639,16 @@ This is a very important release because we had a chance to work a bit as an ori
|
||||
###### Build 135
|
||||
2022-04-17
|
||||
Happy Easter! This is a "premature ejacu.." err... "premature optimization" build. I got into an optimization fewer and got the code messed up, having to revert to the base. One important ticket closed:
|
||||
- https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed with their inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back.
|
||||
- https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed of its inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back.
|
||||
Other small fixes:
|
||||
- https://github.com/pkali/scorch_src/issues/23 High flying MIRV leaves traces. Not anymore.
|
||||
- https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil eating weapons. Soil eating range is OK, it is the soil down routine that is slow (but visually attractive).
|
||||
- https://github.com/pkali/scorch_src/issues/23 High-flying MIRV leaves traces. Not anymore.
|
||||
- https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil-eating weapons. Soil eating range is OK, it is the soil-down routine that is slow (but visually attractive).
|
||||
|
||||
###### Build 134
|
||||
2022-04-10
|
||||
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when missile is out of the screen
|
||||
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when a missile is out of the screen
|
||||
- https://github.com/pkali/scorch_src/issues/33 - Poor AIs do not purchase non-working weapons
|
||||
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from zero page
|
||||
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right at the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from the zero page
|
||||
- https://github.com/pkali/scorch_src/issues/31 - STA WSYNC removed from missile flight delay
|
||||
- https://github.com/pkali/scorch_src/issues/30 - player level remembered between rounds, thx @KrzysRog
|
||||
- https://github.com/pkali/scorch_src/issues/5 - funkybomb smoke stays on the edges of the screen
|
||||
@@ -642,53 +656,53 @@ Other small fixes:
|
||||
###### Build 133
|
||||
2022-04-03
|
||||
- bug: https://github.com/pkali/scorch_src/issues/7 tank stands on a single pixel spike. `WhereToSlideTable` vastly improved.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to purchase screen. Still room to improvement!
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to the purchase screen. Still room for improvement!
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/22 Redesign information panel (top 2 lines of the game screen). Now game might make some sense for a newcomer :)
|
||||
- change: https://github.com/pkali/scorch_src/issues/28 remove white lines around out-of-the-screen point tracker. Now it is visible and looks better!
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. Speed of the shell is configurable now, 5 speeds available.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. The speed of the shell is configurable now, 5 speeds are available.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/27 Remember game settings between games.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/24 Remember player names between games. Thanks @bocianu
|
||||
|
||||
###### Build 132
|
||||
2022-03-27
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/21 Wrong number of shells purchased
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game running basically by pure chance.
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/18 selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game run basically by pure chance.
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/18 Selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17
|
||||
- tables of constants moved to a separate file, variables declared with .DS directive in preparation for memory map optimization.
|
||||
|
||||
###### Build 131
|
||||
2022-03-20
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/4 It was really hard one, because I had to unspaghetti our own lousy code :]
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/4 It was a really hard one because I had to unspaghetti our own lousy code :]
|
||||
- it is now impossible to purchase non-existing weapons.
|
||||
- numerous edits / optimizations during debugging process
|
||||
- numerous edits/optimizations during the debugging process
|
||||
- bug tracker moved to https://github.com/pkali/scorch_src/issues
|
||||
|
||||
###### Build 130
|
||||
2022-03-13
|
||||
- fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was moving decreasing before shooting. Displaying number of bullets immediately after shoot.
|
||||
- fixed a very difficult bug - game was crashing from time to time, with corrupted code and/or screen. It was digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me.
|
||||
- fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was move decreasing before shooting. Displaying the number of bullets immediately after the shoot.
|
||||
- fixed a very difficult bug - the game was crashing from time to time, with corrupted code and/or screen. It was a digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me.
|
||||
|
||||
###### Build 129
|
||||
2022-03-06
|
||||
- added tune by emkay, lzss player by dmsc
|
||||
- fixed bug "When result in points is >99 then only 2 first digits are displayed"
|
||||
- fixed bug "When the result in points is >99 then only 2 first digits are displayed"
|
||||
|
||||
###### Build 128
|
||||
2022-02-19
|
||||
- fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphen
|
||||
- fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphens
|
||||
- fixed numerous mistakes in handling bytes and words - possibly some of the crashes eliminated
|
||||
- adw addr #1 --> inw addr. 200 bytes shorter code (and maybe very slightly faster)
|
||||
|
||||
###### Build 127
|
||||
2022-02-14
|
||||
- option to select number of rounds in a game
|
||||
- option to select the number of rounds in a game
|
||||
- rudimentary game over message (in results screen)
|
||||
- game restarts
|
||||
|
||||
###### Build 126
|
||||
2022-01-30
|
||||
- fixed bug 006 (After some attacks the OffensiveText stays on the screen)
|
||||
- fixed bug 015 (Only first shoot of FunkyBomb is correct
|
||||
- fixed bug 015 (Only the first shoot of FunkyBomb is correct
|
||||
- fixed bug 016 (No falling soil after leapfrog)
|
||||
|
||||
##### Build 125
|
||||
@@ -699,28 +713,28 @@ Other small fixes:
|
||||
2013-12-21
|
||||
- removed large chunk of redundant 4x4 print code and table generation code,
|
||||
over 1kb gained.
|
||||
- plot and point routines speeded up by ~20 cycles :P (and shortened by few bytes as well)
|
||||
- fixed bug 011. High flying bullets sometimes cause brief screen garbage - like a DL damaged
|
||||
fixed by plotpointer (the top line) changed from HSCROLL based to regular $f line with plot
|
||||
- screen memory moved to low area ($1010), making the game start at $3010 and easier
|
||||
to be loaded. Other minor memory layout modifications.
|
||||
- plot and point routines speeded up by ~20 cycles :P (and shortened by a few bytes as well)
|
||||
- fixed bug 011. High-flying bullets sometimes cause brief screen garbage - like a DL damaged
|
||||
fixed by plot pointer (the top line) changed from HSCROLL based to regular $f line with plot
|
||||
- screen memory moved to a low area ($1010), making the game start at $3010 and easier
|
||||
to load. Other minor memory layout modifications.
|
||||
|
||||
##### Build 123
|
||||
2013-12-10
|
||||
- fixed bug 013: sometimes demo mode does not work (it stops on results display)
|
||||
- fixed bug 012: (newly introduced) Death explosions are offset right and possibly up.
|
||||
- prepared the game for various screen width. The only problem is memory layout.
|
||||
Basically it is impossible to make contiguous wide screen of more than 170 lines.
|
||||
Changing the screen to non-contiguous would require rewrite of all character
|
||||
- prepared the game for various screen widths. The only problem is the memory layout.
|
||||
Basically, it is impossible to make a contiguous wide screen of more than 170 lines.
|
||||
Changing the screen to non-contiguous would require a rewrite of all character
|
||||
manipulating routines.
|
||||
- fixed bug 014: FunkyBomb shoots with too high angle,
|
||||
- fixed bug 014: FunkyBomb shoots with too high an angle,
|
||||
funkyBomb angle changed from -8..+8 to -16..+16
|
||||
- speeded up explosions by drawing only odd circles. Not bad visually and 2x faster.
|
||||
|
||||
##### Build 122
|
||||
2013-11-17
|
||||
- tank expend 1 energy with each shoot to avoid endless shooting loops
|
||||
- small visual glitch with background colour fixed
|
||||
- tank expends 1 energy with each shoot to avoid endless shooting loops
|
||||
- small visual glitch with the background color fixed
|
||||
- death messages "defensive texts" in source do not stay on screen after some explosions
|
||||
|
||||
##### Build 121
|
||||
@@ -752,20 +766,20 @@ TO DO:
|
||||
|
||||
##### Build 114
|
||||
2003-08-22
|
||||
- Results after each round are displayed in the right
|
||||
- Results after each round are displayed on the right
|
||||
sequence, i.e. the best one is on the top
|
||||
- during second and following rounds shooting sequence
|
||||
- during the second and following rounds of shooting sequence
|
||||
is such that the worst tank shoots first
|
||||
|
||||
The above changes does not look terrific, but there was
|
||||
a lot of thinking to do it correctly. What is the most
|
||||
important the overall game feeling improved a lot!
|
||||
The above changes do not look terrific, but there was
|
||||
a lot of thinking to do it correctly. What is most
|
||||
important is the overall game feeling improved a lot!
|
||||
|
||||
program.s65
|
||||
- added routine SortSequence
|
||||
|
||||
textproc.s65
|
||||
- changed routine DisplayResults to show round results in correct order
|
||||
- changed routine DisplayResults to show round results in the correct order
|
||||
|
||||
##### Build 113
|
||||
2003-08-17
|
||||
@@ -777,7 +791,7 @@ Again you dear reader made us to do a significant improvement in Atari 8-bit Sco
|
||||
"Defensive" text i.e. text before death
|
||||
|
||||
program.s65
|
||||
- added routine MoveBarrelToNewPosition which rotates barrel of the tank until it sits at the right (newly randomized) angle
|
||||
- added routine MoveBarrelToNewPosition which rotates the barrel of the tank until it sits at the right (newly randomized) angle
|
||||
|
||||
textproc.s65
|
||||
- added routine PurchaseAI it is a framework for all AI purchases
|
||||
@@ -788,11 +802,11 @@ SHORTSYS.S65
|
||||
##### Build 112
|
||||
2003-08-15
|
||||
|
||||
First attempts to create a framework for intelligent
|
||||
The first attempts to create a framework for intelligent
|
||||
opponents (AI). Right now there is only one level
|
||||
of "intelligence" - Moron.
|
||||
|
||||
Moron shoots at random angle with random force.
|
||||
Moron shoots at random angles with random force.
|
||||
|
||||
program.s65
|
||||
- routine Round checks the Skill level and if it is not human branches to ArtificialIntelligence routine.
|
||||
@@ -813,7 +827,7 @@ TO DO:
|
||||
program.s65:
|
||||
- added sequential shooting (not necessarily tank no. 1 shoots first)
|
||||
- added routine "RandomizeSequence" that is called before each round
|
||||
- initial angle of the tank's barrel is randomized (was always 45 degrees right)
|
||||
- the initial angle of the tank's barrel is randomized (was always 45 degrees right)
|
||||
|
||||
variables.s65
|
||||
- added table "TankSequence"
|
||||
@@ -823,13 +837,14 @@ grafproc.s65
|
||||
|
||||
##### Build 110
|
||||
2003-07-21
|
||||
Previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round there is the same sequence of shooting (1st, 2nd, 3rd tank and so on). It should be like the weakest tank shoots first.
|
||||
The previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round, there is the same sequence of shooting (1st, 2nd, 3rd tank, and so on). It should be like the weakest tank shoots first.
|
||||
|
||||
##### Build 103
|
||||
2003-07-09
|
||||
For the first time Scorched Earth for Atari XL/XE (build 103) published.
|
||||
Together with Pecus we were working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I was translating source code comments and labels to English to let other people work on this project with us. In other words Scorched Earth becomes an open source project :)
|
||||
For the first time, Scorched Earth for Atari XL/XE (build 103) was published.
|
||||
Together with Pecus we have been working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I have been translating source code comments and labels to English to let other people work on this project with us. In other words, Scorched Earth becomes an open-source project :)
|
||||
Now it's your turn to help this idea happen!
|
||||
|
||||
...transmission error...former history missing...
|
||||
|
||||
|
||||
|
||||
+204
@@ -0,0 +1,204 @@
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc circle ;fxxxing good circle drawing :)
|
||||
; xdraw,ydraw (word) - coordinates of circle center
|
||||
; radius (byte) - radius of circle
|
||||
;--------------------------------------------------
|
||||
;Turbo Basic source
|
||||
; R=30
|
||||
; XC=0:YC=R
|
||||
; FX=0:FY=8*R:FS=4*R+3
|
||||
; WHILE FX<FY
|
||||
; splot8 //splot8 are eight plotz around the circle
|
||||
; XC=XC+1
|
||||
; FX=FX+8
|
||||
; IF FS>0
|
||||
; FS=FS-FX-4
|
||||
; ELSE
|
||||
; YC=YC-1
|
||||
; FY=FY-8
|
||||
; FS=FS-FX-4+FY
|
||||
; ENDIF
|
||||
; WEND
|
||||
; splot8
|
||||
|
||||
mwa xdraw xcircle
|
||||
mwa ydraw ycircle
|
||||
|
||||
; XC=0:YC=R
|
||||
mwa #0 xc
|
||||
mva radius yc
|
||||
; FX=0:FY=8*R:FS=4*R+3
|
||||
mva #0 fx
|
||||
mva radius fy
|
||||
asl FY
|
||||
asl FY
|
||||
mva FY FS
|
||||
asl FY
|
||||
; A = FS and C = 0
|
||||
;clc
|
||||
;lda FS
|
||||
adc #3
|
||||
sta FS
|
||||
|
||||
circleloop
|
||||
; WHILE FX<FY
|
||||
lda FX
|
||||
cmp FY
|
||||
bcc not_endcircleloop
|
||||
endcircleloop
|
||||
mwa xcircle xdraw
|
||||
mwa ycircle ydraw
|
||||
rts
|
||||
not_endcircleloop
|
||||
; jsr splot8
|
||||
;----
|
||||
; splot8
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
|
||||
;clc - allways after BCC
|
||||
lda xcircle
|
||||
adc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc YC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc YC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
jsr plot
|
||||
;---
|
||||
clc
|
||||
lda xcircle
|
||||
adc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc XC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc XC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
jsr plot
|
||||
;-----
|
||||
|
||||
; XC=XC+1
|
||||
inc XC
|
||||
|
||||
; FX=FX+8
|
||||
clc
|
||||
lda FX
|
||||
adc #8
|
||||
sta FX
|
||||
|
||||
; IF FS>0
|
||||
; FS=FS-FX-4
|
||||
lda FS
|
||||
beq else01
|
||||
bmi else01
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
sta FS
|
||||
jmp circleloop ; endif01
|
||||
else01
|
||||
; ELSE
|
||||
; YC=YC-1
|
||||
dec YC
|
||||
; FY=FY-8
|
||||
sec
|
||||
lda FY
|
||||
sbc #8
|
||||
sta FY
|
||||
; FS=FS-FX-4+FY
|
||||
lda FS
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
clc
|
||||
adc FY
|
||||
sta FS
|
||||
endif01
|
||||
; ENDIF
|
||||
jmp circleloop
|
||||
; WEND
|
||||
.endp
|
||||
|
||||
.endif
|
||||
+174
@@ -0,0 +1,174 @@
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc circle ;fxxxing good circle drawing :)
|
||||
; xdraw,ydraw (word) - coordinates of circle center
|
||||
; radius (byte) - radius of circle
|
||||
;--------------------------------------------------
|
||||
;Turbo Basic source
|
||||
;XC=0
|
||||
;YC=R
|
||||
;PC=R (FS)
|
||||
;
|
||||
;WHILE XC<=YC
|
||||
;
|
||||
; SPLOT(XC,YC)
|
||||
; IF PC>YC THEN
|
||||
; YC=YC-1
|
||||
; PC=PC-YC
|
||||
; ENDIF
|
||||
; XC=XC+1
|
||||
; PC=PC+XC
|
||||
;
|
||||
;WEND
|
||||
|
||||
mwa xdraw xcircle
|
||||
mwa ydraw ycircle
|
||||
|
||||
; XC=0:YC=R:FS=R
|
||||
mwa #0 xc
|
||||
mva radius yc
|
||||
sta FS
|
||||
|
||||
circleloop
|
||||
;WHILE XC<=YC
|
||||
lda XC
|
||||
cmp YC
|
||||
bcc not_endcircleloop
|
||||
endcircleloop
|
||||
mwa xcircle xdraw
|
||||
mwa ycircle ydraw
|
||||
rts
|
||||
not_endcircleloop
|
||||
; jsr splot8
|
||||
;----
|
||||
; splot8
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
|
||||
;clc - allways after BCC
|
||||
lda xcircle
|
||||
adc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc YC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc YC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
jsr plot
|
||||
;---
|
||||
clc
|
||||
lda xcircle
|
||||
adc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc XC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc XC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
jsr plot
|
||||
;-----
|
||||
|
||||
; IF FS>YC THEN
|
||||
lda YC
|
||||
cmp FS
|
||||
bcc endif01
|
||||
; YC=YC-1
|
||||
dec YC
|
||||
; FS=FS-YC
|
||||
sec
|
||||
lda FS
|
||||
sbc YC
|
||||
sta FS
|
||||
endif01
|
||||
; ENDIF
|
||||
; XC=XC+1
|
||||
inc XC
|
||||
; FS=FS+XC
|
||||
clc
|
||||
lda FS
|
||||
adc XC
|
||||
sta FS
|
||||
jmp circleloop
|
||||
; WEND
|
||||
.endp
|
||||
|
||||
.endif
|
||||
+352
@@ -0,0 +1,352 @@
|
||||
icl 'Atari/lib/ATARISYS.ASM'
|
||||
icl 'Atari/lib/MACRO.ASM'
|
||||
|
||||
screenheight = 200
|
||||
screenbytes = 40
|
||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||
FirstZpageVariable = $50
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
|
||||
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
|
||||
; 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||
.zpvar xdraw .word ; = $64 ;variable X for plot
|
||||
.zpvar ydraw .word ; variable Y for plot
|
||||
; (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||
.zpvar xbyte .word
|
||||
.zpvar ybyte .word
|
||||
.zpvar CharCode .byte
|
||||
.zpvar fontind .word
|
||||
.zpvar tanknr .byte
|
||||
.zpvar oldplot .word
|
||||
.zpvar xc .word
|
||||
.zpvar temp .word ; temporary word for the most embeded loops only
|
||||
.zpvar temp2 .word ; same as above
|
||||
.zpvar modify .word ; origially used to replace self-modyfying code
|
||||
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
|
||||
.zpvar xtempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar ytempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar tempor2 .word
|
||||
.zpvar CreditsVScrol .byte
|
||||
;--------------temps used in circle routine
|
||||
.zpvar xi .word ; X (word) in draw routine
|
||||
.zpvar fx .byte
|
||||
.zpvar yi .word ; Y (word) in draw routine
|
||||
.zpvar fy .byte
|
||||
.zpvar xk .word
|
||||
.zpvar fs .byte
|
||||
.zpvar yc .byte ; ycircle - temporary for circle
|
||||
.zpvar dx .word
|
||||
.zpvar dy .word
|
||||
.zpvar dd .word
|
||||
.zpvar di .word
|
||||
.zpvar dp .word
|
||||
;----------------------------
|
||||
.zpvar UnderTank1 .byte
|
||||
.zpvar UnderTank2 .byte
|
||||
;----------------------------
|
||||
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
|
||||
.zpvar weaponPointer .word
|
||||
.zpvar dliCounter .byte
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar SkStatSimulator .byte
|
||||
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
.zpvar Force_ .byte ; Force is 3 bytes long
|
||||
.zpvar Angle .byte
|
||||
.zpvar Parachute .byte ; are you insured with parachute?
|
||||
.zpvar color .byte
|
||||
.zpvar Erase .byte ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
.zpvar radius .byte
|
||||
.zpvar decimal .word
|
||||
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
|
||||
.zpvar Counter .byte ; temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar FunkyBombCounter .byte
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
|
||||
.zpvar vy_ .word ; 4 bytes
|
||||
.zpvar vx .word
|
||||
.zpvar vx_ .word ; 4 bytes
|
||||
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
|
||||
; $01-$06 tank index+1 when hit tank
|
||||
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
|
||||
.zpvar FirstKeypressDelay .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
|
||||
.zpvar TankSequencePointer .byte
|
||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar RandomMountains .byte ; mountains type change after each turn flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
|
||||
.zpvar BlackHole .byte ; 0 - no, >0 - yes
|
||||
.zpvar XHit .word
|
||||
.zpvar delta .word
|
||||
.zpvar HowMuchToFall .byte
|
||||
.zpvar magic .word ; worst var name in the whole business
|
||||
.zpvar xtraj .word
|
||||
.zpvar xtraj_ .byte ; 3 bytes
|
||||
.zpvar ytraj .word
|
||||
.zpvar ytraj_ .byte ; 3 bytes
|
||||
.zpvar Wind .word
|
||||
.zpvar Wind_ .word ; 4 bytes
|
||||
.zpvar RangeLeft .word
|
||||
.zpvar RangeRight .word
|
||||
.zpvar NewAngle .byte
|
||||
.zpvar escFlag .byte ; 7 bit - Exit game,
|
||||
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
|
||||
.zpvar LineYdraw .byte
|
||||
.zpvar LineXdraw .word
|
||||
.zpvar plot4x4color .byte ; $00 / $ff
|
||||
.zpvar Multiplier .word
|
||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
|
||||
.zpvar DrawDirFactor .byte
|
||||
.zpvar gravity .byte
|
||||
.zpvar LineLength .word
|
||||
.zpvar tracerflag .byte
|
||||
.zpvar isInventory .byte
|
||||
.zpvar DifficultyLevel .byte
|
||||
.zpvar goleft .byte
|
||||
.zpvar OffsetDL1 .byte
|
||||
.zpvar L1 .byte
|
||||
|
||||
;-----------------------------------------------
|
||||
; variable declarations in RAM (no code)
|
||||
;-----------------------------------------------
|
||||
ORG $2000
|
||||
; These tebles are at the beginning of memory pages becouse ....
|
||||
bittable1_long
|
||||
.ds $100
|
||||
bittable2_long
|
||||
.ds $100
|
||||
linetableL
|
||||
.ds (screenHeight)
|
||||
linetableH
|
||||
.ds (screenHeight)
|
||||
oldora .DS [5]
|
||||
OldOraTemp .DS 1
|
||||
oldplotH .DS [5]
|
||||
oldplotL .DS [5]
|
||||
oldply .DS [5]
|
||||
WhichUnPlot .DS 1
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GenerateLineTable
|
||||
|
||||
mwa #display temp
|
||||
mwa #linetableL temp2
|
||||
mwa #linetableH modify
|
||||
ldy #0
|
||||
@ lda temp
|
||||
sta (temp2),y
|
||||
lda temp+1
|
||||
sta (modify),y
|
||||
adw temp #screenwidth
|
||||
iny
|
||||
cpy #0 ;#screenheight+1
|
||||
bne @-
|
||||
; and bittables for fastest plot and point (thanks @jhusak)
|
||||
ldy #0
|
||||
lda #$40
|
||||
@ asl
|
||||
adc #0
|
||||
sta bittable1_long,y
|
||||
tax
|
||||
eor #%11111111
|
||||
sta bittable2_long,y
|
||||
txa
|
||||
dey
|
||||
bne @-
|
||||
endof
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
; -----------------------------------------
|
||||
.proc unPlot
|
||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||
; -----------------------------------------
|
||||
ldx #0 ; only one pixel
|
||||
unPlotAfterX
|
||||
stx WhichUnPlot
|
||||
|
||||
; first remake the oldie
|
||||
lda oldplotL,x
|
||||
sta oldplot
|
||||
lda oldplotH,x
|
||||
sta oldplot+1
|
||||
|
||||
ldy oldply,x
|
||||
lda oldora,x
|
||||
sta (oldplot),y
|
||||
|
||||
|
||||
; is it not out of the screen ????
|
||||
cpw ydraw #screenheight
|
||||
jcc CheckX
|
||||
mwa #0 ydraw
|
||||
CheckX
|
||||
cpw xdraw #screenwidth
|
||||
jcs EndOfUnPlot
|
||||
MakeUnPlot
|
||||
; let's count coordinates taken from xdraw and ydraw
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw+1
|
||||
lsr
|
||||
lda xdraw
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
lsr
|
||||
;---
|
||||
tay
|
||||
ldx WhichUnPlot
|
||||
;tya
|
||||
sta oldply,x
|
||||
|
||||
ldx ydraw
|
||||
lda linetableL,x
|
||||
sta xbyte
|
||||
sta oldplot
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
sta oldplot+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda color
|
||||
bne ClearUnPlot
|
||||
|
||||
;plotting here
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
bne ContinueUnPlot ; allways <>0
|
||||
ClearUnPlot
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
ContinueUnPlot
|
||||
ldx WhichUnPlot
|
||||
lda OldOraTemp
|
||||
sta oldora,x
|
||||
lda oldplot
|
||||
sta oldplotL,x
|
||||
lda oldplot+1
|
||||
sta oldplotH,x
|
||||
; and now we must solve the problem of several plots
|
||||
; in one byte
|
||||
ldx #4
|
||||
ldy WhichUnPlot
|
||||
LetsCheckOverlapping
|
||||
cpx WhichUnPlot
|
||||
beq SkipThisPlot
|
||||
lda oldplotL,x
|
||||
cmp oldplotL,y
|
||||
bne NotTheSamePlot
|
||||
lda oldplotH,x
|
||||
cmp oldplotH,y
|
||||
bne NotTheSamePlot
|
||||
lda oldply,x
|
||||
cmp oldply,y
|
||||
bne NotTheSamePlot
|
||||
; the pixel is in the same byte so let's take correct contents
|
||||
lda oldora,x
|
||||
sta oldora,y
|
||||
NotTheSamePlot
|
||||
SkipThisPlot
|
||||
dex
|
||||
bpl LetsCheckOverlapping
|
||||
EndOfUnPlot
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -----------------------------------------
|
||||
.proc plot ;plot (xdraw, ydraw, color)
|
||||
; color == 1 --> put pixel
|
||||
; color == 0 --> erase pixel
|
||||
; xdraw (word) - X coordinate
|
||||
; ydraw (word) - Y coordinate
|
||||
; this is one of the most important routines in the whole
|
||||
; game. If you are going to speed up the game, start with
|
||||
; plot - it is used by every single effect starting from explosions
|
||||
; through line drawing and small text output!!!
|
||||
;
|
||||
; Optimized by 0xF (Fox) THXXXX!!!
|
||||
|
||||
; -----------------------------------------
|
||||
; is it not over the screen ???
|
||||
cpw ydraw #(screenheight+1); changed for one additional line. cpw ydraw #(screenheight-1)
|
||||
bcs unPlot.EndOfUnPlot ;nearest RTS
|
||||
CheckX02
|
||||
cpw xdraw #screenwidth
|
||||
bcs EndOfPlot
|
||||
MakePlot
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw+1
|
||||
lsr
|
||||
lda xdraw
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
lsr
|
||||
sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda color
|
||||
bne ClearPlot
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
EndOfPlot
|
||||
rts
|
||||
ClearPlot
|
||||
lda (xbyte),y
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
rts
|
||||
.endp
|
||||
|
||||
icl 'circle1.asm'
|
||||
;icl 'circle2.asm'
|
||||
|
||||
start
|
||||
;jsr generatelinetable
|
||||
halt
|
||||
|
||||
|
||||
run start
|
||||
.align $1000
|
||||
.ds 10
|
||||
display
|
||||
Binary file not shown.
@@ -564,6 +564,7 @@ weaponsOfDeath ; weapons used in tank death animations
|
||||
dta ind_Dirt_Clod
|
||||
dta ind_Dirt_Ball
|
||||
dta ind_Ton_of_Dirt
|
||||
dta 32 ; plasma blast!
|
||||
weaponsOfDeathEnd
|
||||
joyToKeyTable
|
||||
.by $ff ;00
|
||||
|
||||
@@ -639,6 +639,7 @@ MetodOfDeath
|
||||
bcs MetodOfDeath
|
||||
tay
|
||||
lda weaponsOfDeath,y
|
||||
;lda #32 ; plasma blast only
|
||||
jsr ExplosionDirect
|
||||
mva #sfx_silencer sfx_effect
|
||||
|
||||
@@ -1292,17 +1293,15 @@ setMountainsType
|
||||
jsr displaybyte ;decimal (byte), displayposition (word)
|
||||
|
||||
mwa #LineHeader1 LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
jsr TL4x4_empty.go ; center and type line
|
||||
beq @+ ;unconditional jump, because TypeLine4x4 ends with beq
|
||||
|
||||
GameOver4x4
|
||||
RmtSong song_round_over
|
||||
mwa #LineGameOver LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
jsr TL4x4_empty.go ; center and type line
|
||||
mva #1 GameIsOver
|
||||
|
||||
@
|
||||
@@ -1317,9 +1316,8 @@ GameOver4x4
|
||||
|
||||
;Header2
|
||||
mwa #LineHeader2 LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
jsr TL4x4_empty.go ; center and type line
|
||||
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
@@ -1386,9 +1384,8 @@ TankNameCopyLoop
|
||||
|
||||
;result line display
|
||||
mwa #ResultLineBuffer LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
jsr TL4x4_empty.go ; center and type line
|
||||
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
@@ -1411,21 +1408,19 @@ FinishResultDisplay
|
||||
.proc TL4x4_bottom
|
||||
;bottom of the frame
|
||||
mwa #LineBottom LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||
jmp TypeLine4x4 ; jsr:rts
|
||||
jmp TL4x4_empty.go ; center and type line
|
||||
.endp
|
||||
|
||||
.proc TL4x4_top
|
||||
;bottom of the frame
|
||||
mwa #LineTop LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||
jmp TypeLine4x4 ; jsr:rts
|
||||
jmp TL4x4_empty.go ; center and type line
|
||||
.endp
|
||||
|
||||
.proc TL4x4_empty
|
||||
;empty frame
|
||||
mwa #LineEmpty LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||
go mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; center and type line
|
||||
jmp TypeLine4x4 ; jsr:rts
|
||||
.endp
|
||||
|
||||
@@ -1444,6 +1439,8 @@ FinishResultDisplay
|
||||
.ENDIF
|
||||
cmp #VuMeterTime
|
||||
bcc EndMeter
|
||||
bit noMusic ; if no music - no VuMeters
|
||||
bmi EndMeter
|
||||
; Let's go!
|
||||
jsr ClearTanks
|
||||
; store all angles
|
||||
|
||||
+12
-205
@@ -289,193 +289,9 @@ EndOfDraw
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc circle ;fxxxing good circle drawing :)
|
||||
; xdraw,ydraw (word) - coordinates of circle center
|
||||
; radius (byte) - radius of circle
|
||||
;--------------------------------------------------
|
||||
;Turbo Basic source
|
||||
; R=30
|
||||
; XC=0:YC=R
|
||||
; FX=0:FY=8*R:FS=4*R+3
|
||||
; WHILE FX<FY
|
||||
; splot8 //splot8 are eight plotz around the circle
|
||||
; XC=XC+1
|
||||
; FX=FX+8
|
||||
; IF FS>0
|
||||
; FS=FS-FX-4
|
||||
; ELSE
|
||||
; YC=YC-1
|
||||
; FY=FY-8
|
||||
; FS=FS-FX-4+FY
|
||||
; ENDIF
|
||||
; WEND
|
||||
; splot8
|
||||
; Circle is now in external file
|
||||
icl 'circle2.asm'
|
||||
|
||||
mwa xdraw xcircle
|
||||
mwa ydraw ycircle
|
||||
|
||||
mwa #0 xc
|
||||
mva radius yc
|
||||
mva #0 fx
|
||||
mva radius fy
|
||||
asl FY
|
||||
asl FY
|
||||
mva FY FS
|
||||
asl FY
|
||||
; A = FS and C = 0
|
||||
;clc
|
||||
;lda FS
|
||||
adc #3
|
||||
sta FS
|
||||
|
||||
circleloop
|
||||
lda FX
|
||||
cmp FY
|
||||
bcc not_endcircleloop
|
||||
endcircleloop
|
||||
mwa xcircle xdraw
|
||||
mwa ycircle ydraw
|
||||
rts
|
||||
not_endcircleloop
|
||||
; jsr splot8
|
||||
;----
|
||||
; splot8
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
|
||||
;clc - allways after BCC
|
||||
lda xcircle
|
||||
adc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc YC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc YC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
jsr plot
|
||||
;---
|
||||
clc
|
||||
lda xcircle
|
||||
adc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc XC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc XC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
jsr plot
|
||||
;-----
|
||||
|
||||
inc XC
|
||||
|
||||
clc
|
||||
lda FX
|
||||
adc #8
|
||||
sta FX
|
||||
|
||||
lda FS
|
||||
beq else01
|
||||
bmi else01
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
sta FS
|
||||
jmp circleloop ; endif01
|
||||
else01
|
||||
dec YC
|
||||
sec
|
||||
lda FY
|
||||
sbc #8
|
||||
sta FY
|
||||
|
||||
lda FS
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
clc
|
||||
adc FY
|
||||
sta FS
|
||||
endif01
|
||||
jmp circleloop
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc placetanks
|
||||
;--------------------------------------------------
|
||||
@@ -985,10 +801,7 @@ ToHighToParachute
|
||||
;
|
||||
; this proc change xdraw, ydraw and temp!
|
||||
;--------------------------------------------------
|
||||
lda XtankstableL,x
|
||||
sta xdraw
|
||||
lda XtankstableH,x
|
||||
sta xdraw+1
|
||||
jsr SetupXYdraw.X
|
||||
; one pixel under tank
|
||||
clc
|
||||
lda Ytankstable,x
|
||||
@@ -1858,9 +1671,8 @@ quit_areyousure
|
||||
.endp
|
||||
|
||||
.proc _sep_opty
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
jsr TL4x4_empty.go ; center and type line
|
||||
adb ResultY #4 ;next line
|
||||
rts
|
||||
.endp
|
||||
@@ -1942,18 +1754,14 @@ X lda XtanksTableL,x
|
||||
; mva #1 color
|
||||
ldx TankNr
|
||||
jsr SetupXYdraw
|
||||
sbw ydraw #3 ydraw ; barell start (Y coordinate)
|
||||
mva #0 goleft
|
||||
lda BarrelLength,x
|
||||
sta yc ; current tank barrel length
|
||||
lda angleTable,x
|
||||
sta Angle
|
||||
; jmp DrawBarrelTech ; POZOR !
|
||||
; rts
|
||||
.endp
|
||||
|
||||
.proc DrawBarrelTech
|
||||
; angle in Angle and A
|
||||
|
||||
mvx #0 goleft
|
||||
cmp #91
|
||||
bcc angleUnder90
|
||||
|
||||
@@ -1962,9 +1770,9 @@ X lda XtanksTableL,x
|
||||
sbc #90
|
||||
tax
|
||||
; barrel start offset over 90deg
|
||||
adw xdraw #4 xdraw
|
||||
mva #1 goleft
|
||||
bpl @+ ; jmp @+
|
||||
adw xdraw #4 xdraw ; barell start (X coordinate)
|
||||
dec goleft ; $00 -> $ff
|
||||
bmi @+ ; jmp @+
|
||||
|
||||
angleUnder90
|
||||
sec ; X = 90-Angle
|
||||
@@ -1972,10 +1780,9 @@ angleUnder90
|
||||
sbc Angle
|
||||
tax
|
||||
; barrel start offset under 90deg
|
||||
adw xdraw #3 xdraw
|
||||
adw xdraw #3 xdraw ; barell start (X coordinate)
|
||||
|
||||
@
|
||||
sbw ydraw #3 ydraw
|
||||
lda sintable,x ; cos(X)
|
||||
sta vx
|
||||
|
||||
@@ -2012,8 +1819,8 @@ YangleUnder90
|
||||
; mva #6 yc ; barrel length
|
||||
barrelLoop
|
||||
|
||||
lda goleft
|
||||
bne goright
|
||||
bit goleft
|
||||
bmi goright
|
||||
clc
|
||||
lda fx
|
||||
adc vx
|
||||
|
||||
+1
-1
@@ -41,7 +41,7 @@
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.50" ; number of this build (4 bytes)
|
||||
dta d"1.51" ; number of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
+1
-1
@@ -25,7 +25,7 @@
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.50" ; number of this build (4 bytes)
|
||||
dta d"1.51" ; number of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+1
-1
@@ -332,7 +332,7 @@ CurrentRoundNr .DS 1
|
||||
;leapfrog
|
||||
LeapFrogAngle .DS 1
|
||||
;laser
|
||||
LaserCoordinate .DS 8 ; 2,2,2,2
|
||||
LaserCoordinate .DS 4 ; 2,2
|
||||
;----------------------------------------------------
|
||||
; Here go tables with weapons possesed by a given tank
|
||||
; Index in the table means weapon type
|
||||
|
||||
+55
-11
@@ -54,6 +54,7 @@ ExplosionRoutines
|
||||
.word punch-1 ;Baby_Sandhog ;_29
|
||||
.word BFG-1 ;Buy_me ;_30
|
||||
.word laser-1 ;Laser ;_31
|
||||
.word plasmablast-1 ; additional "weapon" only for tanks death
|
||||
.endp
|
||||
|
||||
.proc BFG
|
||||
@@ -728,10 +729,10 @@ ToHighFill
|
||||
mva #0 ybyte+1
|
||||
sta LaserFlag ; turn on gravity and wind after shot :)
|
||||
|
||||
mwa xdraw LaserCoordinate
|
||||
mwa ydraw LaserCoordinate+2
|
||||
mwa xbyte LaserCoordinate+4
|
||||
mwa ybyte LaserCoordinate+6
|
||||
;mwa xdraw LaserCoordinate
|
||||
;mwa ydraw LaserCoordinate+2
|
||||
mwa xbyte LaserCoordinate
|
||||
mwa ybyte LaserCoordinate+2
|
||||
|
||||
mva #sfx_lightning sfx_effect
|
||||
|
||||
@@ -752,19 +753,20 @@ ToHighFill
|
||||
and #$01
|
||||
eor #$01
|
||||
sta color
|
||||
mwa LaserCoordinate xdraw
|
||||
mwa LaserCoordinate+2 ydraw
|
||||
mwa LaserCoordinate+4 xbyte
|
||||
mwa LaserCoordinate+6 ybyte
|
||||
;mwa LaserCoordinate xdraw
|
||||
;mwa LaserCoordinate+2 ydraw
|
||||
mwa LaserCoordinate xbyte
|
||||
mwa LaserCoordinate+2 ybyte
|
||||
mva #sfx_lightning sfx_effect
|
||||
jsr draw
|
||||
|
||||
dec yc
|
||||
bne @-
|
||||
|
||||
mva #1 color
|
||||
mwa LaserCoordinate xdraw
|
||||
mwa LaserCoordinate+2 ydraw
|
||||
; at this point color allways = 0
|
||||
inc color ; set color to 1
|
||||
;mwa LaserCoordinate xdraw ; draw does not change xdraw and ydraw
|
||||
;mwa LaserCoordinate+2 ydraw
|
||||
mva #0 HitFlag
|
||||
jsr CheckCollisionWithTank
|
||||
lda HitFlag
|
||||
@@ -776,6 +778,48 @@ LaserMisses
|
||||
rts
|
||||
.endp
|
||||
; -----------------
|
||||
.proc plasmablast
|
||||
; -----------------
|
||||
; idea only ....
|
||||
mva #sfx_plasma_1_2 sfx_effect
|
||||
mva #0 drawFunction
|
||||
mva #$07 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
adw ydraw #4
|
||||
sbw xdraw #4
|
||||
|
||||
lda ydraw
|
||||
lsr
|
||||
lsr
|
||||
lsr
|
||||
sta yc
|
||||
lda #30
|
||||
sbc yc
|
||||
sta yc ; blink counter 60
|
||||
columnloop
|
||||
mva #8 fs ;lines counter
|
||||
linesloop
|
||||
lda yc
|
||||
beq @+
|
||||
lda random
|
||||
@ and #$01
|
||||
sta color
|
||||
mwa xdraw xbyte
|
||||
mwa #0 ybyte
|
||||
jsr draw
|
||||
inw xdraw
|
||||
dec fs
|
||||
bne linesloop
|
||||
sbw xdraw #8
|
||||
dec yc
|
||||
bpl columnloop
|
||||
|
||||
; at this point color allways = 0
|
||||
inc color ; set color to 1
|
||||
|
||||
rts
|
||||
.endp
|
||||
; -----------------
|
||||
.proc xmissile ;
|
||||
; -----------------
|
||||
jsr CalculateExplosionRange
|
||||
|
||||
Reference in New Issue
Block a user