Merge branch 'develop' of https://github.com/pkali/scorch_src into develop

This commit is contained in:
bocianu
2023-10-12 22:12:26 +02:00
62 changed files with 8388 additions and 1892 deletions
+113
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@@ -0,0 +1,113 @@
* --- MAIN PROGRAM
org $2000
FontManual
ins '../../artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
StartManual
; jsr init_song
lda >FontManual
sta chbase
sta chbas
lda #$00
sta colbak
lda #$00
sta colpf0
lda #$02
sta colpf1
lda #$08
sta colpf2
lda #$00
sta colpf3
lda #$03
; and now display manual language selection screen
mva <ManualDL dlptrs
mva >ManualDL dlptrs+1
mva #%00111110 dmactls ;set new screen width
@checkkey
lda trig0 ; FIRE #0
beq game
lda trig1 ; FIRE #1
beq game
lda consol ; START
and #1
beq game
lda skctl ; ANY KEY
and #$04
bne @checkkey
game
; silent
lda #0
ldx #8
@ sta POKEY,x
sta POKEY2,x ; stereo
dex
bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
mva #$ff portb ;ROM switch on
mva #$40 nmien ;only NMI interrupts, DLI disabled
cli ;IRQ enabled
; and now display manual language selection screen
mva <lngDL dlptrs
mva >lngDL dlptrs+1
mva #%00111110 dmactls ;set new screen width
rts ;return to ... DOS
InitEnglish
lda ManualLangFlag
cmp #1 ; english
jeq StartManual
rts
InitPolish
lda ManualLangFlag
cmp #2 ; polish
jeq StartManual
rts
//--------------------
ManualDL
.byte $70
.byte $47
.word ManTitle
.byte $70,$70
.byte $42
.word ManText
.byte $02
.byte $41
.word ManualDL
; ------------------------------------------------
ManualTexts
ManTitle
dta d" manual "*
ManText
dta d" English Manual "
dta d" English Manual "
;---
ini InitEnglish
;---
org ManualTexts
dta d" instrukcja "*
dta d" Polska instrukcja "
dta d" Polska instrukcja "
;---
ini InitPolish
;---
+7 -3
View File
@@ -13,7 +13,7 @@ OptionsHere
dta d"Rounds : 10 20 30 40 50 "
dta d"Missiles : slug slow norm fast hare "
dta d"Seppuku : nevr rare norm oftn alws "
dta d"Mountains: NL BE CZ CH NP "
dta d"Mountain : NL BE CZ CH NP "
dta d"Walls : none wrap bump boxy rand "
;; 01234567890123456789012345678901
; dta d"Players: 2 3 4 5 6 "
@@ -29,9 +29,13 @@ OptionsScreenEnd
;-----------------------------------------------
NameScreen2
dta d" Tank 1 *1 +1 Name:"
dta d" Tank 1 "
dta char_joy
dta d"1 "
dta char_tank
dta d"1 Name:"
NameAdr
dta d" "
dta d" "
NameScreen4
dta d" "
NamesOfLevels
+3 -1
View File
@@ -3,7 +3,9 @@
.IF *>0 ;this is a trick that prevents compiling this file alone
;---------------------------------------------------
purchaseTextBuffer
dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
dta d"Player: "
dta char_joy
dta d" Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
; DLs fragments (modified by game code)
; all Purchase DL :)
+58 -43
View File
@@ -19,13 +19,31 @@ OptionsScreen
dta d" "
dta d" Press "
dta d"Return"*
dta d" to proceed "
dta d" to proceed " ; this text has common part with OptionsSubTitle (7bytes) :)
.ELIF TARGET = 5200
dta d" Please select option with joystick one "
dta d" and press FIRE to proceed "
dta d" and press FIRE to proceed " ; this text has common part with OptionsSubTitle (7bytes) :)
.ENDIF
; 0123456789012345678901234567890123456789
;-----------------------------------------------
OptionsSubTitle
dta d" Unknown Father of All Games"
;-----------------------------------------------
MoreUp
dta d" " ; common part of this text and OptionsSubTitle :)
dta 92,92,92
dta d" more "
dta 92,92,92
; dta d" "
MoreDown
dta d" " ; common part of both texts
dta 93,93,93
dta d" more "
dta 93,93,93
; dta d" " ; common part of text and empty line :)
EmptyLine
dta d" "
;-----------------------------------------------
NameScreen
.IF TARGET = 800
dta d" Enter names of players "
@@ -46,7 +64,7 @@ NameScreen5
dta d"INV"*
dta d" - Shape "
dta d"Return"*
dta d" - Proceed "
dta d" - Proceed" ; two spaces in nex text
.ELIF TARGET = 5200
dta d" "
dta d"(5)"*
@@ -55,58 +73,51 @@ NameScreen5
dta d" - Diffic. "
dta d" "
dta d"FIRE"*
dta d" - Proceed "
dta d" - Proceed " ; two spaces in nex text
.ENDIF
;-----------------------------------------------
MoreUp
dta d" "
dta 92,92,92
dta d" more "
dta 92,92,92
dta d" "
MoreDown
dta d" "
dta 93,93,93
dta d" more "
dta 93,93,93
dta d" "
WeaponsDescription
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Tab"*
dta d ": Defensive/Offensive weapon "
dta d" " ; common part of this and previous text
dta $fe ; left arrow symbol
dta d"/"
dta d"Tab"*
dta d ": Defensives/Offensives "
.ELIF TARGET = 5200
dta d"Left"*
dta d ": Defensive/Offensive weapon"
dta d" "
dta d"Left"*
dta d ": Defensives/Offensives "
.ENDIF
PurchaseDescription
; 0123456789012345678901234567890123456789
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Space"*
dta d": Purchase "
dta d"Return"*
dta d": Finish "
dta $ff ; right arrow symbol
dta d"/"
dta d"Space"*
dta d": Purchase "
dta d"Return"*
dta d": Next"
.ELIF TARGET = 5200
dta d"Right"*
dta d": Purchase "
dta d"FIRE"*
dta d": Finish "
dta d": Purchase "
dta d"FIRE"*
dta d": Next "
.ENDIF
ActivateDescription
; 0123456789012345678901234567890123456789
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Space"*
dta d": Activate "
dta d"Return"*
dta d": Finish "
dta $ff ; right arrow symbol
dta d"/"
dta d"Space"*
dta d": Activate "
dta d"Return"*
dta d": Exit"
.ELIF TARGET = 5200
dta d"Right"*
dta d": Activate "
dta d"FIRE"*
dta d": Finish "
dta d": Activate "
dta d"FIRE"*
dta d": Exit "
.ENDIF
EmptyLine
dta d" "
;---------------------------------------------------
OptionsTitle
.IF TARGET = 800
@@ -115,13 +126,13 @@ OptionsTitle
dta d" scorch supersystem "*
.ENDIF
DifficultyTitle
dta d" difficulty "*
dta d" difficulty"* ; " " 3 bytes - common part of 2 texts
GameOverTitle
dta d" game over "*
PurchaseTitle
dta d"purchase weapons"
InventoryTitle
dta d"activate weapons"*
GameOverTitle
dta d" game over "*
GameOverTitle2
dta d" Player Points Hits Earned Money "
;-----------------------------------------------------
@@ -169,7 +180,8 @@ dl ; MAIN game display list
.by $0f+$80 ; DLI
:2 .by $0f ;2
.by $0f+$80 ; DLI (black to end);1
:38 .byte $0f ;35 ..... = 200
:37 .byte $0f ;34 ..... = 199
.by $0f+$80 ; DLI - Black Hole
.by $4f
.wo EmptyLine ; additional line of ground
.byte $41
@@ -193,6 +205,9 @@ OptionsDL
.byte $4f
.word (display+140*40)
:21 .by $0f ;76
.byte $70+$80
.byte $42
.word OptionsSubTitle
.byte $41
.word OptionsDL
;------------------------
+3 -1
View File
@@ -4,7 +4,9 @@
statusBuffer
; 0123456789012345678901234567890123456789
dta d"Player: * "
dta d"Player: "
dta char_joy
dta d" "
dta d"Energy: Angle: Force: "
dta d"Round: Wind: "
+263 -37
View File
@@ -16,8 +16,7 @@ unPlotAfterX
lda oldplotH,x
sta oldplot+1
lda oldply,x
tay
ldy oldply,x
lda oldora,x
sta (oldplot),y
@@ -41,7 +40,7 @@ MakeUnPlot
;---
tay
ldx WhichUnPlot
tya
;tya
sta oldply,x
ldx ydraw
@@ -52,23 +51,24 @@ MakeUnPlot
sta xbyte+1
sta oldplot+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda color
bne ClearUnPlot
;plotting here
lda (xbyte),y
sta OldOraTemp
ora bittable,x
ora bittable1_long,x
sta (xbyte),y
bne ContinueUnPlot ; allways <>0
ClearUnPlot
lda (xbyte),y
sta OldOraTemp
and bittable2,x
and bittable2_long,x
sta (xbyte),y
ContinueUnPlot
ldx WhichUnPlot
@@ -140,24 +140,58 @@ MakePlot
lda linetableH,x
sta xbyte+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda color
bne ClearPlot
lda (xbyte),y
ora bittable,x
ora bittable1_long,x
sta (xbyte),y
EndOfPlot
rts
ClearPlot
lda (xbyte),y
and bittable2,x
and bittable2_long,x
sta (xbyte),y
rts
.endp
.IF METEORS = 1
; -----------------------------------------
.proc ExPlot ;ExPlot (EplotX, EplotY)
; EOR plot:
; Inverts color of a pixel
; Note: No coordinate control!!!
; With off-screen coordinates, it can damage main program.
; only for ingame meteors
; -----------------------------------------
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda EplotX+1
lsr
lda EplotX
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
lsr
sta EplotByte
;---
ldx EplotY
ldy linetableL,x
lda linetableH,x
sta EplotByte+1
ldx EplotX ; optimization (256 bytes long bittable)
lda (EplotByte),y
eor bittable1_long,x
sta (EplotByte),y
rts
.endp
.ENDIF
; -----------------------------------------
.proc point_plot
; -----------------------------------------
@@ -180,49 +214,123 @@ ClearPlot
lda linetableH,x
sta xbyte+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda (xbyte),y
eor #$ff
and bittable,x
and bittable1_long,x
rts
.endp
;--------------------------------------------------
.proc drawmountains
;--------------------------------------------------
mwa #0 xdraw
mwa #mountaintable modify
mwa #mountaintable modify ; mountaintable pointer
mva #1 color
drawmountainsloop
jsr DrawMountainLine ; draws column of mountains (one pixel wide)
inw modify
inw xdraw ; naxt column
cpw xdraw #screenwidth
bne drawmountainsloop
rts
DrawMountainLine
.IF FASTER_GRAF_PROCS = 1
; calculate lower point in one screen byte
lda xdraw
and #%00000111 ; only every 8th pixel
bne MinCalculated
ldy #7
@ cmp (modify),y
bcs NotLower
lda (modify),y
NotLower
dey
bpl @-
sta temp2
inc temp2 ; this is our minimum (in one byte wide - 8 columns)
bit ClearSky
bpl NoClearSky
; Clear Sky
mwa #0 ydraw
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
@ lda #$ff
sta (xbyte),y
adw xbyte #screenBytes ; next line
inc ydraw
lda ydraw
cmp #screenheight
beq NoClearSky
cmp temp2 ; our minimum height od sky
bne @-
NoClearSky
MinCalculated
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
.IF FASTER_GRAF_PROCS = 1
; there was Drawline proc
lda #screenheight
sec
sbc ydraw
sta tempbyte01
jsr plot.MakePlot
; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
; jmp IntoDraw ; jumps inside Draw routine
; because one pixel is already plotted (and who cares? :) )
@
lda (xbyte),y
and bittable2,x
and bittable2_long,x
sta (xbyte),y
;IntoDraw
adw xbyte #screenBytes
dec tempbyte01
inc ydraw
lda ydraw
cmp temp2 ; this is our minimum
bne @-
; end of Drawline proc
; and now fill bytes!
lda xdraw
and #%00000111 ; only every 8th pixel
bne NotFillBytes
lda temp2
cmp #screenheight+1 ; only if minimum is not miniminimum :)
beq NotFillBytes
dec ydraw ; protection if temp2=screenheight
@ lda #0
sta (xbyte),y
adw xbyte #screenBytes
inc ydraw
lda ydraw
cmp #screenheight
bne @-
NotFillBytes
.ELSE
bit ClearSky
bpl NoClearSky
; Clear Sky
ldy #0
lda (modify),y
sta ydraw
sty ydraw+1
sty color
clearline
jsr plot.MakePlot
dec ydraw
lda ydraw
cmp #$ff
bne clearline
mva #1 color
NoClearSky
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
; there was Drawline proc
drawline
jsr plot.MakePlot
@@ -233,18 +341,114 @@ drawline
; end of Drawline proc
.ENDIF
NoMountain
rts
.endp
;--------------------------------------------------
.proc CalcAndDrawMountains
;--------------------------------------------------
; Calculate mountaintable from screen data
; for speedup SoilDown, etc.
mva #$ff ClearSky
; Range alignment to full bytes.
lda RangeLeft
and #%11111000
sta RangeLeft
adw RangeRight #7
lda RangeRight
and #%11111000
sta RangeRight
cpw RangeLeft RangeRight
jcs NothingToFall
; convert range to bytes
lda RangeLeft
sta temp
sta xdraw
lda RangeLeft+1
sta xdraw+1
lsr @ ; temp / 8
ror temp
lsr temp ; max range is 511 ! (9 bits)
lsr temp ; temp+1 = 0
; mwa #0 temp+1 ; byte in screen line
adw RangeLeft #mountaintable modify
HorizontalByteLoop
lda #0
ldy #7
@ sta (modify),y
dey
bpl @-
tax
;stx ydraw
ColumnLoop
lda LineTableL,x ; X=ydraw
sta xbyte ; address of first byte in line X
lda LineTableH,x
sta xbyte+1
ldy temp
lda (xbyte),y
sta temp2 ; byte from screen (8 pixels)
ldy #7
ByteLoop
lsr temp2
bcc NoPixel
;clc
; C = 0
lda #0 ; becouse C=1
adc (modify),y
sta (modify),y
NoPixel
dey
bpl ByteLoop ; next bit in byte
inx ; ydraw
;inc ydraw
;ldy ydraw
cpx #screenheight
bne ColumnLoop ; next byte in colum
; redrawing a column (byte) of mountains uses the drawmountains fragment
mva #7 temp+1 ; draw 8 mountain columns
@ jsr drawmountains.DrawMountainLine
mva #sfx_silencer sfx_effect
inw modify
inw xdraw
cpw xdraw #screenwidth
bne drawmountainsloop
dec temp+1
bpl @-
inc temp
cpw xdraw RangeRight
bne HorizontalByteLoop ; next column of bytes
NothingToFall
mva #$00 ClearSky
rts
.endp
;--------------------------------------------------
.proc SoilDownTurbo
;--------------------------------------------------
; fast SoilDown froc - test
jsr ClearTanks
NoClearTanks
jsr CalcAndDrawMountains
jmp DrawTanks
;rts
.endp
;--------------------------------------------------
.proc TypeChar
; puts char on the graphics screen
; in: CharCode
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
;--------------------------------------------------
; check coordinates
cpw xdraw #(screenwidth-7)
bcs CharOffTheScreen
lda ydraw
cmp #7
bcc CharOffTheScreen
cmp #(screenHeight-1)
bcc CharOnTheScreen
CharOffTheScreen
rts
CharOnTheScreen
Fast ; Put char without coordinates check!
; char to the table
lda CharCode
sta fontind
@@ -403,13 +607,15 @@ EndPutChar
jcs TypeChar.EndPutChar ;nearest RTS
; checks ommited.
; char to the table
Fast ; Put char without coordinates check!
lda CharCode4x4
and #%00000001
beq Upper4bits
beq Upper4bits ; A=0
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
Upper4bits
sta nibbler4x4
lda CharCode4x4
and #$3f ;always CAPITAL letters, also ignore inverse
lsr
sta fontind
lda #$00
@@ -548,13 +754,21 @@ EndPut4x4
;--------------------------------------------------
.proc ClearScreen
;--------------------------------------------------
mwa #display temp
ldy #0
@ lda #$ff
sta (temp),y
inw temp
cpw temp #display+screenheight*screenBytes+1
bne @-
ldy #<display
lda #0
sta temp
lda #>display
sta temp+1
Go lda #$ff
loop sta (temp),y
iny
bne @+
inc temp+1
@ cpy #<(display+screenheight*screenBytes+1)
bne loop
ldx temp+1
cpx #>(display+screenheight*screenBytes+1)
bne loop
rts
.endp
@@ -573,6 +787,18 @@ EndPut4x4
iny
cpy #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 @-
rts
.endp
;--------------------------------------------------
@@ -660,7 +886,7 @@ NoPlot
ldx TankNr
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
jsr SetFullScreenSoilRange
jmp SoilDown2.NoClearTanks
jmp SoilDown.NoClearTanks
; rts
; in order to optimize the fragment repeated in both internal loops
+98 -19
View File
@@ -7,6 +7,8 @@
pha
phy
ldy dliCounter
cpy #$14
beq GoBlackHole
lda dliColorsBack,y
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
@@ -14,7 +16,7 @@
nop
.ENDIF
nop
nop
;nop
sta COLPF1
lda GradientNr
bne GoGradient
@@ -23,25 +25,42 @@ GoGradient
iny
lda (GradientColors),y ; mountains colors array
sta COLPF2
NoBlacHoleLine
EndOfDLI_Gr
inc dliCounter
ply
pla
rti
GoBlackHole
lda BlackHole
beq NoBlacHoleLine
nop
lda #$00 ; color of last line
sta COLPF2
beq EndOfDLI_Gr
.endp
;--------------------------------------------------
.proc DLIinterruptOptions
pha
phy
lda dliCounter
bne Subtitle
lda #0 ; background color
sta COLPF1
ldy GradientNr
beq @+
ldy #1
@ lda (GradientColors),y ; mountains colors array
sta COLPF2 ; allways <> 0 !!!
bne DLIinterruptGraph.EndOfDLI_Gr
Subtitle
lda #0
sta COLPF2
ply
pla
rti
lda random
and #%00000011
ora #%00010000
sta COLPF1
bne DLIinterruptGraph.EndOfDLI_Gr
.endp
;--------------------------------------------------
.proc DLIinterruptGameOver
@@ -52,14 +71,14 @@ GoGradient
lda #%00100001 ; playfield after P/M - prior=1
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
bne DLIinterruptGraph.EndOfDLI_Gr
EndofPMG
cmp #1
bne ColoredLines
lda #%00100100 ; playfield before P/M
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
bne DLIinterruptGraph.EndOfDLI_Gr
ColoredLines
cmp #9
beq CreditsScroll
@@ -69,15 +88,11 @@ ColoredLines
;STA WSYNC
sta COLPF2
sty COLPF1
bne EndOfDLI_GO
bne DLIinterruptGraph.EndOfDLI_Gr
CreditsScroll
lda #$00
sta COLPF2
EndOfDLI_GO
inc dliCounter
ply
pla
rti
beq DLIinterruptGraph.EndOfDLI_Gr
.endp
;--------------------------------------------------
.proc DLIinterruptText
@@ -139,6 +154,47 @@ lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
SkipRMTVBL
; ------ meteors ------ start
.IF METEORS = 1
ldx #0
bit Mcounter
bpl MeteorOnSky
bit MeteorsFlag
bmi SkipMeteors
; randomize meteor
lda random
and #%11111111
bne SkipMeteors
lda random
sta Mpoint1X
sta Mpoint2X
lda #0
sta Mpoint1X+1
sta Mpoint2X+1
lda random
and #$1f
sta Mpoint1Y
sta Mpoint2Y
mva #10 Mcounter
MeteorOnSky
jsr GoMplot
NoFirstPlot
ldx #2 ; second point coordinates
lda Mcounter
beq @+
dec Mcounter
bpl SkipSecondPlot
@ lda Mpoint1Y,x
cmp #64
bne GoSecondPlot
mva #$ff Mcounter
bmi SkipMeteors
GoSecondPlot
jsr GoMplot2
SkipSecondPlot
SkipMeteors
.ENDIF
; ------ meteors ------ end
bit ScrollFlag
bpl EndOfCreditsVBI
CreditsVBI
@@ -177,6 +233,14 @@ EndOfCreditsVBI
sta STICK0
lda STRIG0,x
sta STRIG0
; and PADDLES (2 and 3 joystick button)
txa
asl
tax
lda PADDL0,x
sta PADDL0
; lda PADDL1,x
; sta PADDL1
jmp XITVBV
.ELIF TARGET = 5200
lda SkStatSimulator
@@ -226,7 +290,7 @@ EndOfCreditsVBI
mva #consol_reset consol
mva #@kbcode._none kbcode
@
exit
pla
tay
pla
@@ -234,17 +298,32 @@ EndOfCreditsVBI
pla
rti
.ENDIF
; ------ meteors plot/flight subroutine ------ start
.IF METEORS = 1
GoMplot
lda Mpoint1Y,x
cmp #64
beq @+
GoMplot2
sta EplotY
inc Mpoint1Y,x
mwa Mpoint1X,x EplotX
inw Mpoint1X,x
jmp Explot
@ rts
.ENDIF
; ------ meteors plot/flight subroutine ------ end
.endp
.IF TARGET = 5200
.proc kb_continue
cmp #$0c ; START key on 5200 keypad
beq StartPressed
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
exit pla
tay
pla
tax
pla
rti
beq VBLinterrupt.exit
StartPressed
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
bne VBLinterrupt.exit
.endp
.ENDIF
+4 -3
View File
@@ -113,10 +113,11 @@
.endif
?rand
lda random
cmp #:1 ;floor
bcc ?rand
cmp #:2+1 ;ceiling
cmp #:2+1-:1 ;ceiling
bcs ?rand
.if %1>0 ; if floor = 0 - no add offset
adc #:1
.endif
.endm
;-------------------------------------
.macro phx
+4 -3
View File
@@ -134,10 +134,11 @@
.endif
?rand
lda random
cmp #:1 ;floor
bcc ?rand
cmp #:2+1 ;ceiling
cmp #:2+1-:1 ;ceiling
bcs ?rand
.if %1>0 ; if floor = 0 - no add offset
adc #:1
.endif
.endm
;-------------------------------------
.macro phx
+255 -218
View File
@@ -16,20 +16,27 @@
; - money each player has on the beginning of the game (moneyL i moneyH)
; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight
jsr clearscreen ;let the screen be clean
; we only need to clear last 60 lines (faster)
ldy #<(display+40*140)
lda #0
sta temp
lda #>(display+40*140)
sta temp+1
jsr clearscreen.Go ;let the screen be clean
; jsr clearscreen ;let the screen be clean
mwa #DisplayCopyRom temp
mwa #display temp2
mwa #DisplayCopyEnd+1 modify
jsr CopyFromROM
jsr OptionsInversion ; to prevent flashing of options
mwa #OptionsDL dlptrs
lda #%00111110 ; normal screen width, DL on, P/M on
sta dmactls
jsr SetPMWidth
jsr SetPMWidthAndColors
mva #TextBackgroundColor COLOR2
jsr ColorsOfSprites
mva #$ca COLOR1
mva #$00 COLBAKS ; set color of background
@@ -63,9 +70,6 @@
OptionsMainLoop
lda WindChangeInRound
sta OptionsHere+126
jsr OptionsInversion
jsr getkey
bit escFlag
@@ -73,19 +77,20 @@ OptionsMainLoop
cmp #@kbcode._down ; $f ;cursor down
bne OptionsNoDown
inc:lda OptionsY
cmp #maxoptions
bne OptionsMainLoop
mva #maxoptions-1 OptionsY
jmp OptionsMainLoop
ldx OptionsY
inx
cpx #maxoptions
beq OptionsMainLoop
stx OptionsY
bne OptionsMainLoop ; allways not 0
OptionsNoDown
cmp #@kbcode._up ; $e ;cursor up
bne OptionsNoUp
dec OptionsY
bpl OptionsMainLoop
mva #0 OptionsY
jmp OptionsMainLoop
inc OptionsY
beq OptionsMainLoop ; allways 0
OptionsNoUp
cmp #@kbcode._left ; $6 ;cursor left
@@ -95,7 +100,7 @@ OptionsNoUp
lda OptionsTable,X
bpl OptionsMainLoop
inc OptionsTable,X
jmp OptionsMainLoop
beq OptionsMainLoop ; allways 0
OptionsNoLeft
cmp #@kbcode._right ; $7 ;cursor right
@@ -107,7 +112,7 @@ OptionsNoLeft
cmp #5 ; number of columns in options
bne OptionsMainLoop
dec OptionsTable,X
jmp OptionsMainLoop
bne OptionsMainLoop ; allways not 0
OptionsNoRight
cmp #@kbcode._ret ; $c ;Return key
@@ -131,6 +136,27 @@ OptionsNoTab
sta WindChangeInRound
rts
NotWind
cmp #$02
bne NotGravity
lda FastSoilDown
eor #$66 ; 'f' character
sta FastSoilDown
rts
NotGravity
cmp #$07
bne NoMountains
lda RandomMountains
eor #$1f ; '?' character
sta RandomMountains
rts
NoMountains
cmp #$08
bne NoBlackHole
lda BlackHole
eor #$5d ; cursor down character
sta BlackHole
rts
NoBlackHole
ldy GradientNr
iny
cpy #$03
@@ -149,6 +175,17 @@ NoGradientLoop
; inversing selected option (cursor)
;--------
.proc OptionsInversion
; Additional option symbols
lda BlackHole
sta OptionsHere+328
lda RandomMountains
sta OptionsHere+288
lda WindChangeInRound
sta OptionsHere+128
lda FastSoilDown
sta OptionsHere+88
YPos = temp2
XPos = temp2+1
optionWidth = 6
@@ -193,13 +230,11 @@ _inverter
; clean inversion otherwise
lda (temp),y
and #$7f ; clear the top bit
sta (temp),y
bpl @+ ; JMP
invertme
lda (temp),y
ora #$80 ; set the top bit
sta (temp),y
@
@ sta (temp),y
; next character in an option
iny
rts
@@ -216,11 +251,11 @@ invertme
ldx TankNr
lda SkillTable,x
beq ManualPurchase
jsr PurchaseAI ; remember to make ActivateAI :) !!!
jsr PurchaseAI ; skill of the TankNr in A, TankNr in X
jmp AfterManualPurchase
ManualPurchase
lda JoyNumber,x
sta JoystickNumber ; set joystick port for player
jsr SetJoystickPort ; set joystick port for player
mva #0 isInventory
jsr Purchase ; purchase weapons
bit escFlag
@@ -266,11 +301,13 @@ AfterManualPurchase
mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
; we are clearing list of the weapons
mva #$00 WhichList
; offensive weapon - 0, deffensive - %10000000
GoToActivation
mva #$ff LastWeapon
; we are clearing list of the weapons
jsr ClearLists ; fast lists clear
SetDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
jsr PMoutofScreen
@@ -294,7 +331,7 @@ GoToActivation
sta COLOR1 ; set color of header text
ldy #0
sty COLBAKS ; set color of background
lda tanknr
txa ; TankNr
:3 asl ; 8 chars per name
tax
NextChar03
@@ -339,28 +376,12 @@ AfterPurchase
lda whichList
bne PositionDefensive
; calculate positionOnTheList from the activeWeapon (offensives)
ldx tankNr
lda activeWeapon,x
ldy #0
@
cmp IndexesOfWeaponsL1,y
beq ?weaponfound
iny
cpy #(last_offensive - first_offensive )+1 ; maxOffensiveWeapons
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
ldy #0
beq ?weaponFound ; jmp
jsr calcPosOffensive
jmp ?weaponFound
PositionDefensive
jsr calcPosDefensive
?weaponFound
; weapon index in Y
sty positionOnTheList
jsr _MakeOffsetDown ; set list screen offset
; Here we have all we need
@@ -459,7 +480,7 @@ ListChange
lda WhichList
eor #%10000000 ; flip WhichList
sta WhichList
bne DeffensiveSelected
bmi DeffensiveSelected
mwa #ListOfWeapons WeaponsListDL
lda isInventory
@@ -490,9 +511,9 @@ DeffensiveSelected
; Creating full list of the available weapons for displaying
; in X there is an index of the weapon to be checked,
; in 'Xbyte' address of the first char in filled screen line
@weapon_index = temp
CreateList
stx temp ; index of a weapon will be necessary later
stx @weapon_index ; index of a weapon will be necessary later
; checking if the weapon of the given index is present
lda WeaponUnits,x
jeq NoWeapon
@@ -508,7 +529,7 @@ CreateList
mwa #PurchaseTitle DLPurTitleAddr
; checking if we can afford buying this weapon
ldx temp
;ldx @weapon_index
lda moneyH,y
cmp WeaponPriceH,x
bne @+
@@ -520,14 +541,9 @@ CreateList
; we have enough cash and the weapon can be
; added to the list
; first parentheses and other special chars
; first special chars
; (it's easier this way)
;ldy #22
;lda #08 ; "("
;STA (XBYTE),y
;ldy #32
;lda #09 ; ")"
;sta (xbyte),y
ldy #24
lda #15 ; "/"
sta (xbyte),y
@@ -538,9 +554,9 @@ CreateList
;now number of units (shells) to be purchased
adw xbyte #22 displayposition ; 23 chars from the beginning of the line
lda WeaponUnits,x
sta decimal
;sta decimal
jsr displaybyte
ldx temp ;getting back index of the weapon
ldx @weapon_index ;getting back index of the weapon
; and now price of the weapon
adw xbyte #25 displayposition ; 26 chars from the beginning of the line
@@ -561,12 +577,13 @@ itIsInventory
; and Title
mwa #InventoryTitle DLPurTitleAddr
ldx temp
; ldx @weapon_index
; Y contains TankNr
lda TanksWeaponsTableL,y
sta weaponPointer
lda TanksWeaponsTableH,y
sta weaponPointer+1
ldy temp
ldy @weapon_index
lda (weaponPointer),y
jeq noWeapon
@@ -581,42 +598,22 @@ itIsInventory
notInventory
; number of posessed shells
lda temp ; weapon index again
jsr HowManyBullets
sta decimal
adw xbyte #1 displayposition
lda @weapon_index ; weapon index again
jsr HowManyBullets
;sta decimal
jsr displaybyte
ldx temp ;weapon index
ldx @weapon_index
; now symbol of the weapon
lda WeaponSymbols,x
ldy #$4 ; 4 chars from the beginning of the line
sta (xbyte),y
; and now name of the weapon and finisheeeedd !!!!
mva #0 temp+1 ; this number is only in X
; times 16 (it's length of the names of weapons)
ldy #3 ; Rotate 4 times
@
asl temp
rol temp+1
dey
bpl @-
adw temp #NamesOfWeapons-6 weaponPointer
ldy #6 ; from 6th char on screen
@
lda (weaponPointer),y
sta (xbyte),y
iny
cpy #(16+6)
bne @-
; in X there is what we need (weapon index)
adw xbyte #6 weaponPointer ; from 6th char on screen
txa
jsr DisplayWeaponName
; If on screen after the purchase there is still
; present the weapon purchased recently,
@@ -688,15 +685,14 @@ WeHaveOffset
sta xbyte ; multiplier (temporarily here, it will be erased anyway)
lda #$00 ;
sta xbyte+1 ; higher byte of the Result
ldx #$05 ; 2^5
ldy #$05 ; 2^5
@ asl xbyte
rol xbyte+1
dex
dey
bne @-
; Y = 0 now
; add to the address of the list
adw xbyte #ListOfWeapons
ldy #0
ClearList1
cpw xbyte #ListOfWeapons1End
beq ListCleared1
@@ -713,15 +709,14 @@ ListCleared1
sta xbyte ; multiplier (temporarily here, it will be erased anyway)
lda #$00 ;
sta xbyte+1 ; higher byte of the Result
ldx #$05 ; 2^5
ldy #$05 ; 2^5
@ asl xbyte
rol xbyte+1
dex
dey
bne @-
; Y = 0 now
; add to the address of the list
adw xbyte #ListOfDefensiveWeapons
ldy #0
ClearList2
cpw xbyte #ListOfDefensiveWeaponsEnd
beq ListCleared2
@@ -786,15 +781,11 @@ Suprise ; get a random weapon
bcc GetRandomDefensive
GetRandomOffensive
randomize ind_Missile last_offensive
;cmp #ind_Buy_me ; buy me do not buy buy me :)
;beq GetRandomOffensive
tay
bne NoSuprise ; Y always <> 0
GetRandomDefensive
randomize ind_Battery last_defensive
tay
; lda WeaponUnits,y ; check if weapon exist
; beq GetRandomDefensive
NoSuprise
lda TanksWeaponsTableL,x
@@ -803,14 +794,13 @@ NoSuprise
sta weaponPointer+1
clc
lda (weaponPointer),y ; and we have number of posessed bullets of the weapon
adc WeaponUnits,y
sta (weaponPointer),y ; and we added appropriate number of bullets
cmp #100 ; but there should be no more than 99 bullets
lda (weaponPointer),y ; and we have number of posessed bullets of the weapon
adc WeaponUnits,y ; and we added appropriate number of bullets
cmp #100 ; but there should be no more than 99 bullets
bcc LessThan100
lda #99
sta (weaponPointer),y
lda #99
LessThan100
sta (weaponPointer),y
mva #0 PositionOnTheList ; to move the pointer to the top when no more monies
jmp Purchase.AfterPurchase
@@ -909,15 +899,13 @@ DefActivationEnd
ldx tankNr
lda ActiveDefenceWeapon,x
beq ?noWeaponActive
ldy #0 ; min defensive weapon
ldy #number_of_defensives ; maxDefensiveWeapon
@
cmp IndexesOfWeaponsL2,y
beq ?weaponfound
iny
cpy #(last_defensive - first_defensive )+1 ; maxDefensiveWeapon
dey
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
; Y = 0
?noWeaponActive
ldy #0
?weaponFound
@@ -927,20 +915,20 @@ DefActivationEnd
rts
.endp
;--------------------------------------------------
.proc calcPosOffensive
; calculate positionOnTheList from the activeWeapon (defensives)
;--------------------------------------------------
ldx tankNr
lda ActiveWeapon,x
beq ?noWeaponActive
ldy #0 ; min defensive weapon
ldy #number_of_offensives ; maxOffensiveWeapon
@
cmp IndexesOfWeaponsL1,y
beq ?weaponfound
iny
cpy #(last_offensive - first_offensive ) ; maxOffensiveWeapon
dey
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
; Y = 0
?noWeaponActive
ldy #0
?weaponFound
@@ -977,7 +965,7 @@ EraseLoop
dex
bne @-
SelectList2
lda #$7f ; little char (tab) - this is the pointer
lda #char_TAB ; little char (tab) - this is the pointer
sta (xbyte),y
; now we clear up and down arrows indicating more content below or above screen
ldx #<EmptyLine
@@ -998,7 +986,7 @@ CharToList1
dex
bne @-
SelectList1
lda #$7f ; pointer = little char = (tab)
lda #char_TAB ; pointer = little char = (tab)
sta (xbyte),y
; now moving the window basing on given offset
mwa #ListOfWeapons xbyte
@@ -1038,6 +1026,26 @@ NoArrowDown
sty MoreDowndl+1
rts
.endp
;--------------------------------------------------
.proc ClearLists
;--------------------------------------------------
ldy #<ListOfWeapons
lda #0
sta temp2
lda #>ListOfWeapons
sta temp2+1
Go lda #$0
loop sta (temp2),y
iny
bne @+
inc temp2+1
@ cpy #<ListOfDefensiveWeaponsEnd
bne loop
ldx temp2+1
cpx #>ListOfDefensiveWeaponsEnd
bne loop
rts
.endp
; -----------------------------------------------------
.proc EnterPlayerNames
;entering names of players
@@ -1074,14 +1082,14 @@ NoArrowDown
jsr PMoutofScreen
; display tank number
ldx tanknr
ldx TankNr
lda skillTable,x
sta difficultyLevel
lda digits+1,x
sta NameScreen2+7
; copy existing name and place cursor at end
lda TankNr
txa ; TankNr
:3 asl
tax
@@ -1107,12 +1115,10 @@ LastNameChar
CheckKeys
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
ldx TankNr
lda JoyNumber,x
tay
ldy JoyNumber,x
lda digits+1,y
sta NameScreen2+11 ; display joystick port number
lda TankShape,x
tay
ldy TankShape,x
lda digits+1,y
sta NameScreen2+15 ; display tank shape number
jsr CursorDisplay
@@ -1252,35 +1258,42 @@ NotRobot
mva #sfx_next_player sfx_effect
; check if all chars are empty (" ")
ldy #7
lda #0
@ ora NameAdr,y
and #$7F ; remove inverse (Cursor)
dey
bpl @-
tay
beq MakeDefaultName
ldy #0
stx temp+1 ; remember start position in tanksnames
sty temp ; 0 if name is empty
@
lda NameAdr,y
and #$7f ; remove inverse (Cursor)
sta tanksnames,x
ora temp
sta temp
inx
iny
cpy #$08
bne @-
lda temp ; check if all chars are empty (" ")
beq MakeDefaultName
rts
MakeDefaultName
@
lda tanksnamesDefault,x
sta tanksnames,x
inx
iny
cpy #$08
ldy difficultyLevel
lda LevelNameBeginL,y ; address on the screen
sta temp2
lda LevelNameBeginH,y
sta temp2+1
ldx temp+1
ldy #1 ; after first char (space)
@ lda (temp2),y
and #$7f ; remove inverse
sta tanksnames,x
beq MakeNumber ; first space found :)
inx
iny
cpy #8
bne @-
MakeNumber
ldy tanknr
lda digits+1,y
sta tanksnames,x
rts
.endp
;--------------------------------------------------
@@ -1326,7 +1339,7 @@ CharOK
CharacterFound
; now in X we have Character (index) on PositionInName
; wait for centered joy
mva #128-15 pressTimer ; reset (trick)
mva #128-KeyRepeatSpeed pressTimer ; reset (trick)
@ lda STICK0
and #$0f
cmp #$0f
@@ -1485,6 +1498,7 @@ nexdigit
; leading zeores are removed
; the range is (00..99 - one byte)
sta decimal
ldy #1 ; there will be 2 digits
NextDigit2
ldx #8 ; 8-bit dividee so Rotate 8 times
@@ -1543,12 +1557,11 @@ displayloop1
sta dmactls
lda #%00100100 ; playfield before P/M
sta GPRIOR
jsr SetPMWidth
jsr ColorsOfSprites
jsr SetPMWidthAndColors
mva #0 COLOR1
sta COLBAKS ; set color of background
sta CreditsVScrol
sta JoystickNumber ; set joystick port for player
jsr SetJoystickPort ; set joystick port for player
mva #TextForegroundColor COLOR2
SetDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
; make text and color lines for each tank
@@ -1612,8 +1625,7 @@ NextChar
mva #0 displayposition ; overwrite first digit
; put AI symbol or joystick
ldx TankNr
lda SkillTable,x
tay
ldy SkillTable,x
bne ThisIsAI
ldy JoyNumber,x
iny ; tricky
@@ -1621,10 +1633,10 @@ ThisIsAI
lda digits,y
ldy #39
sta (temp),y ; AI level or joy number
ldy #$0a ; Joystick symbol
ldy #char_joy ; Joystick symbol
lda SkillTable,x
beq NotAItank
ldy #$5e ; Computer symbol
ldy #char_computer ; Computer symbol
NotAItank
tya
ldy #38
@@ -1708,9 +1720,9 @@ FastTank
jsr IsKeyPressed
bne MainTanksFloatingLoop ; neverending loop
mva #$00 ScrollFlag ; credits scroll off
jsr MakeDarkScreen
jmp GameOverResultsClear
; rts
jmp MakeDarkScreen
; jsr GameOverResultsClear
; rts
RandomizeTankPos
randomize 10 (32-7) ; 10 not 8 - barrel !! :)
sta Ytankstable,x
@@ -1729,14 +1741,13 @@ RandomizeTankPos
lda XtankOffsetGO_H,x
adc #0
sta XtankstableH,x
ldy #0
lda random
cmp #32 ; like 1:8
bcc NowFastTank
lda #0
sta ActiveDefenceWeapon,x
rts
NowFastTank
lda #1
bcs NowNotFastTank
iny
NowNotFastTank
tya
sta ActiveDefenceWeapon,x
rts
GameOverResultsClear
@@ -1824,11 +1835,11 @@ NextChar02
; displaying number of active controller port or AI level
;=========================
ldx TankNr
ldy #$5e ; Computer symbol
ldy #char_computer ; Computer symbol
lda SkillTable,x
tax
bne ThisIsAI
ldy #$0a ; Joystick symbol
ldy #char_joy ; Joystick symbol
ldx JoystickNumber
inx ; tricky
ThisIsAI
@@ -1855,77 +1866,52 @@ ThisIsAI
;=========================
lda ActiveWeapon,x
jsr HowManyBullets
sta decimal
mwa #statusBuffer+21 displayposition
;sta decimal
mwx #statusBuffer+21 displayposition
jsr displaybyte
;=========================
;displaying name of the weapon
;=========================
mwa #statusBuffer+24 weaponPointer ; from 24th char on screen
ldx TankNr
lda ActiveWeapon,x
sta temp ;get back number of the weapon
mva #0 temp+1
; times 16 (because this is length of weapon name)
ldy #3 ; shift left 4 times
@
aslw temp
dey
bpl @-
adw temp #NamesOfWeapons
ldy #15
@
lda (temp),y
sta statusBuffer+24,y
dey
bpl @-
jsr DisplayWeaponName
;=========================
;displaying name of the defence weapon (if active)
;=========================
mwa #statusBuffer+40+40+23 weaponPointer ; where to display the
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
bpl @+
lda #$5e ; Auto Defense symbol
lda #char_computer ; Auto Defense symbol
@
sta statusBuffer+80+21
lda #$08 ; (
sta statusBuffer+80+22
lda #$09 ; )
sta statusBuffer+80+39
lda ActiveDefenceWeapon,x
bne ActiveDefence
; clear brackets
lda #space
sta statusBuffer+80+22
sta statusBuffer+80+39
mwa #emptyLine temp
jmp ClearingOnly
; lda #0 ; #space == #0
tay
jsr DisplayWeaponName.ClearingOnly
beq NoDefenceName ; like JMP
ActiveDefence
sta temp ;get back number of the weapon
mva #0 temp+1
; times 16 (because this is length of weapon name)
ldy #3 ; shift left 4 times
@
aslw temp
dey
bpl @-
adw temp #NamesOfWeapons
ClearingOnly
ldy #15
@
lda (temp),y
sta statusBuffer+40+40+23,y
dey
bpl @-
jsr DisplayWeaponName
lda #char_bracketO ; (
sta statusBuffer+80+22
lda #char_bracketC ; )
sta statusBuffer+80+39
NoDefenceName
DisplayEnergy
;=========================
;displaying the energy of a tank
;=========================
lda Energy,x
sta decimal
mwa #statusBuffer+48 displayposition
;sta decimal
mwx #statusBuffer+48 displayposition
jsr displaybyte
;=========================
@@ -1943,12 +1929,11 @@ ClearingOnly
beq NoDefenceWeapon
lda ShieldEnergy,x
beq NoShieldEnergy
sta decimal ; displayed value
lda #$08 ; (
sta statusBuffer+40+10
mwa #statusBuffer+40+11 displayposition
;sta decimal ; displayed value
mvx #char_bracketO statusBuffer+40+10 ; (
mwx #statusBuffer+40+11 displayposition
jsr displaybyte
lda #$09 ; )
lda #char_bracketC ; )
sta statusBuffer+40+13
NoDefenceWeapon
NoShieldEnergy
@@ -1961,12 +1946,12 @@ NoShieldEnergy
bit Wind+3 ; highest byte of 4 byte wind
bmi DisplayLeftWind
sta statusBuffer+80+17 ; (space) char
lda #$7f ; (tab) char
lda #char_TAB ; (tab) char
sta statusBuffer+80+20
bne DisplayWindValue
DisplayLeftWind
sta statusBuffer+80+20 ; (space) char
lda #$7e ;(del) char
lda #char_DEL ;(del) char
sta statusBuffer+80+17
sec ; Wind = -Wind
lda #$00
@@ -1978,16 +1963,16 @@ DisplayLeftWind
DisplayWindValue
:4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp
sta decimal
mwa #statusBuffer+80+18 displayposition
;sta decimal
mwx #statusBuffer+80+18 displayposition
jsr displaybyte
;=========================
;display round number
;=========================
lda CurrentRoundNr
sta decimal
mwa #statusBuffer+80+7 displayposition
;sta decimal
mwx #statusBuffer+80+7 displayposition
jsr displaybyte ;decimal (byte), displayposition (word)
;=========================
@@ -2013,29 +1998,27 @@ displayAngle
bcs AngleToLeft
AngleToRight
; now we have values from 0 to 89 and right angle
sta decimal
;sta decimal
sty statusBuffer+40+22 ; (space) character
lda #$7f ; (tab) character
sta statusBuffer+40+25
mvx #char_TAB statusBuffer+40+25 ; (tab) character
bne AngleDisplay
AngleToLeft
sec
lda #180
sbc AngleTable,x
; angles 180 - 91 converted to 0 - 89
sta decimal
;sta decimal
sty statusBuffer+40+25 ; (space) character
lda #$7e ;(del) char
sta statusBuffer+40+22
mvx #char_DEL statusBuffer+40+22 ;(del) char
bne AngleDisplay
VerticallyUp
; now we have value 90
sta decimal
;sta decimal
sty statusBuffer+40+25 ; (space) character
sty statusBuffer+40+22 ; (space) character
AngleDisplay
mwa #statusBuffer+40+23 displayposition
mwx #statusBuffer+40+23 displayposition
jsr displaybyte
ldx TankNr
rts
@@ -2077,5 +2060,59 @@ AngleDisplay
rts
.endp
;-------------------------------------------------
.proc DisplayWeaponName
; nr of weapon in A, address to put in weaponPointer
@weapon_index = TextNumberOff
sta @weapon_index ;get back number of the weapon
mwa #NamesOfWeapons LineAddress4x4
jsr _calc_inverse_display
; now copy text to screen
dey ; ldy #-1
@
iny
lda (LineAddress4x4),y
sta (weaponPointer),y
bpl @-
and #%01111111 ; remove reverse
clearingOnly
sta (weaponPointer),y
lda #0 ; clean the rest
iny:cpy #16 ; weapon name is max 16 chars
bne clearingonly
rts
.endp
;-------------------------------------------------
.proc _calc_inverse_display
; optymalization station. not a real function
; or is it?
@weapon_index = TextNumberOff
@inverse_counter = temp+1
mva #0 @inverse_counter
ldy LineAddress4x4 ; lower byte to Y
sta LineAddress4x4 ; #0
loop
lda (LineAddress4x4),y
spl:inc @inverse_counter
lda @weapon_index
beq zeroth_talk ; special treatment of talk #0
cmp @inverse_counter
beq lets_talk
iny
bne loop
inc LineAddress4x4+1
bne loop
lets_talk
iny
bne @+
inc LineAddress4x4+1
@
zeroth_talk
sty LineAddress4x4
ldy #0
rts
.endp
.endif
+143 -35
View File
@@ -44,9 +44,11 @@ MakeUnPlot
sta xbyte+1
sta oldplot+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
ldy #0
lda color
@@ -55,13 +57,13 @@ MakeUnPlot
;plotting here
lda (xbyte),y
sta OldOraTemp
ora bittable,x
ora bittable1_long,x
sta (xbyte),y
bne ContinueUnPlot ; allways <>0
ClearUnPlot
lda (xbyte),y
sta OldOraTemp
and bittable2,x
and bittable2_long,x
sta (xbyte),y
ContinueUnPlot
ldx WhichUnPlot
@@ -128,21 +130,23 @@ MakePlot
adc xdraw+1
sta xbyte+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
ldy #0
lda color
bne ClearPlot
lda (xbyte),y
ora bittable,x
ora bittable1_long,x
sta (xbyte),y
EndOfPlot
rts
ClearPlot
lda (xbyte),y
and bittable2,x
and bittable2_long,x
sta (xbyte),y
rts
.endp
@@ -167,13 +171,15 @@ ClearPlot
adc xdraw+1
sta xbyte+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
ldy #0
lda (xbyte),y
eor #$ff
and bittable,x
and bittable1_long,x
rts
.endp
;--------------------------------------------------
@@ -184,30 +190,86 @@ ClearPlot
mva #1 color
drawmountainsloop
jsr DrawMountainLine
inw modify
inw xdraw
cpw xdraw #screenwidth
jne drawmountainsloop
rts
DrawMountainLine
.IF FASTER_GRAF_PROCS = 1
; calculate lower point in one screen byte
lda xdraw
and #%00000111 ; only every 8th pixel
bne MinCalculated
; A=0
ldy #7
@ cmp (modify),y
bcs NotLower
lda (modify),y
NotLower
dey
bpl @-
sta temp2
inc temp2 ; this is our minimum
MinCalculated
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
.IF FASTER_GRAF_PROCS = 1
; there was Drawline proc
lda #screenheight
sec
sbc ydraw
sta tempbyte01
jsr plot.MakePlot
; X - index in bittable (number of bit) and nothing more (for use) in C64 :)
; jmp IntoDraw ; jumps inside Draw routine
; because one pixel is already plotted (and who cares? :) )
lda xdraw
and #%11111000
sta temp ; store for a bit faster add
clc ; and faster
@
lda (xbyte),y
and bittable2,x
and bittable2_long,x
sta (xbyte),y
;IntoDraw
inc ydraw
lda temp
; lda xdraw
; and #%11111000
;sta xbyte
;---
ldy ydraw
; clc ; C allways clear ! ?
adc linetableL,y
sta xbyte
lda linetableH,y
adc xdraw+1
sta xbyte+1
tya
ldy #0
cmp temp2 ; this is our minimum
bne @-
; end of Drawline proc
; and now fill bytes!
lda xdraw
and #%11111000
and #%00000111 ; only every 8th pixel
bne NotFillBytes
lda temp2
cmp #screenheight+1 ; only if minimum is not miniminimum :)
beq NotFillBytes
dec ydraw ; protection if temp2=screenheight
@ lda #0
tay
sta (xbyte),y
inc ydraw
lda xdraw
; lda xdraw
; and #%11111000
;sta xbyte
;---
ldy ydraw
@@ -217,11 +279,17 @@ drawmountainsloop
lda linetableH,y
adc xdraw+1
sta xbyte+1
ldy #0
dec tempbyte01
bne @-
; end of Drawline proc
tya
cmp #screenheight
bne @-
NotFillBytes
.ELSE
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
; there was Drawline proc
drawline
jsr plot.MakePlot
@@ -232,18 +300,36 @@ drawline
; end of Drawline proc
.ENDIF
NoMountain
inw modify
inw xdraw
cpw xdraw #screenwidth
bne drawmountainsloop
rts
.endp
;--------------------------------------------------
.proc SoilDownTurbo
;--------------------------------------------------
; fast SoilDown froc - test
jsr ClearTanks
NoClearTanks
; jsr CalcAndDrawMountains
jmp DrawTanks
;rts
.endp
;--------------------------------------------------
.proc TypeChar
; puts char on the graphics screen
; in: CharCode
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
;--------------------------------------------------
; check coordinates
cpw xdraw #(screenwidth-7)
bcs CharOffTheScreen
lda ydraw
cmp #7
bcc CharOffTheScreen
cmp #(screenHeight-1)
bcc CharOnTheScreen
CharOffTheScreen
rts
CharOnTheScreen
Fast ; Put char without coordinates check!
; char to the table
lda CharCode
sta fontind
@@ -397,13 +483,15 @@ EndPutChar
jcs TypeChar.EndPutChar ;nearest RTS
; checks ommited.
; char to the table
Fast ; Put char without coordinates check!
lda CharCode4x4
and #%00000001
beq Upper4bits
beq Upper4bits ; A=0
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
Upper4bits
sta nibbler4x4
lda CharCode4x4
and #$3f ;always CAPITAL letters, also ignore inverse
lsr
sta fontind
lda #$00
@@ -538,13 +626,21 @@ EndPut4x4
;--------------------------------------------------
.proc ClearScreen
;--------------------------------------------------
mwa #displayC64 temp
ldy #0
@ lda #$ff
sta (temp),y
inw temp
cpw temp #displayC64+screenheight*screenBytes+1
bne @-
ldy #<displayC64
lda #0
sta temp
lda #>displayC64
sta temp+1
Go lda #$ff
loop sta (temp),y
iny
bne @+
inc temp+1
@ cpy #<(displayC64+screenheight*screenBytes+1)
bne loop
ldx temp+1
cpx #>(displayC64+screenheight*screenBytes+1)
bne loop
rts
.endp
@@ -572,6 +668,18 @@ next8lines
iny
cpy #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 @-
rts
.endp
;--------------------------------------------------
@@ -680,7 +788,7 @@ NoPlot
ldx TankNr
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
jsr SetFullScreenSoilRange
jmp SoilDown2.NoClearTanks
jmp SoilDown.NoClearTanks
; rts
; in order to optimize the fragment repeated in both internal loops
+4 -3
View File
@@ -252,10 +252,11 @@ upstartEnd
.endif
?rand
lda random
cmp #:1 ;floor
bcc ?rand
cmp #:2+1 ;ceiling
cmp #:2+1-:1 ;ceiling
bcs ?rand
.if %1>0 ; if floor = 0 - no add offset
adc #:1
.endif
.endm
;-------------------------------------
.macro phx
+67 -25
View File
@@ -4,7 +4,12 @@
.IF *>0
WeaponsListDL = 0
NamesOfLevels = 0
NamesOfLevels
dta d" HUMAN Moron Shooter "
dta d" Poolshark Tosser Chooser "
dta d" Spoiler Cyborg Unknown "
;----------------------------------------
; this module contains routines used in text mode
; like shop and start-up options
@@ -26,6 +31,9 @@ NamesOfLevels = 0
dex
bpl @-
lda #$1f ; '?' character
sta RandomMountains
rts
Autoplay_OptionsTable .by 4,4,2,2,4,1,3,2,4
@@ -151,7 +159,10 @@ EndOfNick
; level of the computer opponent goes to
; the table of levels (difficulties)
ldx tanknr
lda #6 ; Spoiler
txa
clc
adc #2
; lda #6 ; Spoiler
sta DifficultyLevel
sta skilltable,x
beq NotRobot
@@ -169,35 +180,42 @@ NotRobot
mva #sfx_next_player sfx_effect
; check if all chars are empty (" ")
ldy #7
lda #0
@ ora #0 ; NameAdr,y
and #$7F ; remove inverse (Cursor)
dey
bpl @-
tay
beq MakeDefaultName
ldy #0
nextchar04
lda #0 ; NameAdr,y
and #$7f ; remove inverse (Cursor)
sta tanksnames,x
inx
iny
cpy #$08
bne nextchar04
stx temp+1 ; remember start position in tanksnames
sty temp ; 0 if name is empty
@
lda #0 ; NameAdr,y
and #$7f ; remove inverse (Cursor)
sta tanksnames,x
ora temp
sta temp
inx
iny
cpy #$08
bne @-
lda temp ; check if all chars are empty (" ")
beq MakeDefaultName
rts
MakeDefaultName
nextchar05
lda tanksnamesDefault,x
ldy difficultyLevel
lda LevelNameBeginL,y ; address on the screen
sta temp2
lda LevelNameBeginH,y
sta temp2+1
ldx temp+1
ldy #1 ; after first char (space)
@ lda (temp2),y
and #$7f ; remove inverse
sta tanksnames,x
beq MakeNumber ; first space found :)
inx
iny
cpy #$08
bne nextchar05
cpy #8
bne @-
MakeNumber
ldy tanknr
lda digits+1,y
sta tanksnames,x
rts
.endp
;--------------------------------------------------
@@ -263,6 +281,7 @@ nexdigit
; leading zeores are removed
; the range is (00..99 - one byte)
sta decimal
ldy #1 ; there will be 2 digits
NextDigit2
ldx #8 ; 8-bit dividee so Rotate 8 times
@@ -323,11 +342,34 @@ displayloop1
;-------------------------------------------------
.proc DisplayStatus
;-------------------------------------------------
DisplayEnergy
DisplayAngle
ldx TankNr
rts
.endp
;-------------------------------------------------
.proc _calc_inverse_display
; optymalization station. not a real function
; or is it?
@weapon_index = TextNumberOff
@inverse_counter = temp+1
mwa #0 @inverse_counter
tay ; ldy #0
@
inw LineAddress4x4
lda (LineAddress4x4),y
spl:inc @inverse_counter
lda @weapon_index
beq zeroth_talk ; special treatment of talk #0
cmp @inverse_counter
bne @-
inw LineAddress4x4 ; we were pointing at the char with inverse, must go 1 further
zeroth_talk
rts
.endp
;-------------------------------------------------
.endif
Binary file not shown.
+294 -153
View File
@@ -1,264 +1,405 @@
# Basic instruction manual:
You can play using the keyboard (all functionality) or the joystick in the first port (all functionality necessary for gameplay).
You can play using the keyboard (all functionality) or the joystick in any port (all functionality necessary for gameplay).
## 1. Game Option Selection.
![Game options screen.](images/MainMenu.png)
On the first screen, you can configure gameplay options:
* number of players (2 - 6) includes both human and computer-controlled players
* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
* gravity
* maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be):
* 1B - maximum wind strength: 5
* 3B - maximum wind strength: 20
* 5B - maximum wind strength: 40
* 7B - maximum wind strength: 70
* 9B - maximum wind strength: 99
* number of rounds in a game
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
* the way the walls (edges of the screen) work:
* none - projectiles that flew off the screen do not return (black color of the screen frame)
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
* bump - the right and left walls deflect projectiles that want to fly through them (dark blue color of the screen frame)
* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
* **Players** - number of players (2 - 6) includes both human and computer-controlled players
* **Cash** - the initial amount of cash assigned to each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
* **Gravity** - strength of gravity
* **Wind** - maximum wind strength in Beaufort scale (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be):
* 1B - maximum wind strength: 5
* 3B - maximum wind strength: 20
* 5B - maximum wind strength: 40
* 7B - maximum wind strength: 70
* 9B - maximum wind strength: 99
* **Rounds** - number of rounds in a game
* **Missiles** - missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
* **Seppuku** - frequency of suicides :) - if for several turns the game has not recorded hits (tank is constantly shooting inaccurately), the tank commits suicide - here you determine how long they can "shoot for the stars" :) - if only people are playing the optimal setting is "norm", in the case of computer-controlled players ... you choose.
* **Mountain** - The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands) to soaring and high (NP - Federal Democratic Republic of Nepal)
* **Walls** - the way the walls (edges of the screen) work:
* **none** - projectiles that flew off the screen never return (black color of the screen frame)
* **wrap** - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
* **bump** - the right and left walls deflect projectiles that try to fly through them (dark blue color of the screen frame)
* **boxy** - just like bump, except that the "ceiling" also bounces projectiles off (green color of the screen frame)
* **rand** - at the beginning of each round, one of the above 4 wall mechanics is chosen randomly.
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - dark blue, boxy - green.
Select options with cursor keys or a joystick.
The [TAB] or [SELECT] key, and on the Atari 5200 console, the [5] controller key change the color of the mountains (3 versions to choose from) or (if the cursor indicates the wind strength selection option "Wind") change the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the "?" sign next to the word "Wind".
The **TAB**, **SELECT**, or second joystick button (supported Joy 2B+ standard or compatible), and on the Atari 5200 console, the **5** controller key changes the color of the mountains (3 versions to choose from).
The [RETURN] key or a joystick button moves to the next screen.
If the cursor indicates the wind strength selection option **Wind**, pressing **TAB** changes the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the **?** sign next to the word **Wind**.
## 2. Entering the name of players and selecting the level of computer-controlled players
If the cursor indicates the gravity selection option **Gravity**, pressing **TAB** changes the procedure of falling ground to a less impressive but faster one, and vice versa. The selection of fast ground fall is indicated by the letter **f** next to the word **Gravity**.
If the cursor points to the option of selecting the height of the mountains **Mountain**, pressing **TAB** toggles the option of changing the height of the mountains every round. Drawing every round is indicated by the **?** sign next to the word **Mountain**.
The **RETURN** key or a joystick button moves to the next screen.
## 2. Players and robo tank levels
![Name of players and game level screen.](images/DiffMenu.png)
Entering names of players and selecting levels of computer-controlled players.
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
The **TAB**, **SELECT** or second joystick button, and on the Atari 5200 console the **5** controller key allows you to choose which joystick port the player will use.
The **INVERSE** or **OPTION** key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the **5** key.
At the same time, you can enter the name of the selected player from the keyboard.
When the **RETURN** key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
At the same time, you can enter the name of the selected player from the keyboard.
When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
If the name is not entered, it will be supplemented with the default name.
If a name is not entered, it will be supplemented with the default one.
## 3. Shopping screen (before each round)
![Shopping offensives screen.](images/PurOffensive.png)
![Shopping defensives screen.](images/PurDefensive.png)
On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. You move through the lists with the cursor keys (up and down) or with the joystick, the **TAB** key or the left arrow, the left joystick tilt or second joystick button changes the screen to defensive or offensive weapons, the **SPACE** key or the right arrow and also the joystick to the right does the purchase of the indicated weapon.
On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. The information on the screen probably needs no more description. You move through the lists with the cursor keys (up and down) or with the joystick, the [TAB] key or the left arrow or the left joystick tilt change the screen to defensive or offensive weapons, the [SPACE] key or the right arrow and also the joystick to the right does the purchase of the indicated weapon.
The [RETURN] key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with [TAB], etc) weapons.
The **RETURN** key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with **TAB**, etc) weapons.
![Defensives activation screen.](images/ActDefensive.png)
This makes it possible to activate shields and others before the round starts.
Another [RETURN] key or joystick button press switches to the next player's shopping screen.
**RETURN** key or joystick button press switches to the next player's shopping screen.
(For computer players this screen is not shown.)
## 4. The main screen of the game
![Main game screen.](images/StatusLine.png)
## 4. The main screen of the game.
![Main game screen.](images/StatusLine.png)
The status line shows which player is currently allowed to take a shot and a set of other information:
* player's tank name,
* **Player** - player's name,
* active joystick number or difficulty level of computer-controlled player (1-**Moron** - 8-**Unknown**),
* currently selected offensive weapon (symbol quantity and name),
* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
* the angle and the direction of the barrel set by the player,
* the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10 . This means that you can fire weaker shots only when having a small amount of energy,
* the current round number,
* wind speed and direction,
* **Energy** - the player's remaining energy points and if he or she has an active defensive weapon that has its energy - in parentheses the energy level,
* **Angle** - the angle and the direction of the barrel set by the player,
* **Force** - the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10. This means that you can fire weaker shots only when having a small amount of energy,
* **Round** - the current round number,
* **Wind** - wind speed and direction,
* "computer" symbol if **Auto Defense** is active,
* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
The keyboard controls cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the force of the shot.
| A800 | 5200 | function |
| --- | --- | --- |
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). |
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
| [M] | [PAUSE] | disable/enable background music. |
| [S] | [RESET] | disable/enable effect sounds. |
| [START] | N/A | speed up some game animations. |
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
| [G] | N/A | changes the mountain shading |
| [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
| [CTRL] + [HELP] | N/A | Toggle "visual debug" mode. 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. |
## 5. Game mechanics - offensive weapons
| A800 | Function |
|--------------|--------------------|
| **SPACE**/**FIRE** | shoot (see ↓)|
| **TAB**/**SELECT** | weapon change (↓)|
| **I** | inventory (↓)|
| **A**/**OPTION** | defensives (↓)|
| **M** | music on/off |
| **S** | sound on/off |
| **START** | turbo mode (↓)|
| **O** | game over (↓)|
| **START**+**OPTION** | immediate quit (↓)|
| **G** | color scheme (↓)|
| **ESC** | return (↓)|
| **Y** | confirm (↓)|
| **CTRL**+**HELP** | visual debug (↓)|
* **shoot** or joystick button pressed briefly - firing a shot.
* **weapon change** or second joystick button - selection of offensive weapons (this option is not available directly with one button joystick - you need to select Inventory)
* **inventory** - long hold of the joystick button - go to Inventory. It is two screens with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of them to shoot or activate.
* **defensives** - go directly to the defensive weapon's activation.
* **turbo mode** - speed up some game animations.
* **game over** - end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the **ESC** key with the difference that the summary and credits are displayed.
* **immediate quit** - force the end of the game (Game Over), just like **game over** but without confirmation.
* **color scheme** - changes the mountain and background shading
* **return** - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the **ESC** key, which allows you to abort the game and return to the previous menu (of course, there is protection against accidental pressing).
* **confirm** - when asked to abort or terminate the game - confirmation
* **visual debug** - Toggle **visual debug** mode. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game.
## 5. Game mechanics - offensive weapons.
Large points received by the player are the number of tanks that died earlier. If any of the other tanks capitulated earlier (with **White Flag**) it is not added to those that died and does not grant points.
Only these points determine the order in the summary.
### Energy of tanks.
- At the beginning of each round, each tank has 99 ash units of energy.
- Tanks' energy is depleted in 3 ways:
* one unit after each shot is fired
* while falling (one pixel down - 2 units).
* At the beginning of each round, each tank has 99 units of energy.
* Energy of tanks is depleted in 3 ways:
* one unit after each shot is fired,
* while falling (one pixel down - 2 units),
* when a projectile hits the tank or next to it - and here the amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
### How energy subtraction works (and earning money!).
After each round the amount of money gained/lost is calculated, this is done on the basis of two variables accumulated by each tank during the round. These variables are:
`gain` - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
### Energy and money.
How energy subtraction and earning money works:
`lose` - energy lost due to explosion/fall (and here it is important - to count the total loss of energy even if the tank has less at the moment of hit).
After each round the amount of money gained/lost is calculated, this is done based on two variables accumulated by each tank during the round. These variables are:
**gain** - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
**loss** - energy lost due to explosion/fall (and here it is important - to count the total loss of energy even if the tank has less at the moment of hit).
In addition, the tank that won the round has a parameter gain (captured from hit tanks energy) increased by the remaining energy at the end of the round (because it did not die and should have it - although it also happens otherwise :) )
Specifically:
### After each round:
`money = money + (20 * (gain+energy))`.
**money = money + (20 * (gain+energy))**
`money = money - (10 * lose)`.
**money = money - (10 * loss)**
`if money <0 then money=0`.
**if money < 0 then money = 0**
(at the start of each round `gain` and `lose` have a value of 0).
(at the start of each round **gain** and **loss** have a value of 0).
During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
### tank taking a shot:
`gain = gain + EnergyDecrease`.
**gain = gain + EnergyDecrease**
### tank hit:
`lose = lose + EnergyDecrease`.
**loss = loss + EnergyDecrease**
Where `EnergyDecrease` is the loss of energy due to the hit.
Where **EnergyDecrease** is the loss of energy due to the hit.
Of course, at the same time, the hit tank loses the amount of energy stored in **EnergyDecrease**, except that here the loss cannot exceed the energy you have.
Of course, at the same time the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss cannot exceed the energy you have.
## How a hit works.
Each weapon that results in an explosion has its own blast radius.
Each weapon that results in an explosion has its blast radius.
After the explosion, every tank in its range loses energy.
It works in such a way that if the hit is exactly on the center point of the tank `EnergyDecrease` receives the maximum value for the weapon, and for each pixel of distance from the center of the tank this value is reduced by 8.
For example, if a hit with the Baby Missile weapon hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
For example, if **Baby Missile** hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
If you hit with the same weapon at a distance of 10 pixels from the center of the tank, the loss will be only 8 units.
And here are the values of maximum energy loss for individual weapons. If a weapon explodes several times, each explosion is calculated independently (additional values in the table):
| Offensive weapons | maximum energy loss |
| --- | --- |
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
| Hot Napalm | 80 (the rule is the same as in Napalm) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
| Riot Blast | 0 (as in Riot Charge, but in a radius of 61 pixels) |
| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
| Digger | 0 (as above - greater undermining) |
| Heavy Digger | 0 (as above - greatest undermining) |
| Baby Sandhog | (as above - another way of undermining) |
| Sandhog | 0 (as above - larger dig) |
| Heavy Sandhog | 0 (as above - largest dig) |
| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points.
Only these points determine the order in the summary
| Offensive weapon | Max loss |
|------------------|-------------|
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog | 136 112 112 |
| Funky Bomb | 168 88 (*5) |
| MIRV | 136 (*5) |
| Death's Head | 240 (*5) |
| Napalm | 40 (see ↓) |
| Hot Napalm | 80 (↓) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (↓) |
| Riot Blast | 0 (↓) |
| Riot Bomb | 0 (↓) |
| Heavy Riot Bomb | 0 (↓) |
| Baby Digger | 0 (↓) |
| Digger | 0 (↓) |
| Heavy Digger | 0 (↓) |
| Sandhog | 0 (↓) |
| Heavy Sandhog | 0 (↓) |
| Dirt Clod | 0 (↓) |
| Dirt Ball | 0 (↓) |
| Ton of Dirt | 0 (↓) |
| Liquid Dirt | 0 (↓) |
| Dirt Charge | 0 (↓) |
| Stomp | 0 (↓) |
| Laser | 100 (↓) |
Remarks:
* **Napalm** - this weapon is different and the distance from the center is not determined, simply any tank in the range of the flames loses 40 units of energy.
* **Hot Napalm** - the rule is the same as in **Napalm**, 80 units.
* **Riot Charge** - no energy is subtracted, but a portion of the soil upward from the hit point in a 31-pixel radius is removed.
* **Riot Blast** - as in Riot Charge, but in a radius of 61 pixels.
* **Riot Bomb** - no energy is subtracted, but the soil in a radius of 17 pixels from the hit point is destroyed - as in the case of **Missile**. The weapon is useful for digging out after being buried, or for digging under an opponent.
* **Heavy Riot Bomb** as in **Riot Bomb**, but the explosion radius is 29 pixels from the point of impact - as in the case of **Nuke**
* **Baby Digger** - no energy is subtracted, but a portion of the soil is dug in a radius of 60 pixels from the point of impact.
* **Digger** - as above - more digging.
* **Heavy Digger** - as above - even more digging.
* **Sandhog** - as above - another way of digging
* **Heavy Sandhog** - as above - the largest dig
* **Dirt Clod** - no energy is subtracted, but a soil ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent.
* **Dirt Ball** - as above, but the radius of the ball is 22 pixels.
* **Ton of Dirt** - as above, but the radius of the ball is 31 pixels.
* **Liquid Dirt** - (floods the ground at the point of hit with liquid soil, filling in the depressions.
* **Stomp** - no energy is subtracted, but all tanks within a radius depending on the force of the shot are pushed back, and after being pushed back they may fall or be buried. With a maximum force of 990 units, the radius of action is about 60 pixels.
* **Laser** - 100 energy units deducted, but only in the case of a direct hit - that is, the hit tank always dies.
## 6. And now for defensive weapons:
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain cash. You also limit the loss of your energy and cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
* **Battery** - when activated, it recharges the tank's energy to full (99 units). It is one of three defensive weapons that does not deactivate other defensive weapons when used.
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
* **Hovercraft** - a weapon that allows the tank to move. It has its fuel supply in the form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains, and using the cursor keys or a joystick you can move the tank to a new position. **SPACE** or the joystick button causes the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall on its own. It is not possible to land on other tanks.
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether tis but a scratch or a direct hit with a nuke), and deactivates immediately afterward.
* **Heavy Shield** - a shield with its own energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its own energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield.
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead, it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether "tis but a scratch" or a direct hit with a nuke), and deactivates immediately afterward.
* **Heavy Shield** - a shield with its energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield.
* **Force Shield** - the strongest shield - works just like Heavy Shield only that it is combined with **Parachute**. What is important in this case, falling does not take energy away from the shield or the tank. It is only taken away by hits.
* **Bouncy Castle** - a passive-aggressive weapon :). It works as follows - in a case of a direct tank hit (and shield), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it is also works like **Heavy Shield** and has 99 units at the start (we will probably have to rethink this value and give a smaller one here).
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
* **Bouncy Castle** - a passive-aggressive weapon :). It works as follows - in the case of a direct tank hit (and shield), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it also works like **Heavy Shield** and has 99 units at the start.
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start.
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
* **Lazy Boy** - it is not a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
Due to the different warhead tracking systems of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
**White Flag**, **Hovercraft**, and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
You can only have one defensive weapon active at a time (except **Long Schlong** of course :) ). You can always change the decision and activate another defensive weapon or deactivate **White Flag** before firing.
And of course, activating a weapon when you already have some other weapon activated causes the loss of the previous one (no returns :) ).
## 7. "Other" weapons:
* **Best F...g Gifts** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Best F...g Gifts** price) but also gain. You can get a weapon otherwise not affordable at all! There is a small probability of drawing by **Best F...g Gifts** itself :). You can then try to use it in battle.
## 8. difficulty levels of computer-controlled opponents:
The game has 8 difficulty levels of computer-controlled opponents. Or actually 7 different ones and one "surprise". Each has its own way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
## 8. AI opponents levels:
The game has 8 difficulty levels of computer-controlled opponents. Or 7 different ones and one "surprise". Each has its way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
* **Moron** - the dumbest of opponents (which does not mean the safest). Shoots completely at random using only one weapon - **Baby Missile**. He doesn't buy anything and doesn't know how to use defensive weapons.
* **Shooter** - This opponent does not shoot blindly. He chooses one direction for himself. Based on his own position - he shoots in the direction from which there is more space assuming that this is where the other tanks are. He starts firing from a high angle and shot after shot changes this angle to a lower and lower angle trying to fire the entire area on the chosen side. He always fires with the best weapon he has (the highest on the list of weapons he has - that is, not necessarily the best). He does not use defensive weapons even though he buys them! At the beginning of the round, he makes 1 attempt to buy defensive weapons (only from the **Battery** - **Strong Parachute** range) and 4 offensive weapons (from the **Missile** - **Heavy Roller** range).
* **Shooter** - This opponent does not shoot blindly. He chooses one direction for himself. Based on his position - he shoots in the direction from which there is more space assuming that this is where the other tanks are. He starts firing from a high angle and shot after shot changes this angle to a lower and lower angle trying to fire the entire area on the chosen side. He always fires with the best weapon he has (the highest on the list of weapons he has - that is, not necessarily the best). He does not use defensive weapons even though he buys them! At the beginning of the round, he makes 1 attempt to buy defensive weapons (only from the **Battery** - **Strong Parachute** range) and 4 offensive weapons (from the **Missile** - **Heavy Roller** range).
* **Poolshark** - When attacking, he sets the nearest tank as his target, then selects the angle of the shot, and tries to select its strength by drawing it from the selected range. He always shoots with the best weapon he has. He uses defensive weapons. With a probability of 1:3, he activates the best defensive weapon he owns (the highest on the list of weapons he owns - that is, not necessarily the best) before firing. If his energy level drops below 30 units - he uses **Battery** (of course, if he bought it before), if the energy drops below 5 and he has no **Battery** he surrenders - **White Flag**. At the beginning of the round he makes 1 attemp to buy defensive weapons and 6 offensive weapons.
* **Poolshark** - When attacking, he sets the nearest tank as his target, then selects the angle of the shot, and tries to select its strength by drawing it from the selected range. He always shoots with the best weapon he has. He uses defensive weapons. With a probability of 1:3, he activates the best defensive weapon he owns (the highest on the list of weapons he owns - that is, not necessarily the best) before firing. If his energy level drops below 30 units - he uses **Battery** (of course, if he bought it before), if the energy drops below 5 and he has no **Battery** he surrenders - **White Flag**. At the beginning of the round, he makes 1 attempt to buy defensive weapons and 6 offensive weapons.
* **Tosser** - When attacking, he acts exactly like **Poolshark** however, he may have a "better" weapon inventory due to a different purchase tactic. He always activates the best defensive weapon he has before shooting. And just like **Poolshark** he uses **Battery** and **White Flag**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/1250) attempts to buy offensive weapons.
* **Tosser** - When attacking, he acts exactly like **Poolshark**. However, he may have a "better" weapon inventory due to a different purchase tactic. He always activates the best defensive weapon he has before shooting. Just like **Poolshark** he uses **Battery** and **White Flag**. At the beginning of the round, he assesses how much money he has, and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/1250) attempts to buy offensive weapons.
* **Chooser** - Takes as a target the weakest opponent (with the least amount of energy) and aims very precisely, but before the shot the energy of the shot is modified by the parameter of luck :) , that is, despite the precise aiming it does not always hit. He shoots with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He always activates the best defensive weapon he has before shooting and, like **Poolshark**, uses **Battery** and **White Flag**. He purchases just like **Tosser**.
* **Chooser** - Takes as a target the weakest opponent (with the least amount of energy) and aims very precisely, but before the shot the energy of the shot is modified by the parameter of luck :), that is, despite the precise aiming it does not always hit. He shoots with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He always activates the best defensive weapon he has before shooting and, like **Poolshark**, uses **Battery** and **White Flag**. He purchases just like **Tosser**.
* **Spoiler** - He shoots exactly like **Chooser** except that he has more luck :) , which means that even if he doesn't hit the target of his choice, it can be a more precise shot than **Chooser**. He uses defensive weapons exactly like **Chooser**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/320) attempts to buy offensive weapons. When buying defensive weapons, he buys only strong and precise weapons - that is, weapons that won't accidentally hurt him.
* **Spoiler** - He shoots exactly like **Chooser** except that he has more luck, which means that even if he doesn't hit the target of his choice, it can be a more precise shot than **Chooser**. If he is unable to hit his chosen target, he tries to choose another target that he can accurately hit. He uses defensive weapons exactly like **Chooser**. At the beginning of the round, he assesses how much money he has, and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/320) attempts to buy offensive weapons. When buying defensive weapons, he buys only strong and precise weapons - that is, weapons that won't accidentally hurt him.
* **Cyborg** - Takes aim at the weakest opponent (with the least amount of energy) but prefers human-controlled opponents. Aims very accurately and in the vast majority of cases hits on the first shot. He fires the shot with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He uses defensive weapons exactly like **Chooser**. He shops exactly like **Spoiler**.
* **Cyborg** - Aims at the weakest opponent (with the least amount of energy) but prefers human-controlled opponents. If he is unable to hit his chosen target, he tries to choose another target that he can accurately hit. Aims very accurately and in the vast majority of cases hits on the first shot. He fires the shot with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He uses defensive weapons exactly like **Chooser** but if he has more than 2 pieces of **Battery** he uses them if the energy decreases below 60 units. He shops exactly like **Spoiler**.
* **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**.
Trying to buy a weapon (offensive or defensive) is as follows:
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is in the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise the trial ends without making a purchase.
### AI goes shopping.
Buying a weapon (offensive or defensive) works as follows:
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is on the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise, the trial ends without making a purchase.
Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Chooser**.
| Offensive weapons | Defensive weapons |
| --- | --- |
| Missile | Battery |
| Baby Nuke | Parachute |
| Nuke | Strong Parachute |
| LeapFrog | Mag Deflector |
| Funky Bomb | Shield |
| MIRV | Heavy Shield |
| Death's Head | Force Shield |
| Napalm | Bouncy Castle |
| Hot Napalm | |
| Baby Roller | |
| Roller | |
| Heavy Roller | |
| Offensive | Defensive |
|--------------|------------------|
| Missile | Battery |
| Baby Nuke | Parachute |
| Nuke | Strong Parachute |
| LeapFrog | Mag Deflector |
| Funky Bomb | Shield |
| MIRV | Heavy Shield |
| Death's Head | Force Shield |
| Napalm | Bouncy Castle |
| Hot Napalm | |
| Baby Roller | |
| Roller | |
| Heavy Roller | |
Table of weapons purchased by: **Spoiler** and **Cyborg**.
| Offensive weapons | Defensive weapons |
| --- | --- |
| Missile | Battery |
| Baby Nuke | Strong Parachute |
| Nuke | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
| Offensive | Defensive |
|--------------|------------------|
| Missile | Battery |
| Baby Nuke | Strong Parachute |
| Nuke | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
## 9. Tips from the peanut gallery.
Remember your defensive tools. Properly using **Auto Defense**, **Shield**, and **Lazy Darwin** will help you defeat the **Cyborg**, even with the help of a **Baby Missile**.
Fancier doesn't always mean better. Sometimes, a basic shield like the **Shield** is more effective than its pricier counterparts.
**Napalm** pierces through shields and even the ground. Although it's burning above, it scorches buried tanks.
**Lazy Darwin** also lends a hand in aiming weapons like the **Laser**.
Robo tanks don't have a knack for digging themselves out. When buried, they meet their demise from their shots.
In a hopeless situation, self-destruction might be a better option than waving the **White Flag**. Hitting yourself with a powerful weapon can earn you more cash than you'll lose (check the profit and loss calculation method).
**Long Schlong** has got serious intimidating power. Become the alpha tank and fear not.
As a last resort, you can always become a Terminator (the standard model, not T-1000 :) ).
Robo-tanks do not possess **Autodefense**, so their defenses activate only directly before their shot. A concentrated attack by several players on one robo tank guarantees success.
Break a barrel or two.
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# Podstawowa instrukcja:
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
## 1. Wybór opcji gry.
![Ekran wyboru opcji gry.](images/MainMenu.png)
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
* grawitacja
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być):
* 1B - maksymalna siła wiatru: 5
* 3B - maksymalna siła wiatru: 20
* 5B - maksymalna siła wiatru: 40
* 7B - maksymalna siła wiatru: 70
* 9B - maksymalna siła wiatru: 99
* liczba rozgrywanych rund
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
* sposób działania ścian (krawędzi ekranu):
* none - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu)
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu)
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu)
* boxy - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony.
Wybór opcji klawiszami kursora lub joystickiem.
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru) lub (jeśli kursor wskazuje opcję wyboru siły wiatru "Wind") zmieniają sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie "Wind".
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
![Ekran wyboru graczy i poziomu trudności.](images/DiffMenu.png)
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje).
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
Klawisz [INVERSE] lub [OPTION] umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Na konsoli Atari 5200 uzyskuje się to poprzez cykliczne wybieranie kolejnych portów joysticka klawiszem [5].
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
## 3. Ekran zakupów (przed każdą rundą)
![Ekran zakupów broni ofensywnych.](images/PurOffensive.png)
![Ekran zakupów broni defensywnych.](images/PurDefensive.png)
Na tym ekranie można dokonywać zakupów broni ofensywnych i defensywnych. Widoczne są tylko te bronie na które gracza stać wraz z informacją o cenie i ilości jednostek danej broni, którą za ten cenę otrzymamy. Informacje na ekranie nie wymagają chyba więcej opisu. Po listach poruszamy się klawiszami kursora (góra i dół) lub joystickiem, klawisz [TAB] lub strzałka w lewo czy też ruch joystickiem w lewo zmieniają ekran na bronie defensywne lub ofensywne, klawisz [SPACJA] lub strzałka w prawo a także joystick w prawo realizują zakup wskazanej broni.
Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych.
![Ekran aktywacji broni defensywnych.](images/ActDefensive.png)
Na ekranie tym można aktywować zakupione wcześniej bronie defensywne czy też ofensywne. Obsługiwany jest identycznie jak ekran zakupów, jednak [SPACJA] lub strzałka w prawo a także joystick w prawo realizują aktywacje wskazanej broni. Umożliwia to aktywowanie osłon jeszcze przed rozpoczęciem rundy.
Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następnego gracza.
(oczywiście dla graczy komputerowych ten ekran się nie pojawia)
## 4. Główny ekran gry
![Główny ekran gry.](images/StatusLine.png)
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
* nazwa czołgu gracza
* numer aktywnego joysticka lub poziom gracza sterowanego przez komputer (1-**Moron** - 8-**Unknown**),
* wybrana aktualnie broń ofensywna (symbol ilość nazwa),
* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
* ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
* numer aktualnej rundy rozgrywki
* prędkość i kierunek wiatru
* symbol "komputera" jeśli aktywna jest **Auto Defense**
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
| A800 | 5200 | funkcja |
| --- | --- | --- |
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). |
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
| [S] | [RESET] | wyłączenie/włączenie dźwięków efektów. |
| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
| [G] | brak | zmienia cieniowanie gór |
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
| [CTRL] + [HELP] | brak | Przełącza tryb "visual debug". Wizualizuje mierzone odległości, celowanie lasera oraz technikę celowania komputera. Pozostawia bałagan na ekranie, co nie zmienia rozgrywki, tylko ją nieco utrudnia. |
## 5. Zasady gry - bronie ofensywne
### Energia czołgów
- Na początku każdej rundy każdy czołg ma 99 jednostek energii.
- Energii czołgom ubywa na 3 sposoby:
* jedna jednostka po oddaniu każdego strzału
* w czasie spadania (jeden piksel w dół - 2 jednostki)
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
### Jak działa odejmowanie energii (i zarabianie kasy!)
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
`gain` - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
Konkretnie:
### Po każdej rundzie:
`money = money + (20 * (gain+energy))`
`money = money - (10 * lose)`
`jeśli money <0 to money=0`
(na starcie każdej rundy `gain` i `lose` mają wartość 0)
W czasie rundy, jeśli w wyniku strzału oddanego przez czołg inny czołg zostanie trafiony, czołg oddający strzał "dostaje energię" zabraną czołgowi trafionemu.
### czołg oddający strzał:
`gain = gain + EnergyDecrease`
### czołg trafiony:
`lose = lose + EnergyDecrease`
gdzie `EnergyDecrease` to utrata energii w wyniku trafienia.
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w `EnergyDecrease`, z tym że tutaj strata nie może przekroczyć posiadanej energii.
## Jak działa trafienie.
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
Po eksplozji każdy czołg w jej zasięgu traci energię.
Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
Przykładowo jeśli strzał oddany za pomocą broni Baby Missile trafi idealnie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
W przypadku trafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
| Broń ofensywna | maksymalna wartość ubytku energii |
| --- | --- |
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
| Napalm | 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii) |
| Hot Napalm | 80 (zasada taka jak w Napalm) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
| Riot Blast | 0 (jak w Riot Charge, tyle że w promieniu 61 pikseli) |
| Riot Bomb | 0 (nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku Missile. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika) |
| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
| Digger | 0 (jak wyżej - większy podkop) |
| Heavy Digger | 0 (jak wyżej - największy podkop) |
| Baby Sandhog | 0 (jak wyżej - inny sposób podkopywania) |
| Sandhog | 0 (jak wyżej - większy podkop) |
| Heavy Sandhog | 0 (jak wyżej - największy podkop) |
| Dirt Clod | 0 (nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika) |
| Dirt Ball | 0 (jak wyżej, ale promień kuli to 22 piksele) |
| Ton of Dirt | 0 (jak wyżej, ale promień kuli to 31 pikseli) |
| Liquid Dirt | 0 (zalewa grunt w punkcie trafienia płynną glebą wypełniając zagłębienia) |
| Dirt Charge | 0 (nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika) |
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (Biała Flaga) nie jest doliczany do tych które zginęły i nie daje punktów.
Tylko te punkty decydują o kolejności w podsumowaniu
## 6. A teraz bronie defensywne:
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. Po jej użyciu czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję a [SPACJA] lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), jeśli paliwo się skończy czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden pikxel).
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield tyle że połączona z Parachute. Co ważne w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
* **Mag Deflector** - druga broń agresywna :) . W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie i tutaj trzeba będzie przemyśleć tę wartość i dać mniejszą).
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
* **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
Można mieć aktywną tylko jedną broń defensywną w danej chwili (za wyjątkiem **Long Schlong** oczywiście :) ). Zawsze przed oddaniem strzału możemy zmienić decyzję i aktywować inną broni defensywną czy też dezaktywować **White Flag**.
Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną powoduje utratę tej poprzedniej (nie ma zwrotów :) ).
## 7. Bronie 'inne' :) :
* **Best F...g Gifts** - tej 'broni' nie używa śię w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
## 8. Poziomy trudności przeciwników sterowanych przez komputer:
Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A właściwie 7 różnych i jeden "niespodziankę". Każdy z nich ma swój sposób kupowania broni defensywnych i ofensywnych oraz inną metodę wyboru celu i samego celowania, oraz wyboru broni. Ułożone są one na liście według wzrastających "umiejętności":
* **Moron** - najgłupszy z przeciwników (co nie znaczy że najbezpieczniejszy). Strzela całkowicie przypadkowo używając wyłącznie jednej broni - **Baby Missile**. Nie kupuje nic, nie umie stosować broni defensywnych.
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), jeżeli energia spadnie poniżej 5 i nie ma **Battery** poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
* **Tosser** - Atakując działa dokładnie tak jak **Poolshark** jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych.
* **Chooser** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) i celuje bardzo dokładnie, jednak przed samym strzałem energia strzału modyfikowana jest o parametr szczęścia :) , czyli mimo precyzyjnego wycelowania nie zawsze trafia. Strzał oddaje najlepszą posiadaną bronią chyba że cel jest blisko. Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**.
* **Spoiler** - Strzela dokładnie tak jak **Chooser** tyle, że ma więcej szczęścia :) , co oznacza że nawet jeśli nie trafi w wybrany cel, to może być to strzał precyzyjniejszy niż **Chooser**. Broni defensywnych używa dokładnie tak jak **Chooser**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/320) prób zakupu broni ofensywnych. Przy zakupie broni defensywnych kupuje tylko bronie silne i precyzyjne - czyli takie, które nie zrobią mu przypadkiem krzywdy.
* **Cyborg** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) lecz preferuje przeciwników sterowanych przez człowieka. Celuje bardzo dokładnie i w zdecydowanej większości przypadków trafia za pierwszym strzałem. Strzał oddaje najlepszą posiadaną bronią chyba że cel jest blisko. Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**. Zakupy robi dokładnie tak jak **Spoiler**
* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
Tabela broni kupowanych przez: **Shooter**, **Poolshark**, **Tosser** i **Chooser**
| bronie ofensywne | bronie defensywne |
| --- | --- |
| Missile | Battery |
| Baby Nuke | Parachute |
| Nuke | Strong Parachute |
| LeapFrog | Mag Deflector |
| Funky Bomb | Shield |
| MIRV | Heavy Shield |
| Death's Head | Force Shield |
| Napalm | Bouncy Castle |
| Hot Napalm | |
| Baby Roller | |
| Roller | |
| Heavy Roller | |
Tabela broni kupowanych przez: **Spoiler** i **Cyborg**
| bronie ofensywne | bronie defensywne |
| --- | --- |
| Missile | Battery |
| Baby Nuke | Strong Parachute |
| Nuke | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
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# Podstawowa instrukcja:
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka w dowolnym porcie (wszystkie funkcjonalności niezbędne w rozgrywce).
## 1. Wybór opcji gry.
![Ekran wyboru opcji gry.](images/MainMenu.png)
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
* **Players** - liczba graczy (2 - 6) obejmuje tak ludzi, jak graczy sterowanych przez komputer
* **Cash** - początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
* **Gravity** - siła grtawitacji
* **Wind** - maksymalna siła wiatru w skali Beauforta (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być):
* 1B - maksymalna siła wiatru: 5
* 3B - maksymalna siła wiatru: 20
* 5B - maksymalna siła wiatru: 40
* 7B - maksymalna siła wiatru: 70
* 9B - maksymalna siła wiatru: 99
* **Rounds** - liczba rozgrywanych rund
* **Missiles** - szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
* **Seppuku** - częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą "strzelać w próżnię" :) - jeśli grają tylko ludzie, optymalne ustawienie to "norm", a w przypadku graczy sterowanych przez komputer... wedle uznania.
* **Mountain** - wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
* **Walls** - sposób działania ścian (krawędzi ekranu):
* **none** - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu)
* **wrap** - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu)
* **bump** - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu)
* **boxy** - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
* **rand** - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony.
Wybór opcji klawiszami kursora lub joystickiem.
Klawisz **TAB**, **SELECT** lub drugi przycisk joysticka (wspierany standard Joy 2B+ lub zgodny) zmieniają kolor gór (3 wersje do wyboru).
Jeśli kursor wskazuje opcję wyboru siły wiatru **Wind**, wciśnięcie **TAB** zmienia sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie **Wind**.
Jeśli kursor wskazuje opcję wyboru siły ciążenia **Gravity**, **TAB** zmienia procedurę opadania ziemi na mniej efektowną, ale szybszą i odwrotnie. Wybranie szybkiego opadania ziemi sygnalizowane jest literą "f" przy słowie **Gravity**.
Jeśli kursor wskazuje opcję wyboru wysokości gór **Mountain**, **TAB** przełącza opcję zmiennej co rundę wysokości gór. Losowanie co rundę jest sygnalizowane znakiem "?" przy słowie **Mountain**.
Klawisz **RETURN** lub przycisk joysticka przechodzi do następnego ekranu.
## 2. Gracze i poziom przeciwników.
![Ekran wyboru graczy i poziomu trudności.](images/DiffMenu.png)
Wprowadzanie nazw graczy i wybór poziomu graczy sterowanych przez komputer.
Drugi ekran powtarza się dla każdego z graczy, można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN), czy też komputer (pozostałe opcje).
Klawisz **TAB**, **SELECT** lub drugi przycisk joysticka pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
Klawisz **INVERSE** lub **OPTION** umożliwiają wybór jednego z 3 dostępnych kształtów czołgów.
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
Po naciśnięciu klawisza **RETURN** lub krótkim naciśnięciu przycisku joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
## 3. Ekran zakupów (przed każdą rundą).
![Ekran zakupów broni ofensywnych.](images/PurOffensive.png)
![Ekran zakupów broni defensywnych.](images/PurDefensive.png)
Na tym ekranie można dokonywać zakupów broni ofensywnych i defensywnych. Widoczne są tylko te bronie, na które gracza stać wraz z informacją o cenie i ilości jednostek danej broni, którą za tę cenę otrzymamy. Informacje na ekranie nie wymagają chyba więcej opisu. Po listach poruszamy się klawiszami kursora (góra i dół) lub joystickiem, klawisz **TAB** lub strzałka w lewo, czy też ruch joystickiem w lewo lub drugi przycisk joysticka zmieniają ekran na bronie defensywne lub ofensywne, klawisz **SPACJA** lub strzałka w prawo, a także joystick w prawo realizują zakup wskazanej broni.
Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych.
![Ekran aktywacji broni defensywnych.](images/ActDefensive.png)
Na ekranie tym można aktywować zakupione wcześniej bronie defensywne czy też ofensywne. Obsługiwany jest identycznie jak ekran zakupów, jednak **SPACJA** lub strzałka w prawo, a także joystick w prawo realizują aktywacje wskazanej broni. Umożliwia to aktywowanie osłon jeszcze przed rozpoczęciem rundy.
Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu zakupów następnego gracza.
(oczywiście dla graczy komputerowych ten ekran się nie pojawia)
## 4. Główny ekran gry.
![Główny ekran gry.](images/StatusLine.png)
W linii statusowej widoczna jest informacja o tym, który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
* **Player** - nazwa czołgu gracza
* numer aktywnego joysticka lub poziom gracza sterowanego przez komputer (1-**Moron** - 8-**Unknown**),
* wybrana aktualnie broń ofensywna (symbol - ilość - nazwa),
* **Energy** - pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
* **Angle** - ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
* **Force** - ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
* **Round** - numer aktualnej rundy rozgrywki
* **Wind** - prędkość i kierunek wiatru
* symbol "komputera" jeśli aktywna jest **Auto Defense**
* w nawiasie nazwa aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
| A800 | funkcja |
|--------------|------------------|
| **SPACJA**/**FIRE** | strzał (zob. ↓)|
| **TAB**/**SELECT** | zmiana broni (↓)|
| **I** | inwentarz (↓)|
| **A**/**OPTION** | defensywa (↓)|
| **M** | wł/wył muzyki |
| **S** | wł/wył dźwięków |
| **START** | tryb turbo (↓)|
| **O** | koniec gry (↓)|
| **START**+**OPTION** | bezw. koniec (↓)|
| **G** | inne kolory (↓)|
| **ESC** | powrót (↓)|
| **Y** | zatwierdzam (↓)|
| **CTRL**+**HELP** | visual debug (↓)|
* **strzał**, przycisk joysticka naciśnięte krótko - oddanie strzału
* **zmiana broni**, drugi przycisk joysticka - wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio standardowym joystickiem - trzeba wybrać Inventory).
* **inwentarz**, dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne - z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną.
* **defensywa** - bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
* **tryb turbo** - przyspiesza/pomija niektóre animacje w grze
* **koniec gry** - wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza **ESC** z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy.
* **bezw. koniec** - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak **O**, ale bez potwierdzenia.
* **inne kolory** - zmienia wariant kolorystyczny gór (3 wersje do wyboru)
* **powrót** - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz **ESC**, który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
* **zatwierdzam** - w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji
* **visual debug** - przełącza tryb "visual debug". Wizualizuje mierzone odległości, celowanie lasera oraz technikę celowania komputera. Pozostawia bałagan na ekranie, co nie zmienia rozgrywki, tylko ją nieco utrudnia.
## 5. Zasady gry - bronie ofensywne.
Duże punkty otrzymane przez gracza to liczba czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (**White Flag**) nie jest doliczany do tych, które zginęły, i nie daje punktów.
Tylko te punkty decydują o kolejności w podsumowaniu.
### Energia czołgów.
* Na początku każdej rundy każdy czołg ma 99 jednostek energii.
* Energii czołgom ubywa na 3 sposoby:
* jedna jednostka po oddaniu każdego strzału
* w czasie spadania (jeden piksel w dół -2 jednostki)
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
### Energia i kasa
Jak działa odejmowanie energii i zarabianie kasy:
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
**gain** - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
**lose** - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
Dodatkowo czołg, który wygrał rundę, ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
Konkretnie:
### Po każdej rundzie:
**money = money + (20 * (gain+energy))**
**money = money - (10 * lose)**
**jeśli money < 0 to money = 0**
(na starcie każdej rundy **gain** i **lose** mają wartość 0)
W czasie rundy, jeśli w wyniku strzału oddanego przez czołg inny czołg zostanie trafiony, czołg oddający strzał "dostaje energię" zabraną czołgowi trafionemu.
### czołg oddający strzał:
**gain = gain + EnergyDecrease**
### czołg trafiony:
**lose = lose + EnergyDecrease**
gdzie **EnergyDecrease** to utrata energii w wyniku trafienia.
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w **EnergyDecrease**, z tym że tutaj strata nie może przekroczyć posiadanej energii.
## Jak działa trafienie.
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
Po eksplozji każdy czołg w jej zasięgu traci energię.
Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu, **EnergyDecrease** otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
Przykładowo: jeśli strzał oddany za pomocą broni **Baby Missile** trafi idealnie w centrum czołgu, to straci on dokładnie 88 jednostek energii (plus to, co straci spadając po eksplozji).
W przypadku trafienia tą samą bronią w odległości 10-ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
| Broń ofensywna | Max ubytku |
|-----------------|--------------|
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog | 136 112 112 |
| Funky Bomb | 168 88 (*5) |
| MIRV | 136 (*5) |
| Death's Head | 240 (*5) |
| Napalm | 40 (zob. ↓)|
| Hot Napalm | 80 (↓)|
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (↓)|
| Riot Blast | 0 (↓)|
| Riot Bomb | 0 (↓)|
| Heavy Riot Bomb | 0 (↓)|
| Baby Digger | 0 (↓)|
| Digger | 0 (↓)|
| Heavy Digger | 0 (↓)|
| Sandhog | 0 (↓)|
| Heavy Sandhog | 0 (↓)|
| Dirt Clod | 0 (↓)|
| Dirt Ball | 0 (↓)|
| Ton of Dirt | 0 (↓)|
| Liquid Dirt | 0 (↓)|
| Dirt Charge | 0 (↓)|
| Stomp | 0 (↓)|
| Laser | 100 (↓)|
Uwagi:
* **Napalm** - ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii.
* **Hot Napalm** - zasada taka jak w Napalm, 80 jednostek.
* **Riot Charge** - nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli.
* **Riot Blast** - jak w Riot Charge, tyle że w promieniu 61 pikseli.
* **Riot Bomb** - nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku **Missile**. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika.
* **Heavy Riot Bomb** - jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku **Nuke**.
* **Baby Digger** - nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia.
* **Digger** - jak wyżej - większy podkop.
* **Heavy Digger** - jak wyżej - największy podkop.
* **Sandhog** - jak wyżej - inny sposób podkopywania.
* **Heavy Sandhog** - jak wyżej - największy podkop.
* **Dirt Clod** - nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika.
* **Dirt Ball** - jak wyżej, ale promień kuli to 22 piksele.
* **Ton of Dirt** - jak wyżej, ale promień kuli to 31 pikseli.
* **Liquid Dirt** - zalewa grunt w punkcie trafienia płynną glebą, wypełniając zagłębienia.
* **Dirt Charge** - nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika.
* **Stomp** - nie jest odejmowana energia, ale wszystkie czołgi w promieniu zależnym od siły strzału zostają odepchnięte, a po odepchnięciu mogą spaść lub zostać zasypane. Przy maksymalnej sile 990 jednostek promień działania to około 60 pikseli.
* **Laser** - tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie.
## 6. A teraz bronie defensywne:
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii, czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa, a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. W wyniku jej użycia czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję, a **SPACJA** lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), a gdy paliwo się skończy, czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami), ma za to swój własny zasób energii, przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden piksel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0, to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden piksel).
* **Shield** - najprostsza osłona, działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0, to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield, tyle że połączona z Parachute. Co ważne, w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
* **Bouncy Castle** - broń agresywna :) Działa następująco: w przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z taką samą siłą, z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek.
* **Mag Deflector** - druga broń agresywna :) W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek.
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna, co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się - tylko przy niewielkim przysypaniu - ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się, bo nie ma jeszcze do czego celować.
* **Lazy Darwin** - działa tak jak **Lazy Boy**, ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Spy Hard** - Pomoc dla zapominalskich :) Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector**, przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
Można mieć aktywną tylko jedną broń defensywną w danej chwili (za wyjątkiem **Long Schlong** oczywiście :) ). Zawsze przed oddaniem strzału możemy zmienić decyzję i aktywować inną broń defensywną czy też dezaktywować **White Flag**.
Oczywiście aktywacja broni w momencie, kiedy mamy już aktywowaną jakąś inną, powoduje utratę tej poprzedniej (nie ma zwrotów :) ).
## 7. Bronie 'inne' :) :
* **Best F...g Gifts** - tej 'broni' nie używa się w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria, w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts**), ale też zyskać. Jeśli wylosuje się broń dużo droższa, możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
## 8. Siła przeciwników AI:
Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A właściwie 7 różnych i jeden "niespodziankę". Każdy z nich ma swój sposób kupowania broni defensywnych i ofensywnych oraz inną metodę wyboru celu i samego celowania oraz wyboru broni. Ułożone są one na liście według wzrastających "umiejętności":
* **Moron** - najgłupszy z przeciwników (co nie znaczy, że najbezpieczniejszy). Strzela całkowicie przypadkowo używając wyłącznie jednej broni - **Baby Missile**. Nie kupuje nic, nie umie stosować broni defensywnych.
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę, z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), a jeżeli energia spadnie poniżej 5 i nie ma **Battery**, poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
* **Tosser** - Atakując działa dokładnie tak jak **Poolshark**, jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych.
* **Chooser** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) i celuje bardzo dokładnie, jednak przed samym strzałem energia strzału modyfikowana jest o parametr szczęścia :) , czyli mimo precyzyjnego wycelowania nie zawsze trafia. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**.
* **Spoiler** - Strzela dokładnie tak jak **Chooser**, tyle że ma więcej szczęścia :), co oznacza, że nawet jeśli nie trafi w wybrany cel, to może być to strzał precyzyjniejszy niż **Chooser**. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Broni defensywnych używa dokładnie tak jak **Chooser**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/320) prób zakupu broni ofensywnych. Przy zakupie broni defensywnych kupuje tylko bronie silne i precyzyjne - czyli takie, które nie zrobią mu przypadkiem krzywdy.
* **Cyborg** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii), lecz preferuje przeciwników sterowanych przez człowieka. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Celuje bardzo dokładnie i w zdecydowanej większości przypadków trafia za pierwszym strzałem. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**, ale jeśli ma więcej niź 2 sztuki **Battery**, stosuje je jeśli energia zmniejszy się poniższej 60 jednostek. Zakupy robi dokładnie tak jak **Spoiler**
* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
### AI idzie na zakupy
Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie, czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie, to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
Tabela broni kupowanych przez **Shooter**, **Poolshark**, **Tosser** i **Chooser**
| ofensywa | defensywa |
|----------------|------------------|
| Missile | Battery |
| Baby Nuke | Parachute |
| Nuke | Strong Parachute |
| LeapFrog | Mag Deflector |
| Funky Bomb | Shield |
| MIRV | Heavy Shield |
| Death's Head | Force Shield |
| Napalm | Bouncy Castle |
| Hot Napalm | |
| Baby Roller | |
| Roller | |
| Heavy Roller | |
Tabela broni kupowanych przez **Spoiler** i **Cyborg**
| ofensywa | defensywa |
|----------------|------------------|
| Missile | Battery |
| Baby Nuke | Strong Parachute |
| Nuke | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
## 9. Porady spod lady:
Pamiętaj o broniach defensywnych. **Auto Defense**, **Shield** i **Lazy Darwin** odpowiednio użyte pomogą wygrać z Cyborgiem nawet przy pomocy **Baby Missile**.
Droższe nie znaczy lepsze. Zwykła osłona typu **Shield** jest czasem skuteczniejsza od droższych osłon.
**Napalmy** przenikają przez osłony a także przez glebę. Mimo że palą się powyżej niszczą zasypane czołgi.
**Lazy Darwin** wspomaga także celowanie bronią typu **Laser**.
Roboczołgi nie umieją się odkopywać. Zakopane giną od własnych strzałów.
W sytuacji beznadziejnej smobójstwo może być lepsze od **White Flag**. Jeśli trafisz w siebie silną bronią zarobisz więcej pieniędzy niż stracisz (sprawdź sposób obliczania zysków i strat).
**Long Schlong** potrafi znacząco onieśmielić przeciwników. Bądź alfa-czołgiem i porzuć wszelkie lęki.
W ostateczności możesz zostać Terminatorem (model standardowy, nie T-1000 :) )
Roboczołgi nie mają **Autodefense**, więc defensywy aktywują tylko bezpośrednio przed swoim strzałem. Zmasowany atak kilku graczy na jednego roboczołga gwarantuje sukces.
Połamania luf życzą autorzy.
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icl '../Atari/lib/ATARISYS.ASM'
icl '../Atari/lib/MACRO.ASM'
.IFNDEF LANG
.def LANG = "PL"
.ENDIF
screen_height = 26
screen_width = 40
screen = $1000 ; start - 40*screen_height
KeyRepeatSpeed = 15 ; (max 127 !!!)
STEREOMODE equ 0
org screen+screen_height*40 ; after the screen
.zpvar src .word = $80
.zpvar dest .word
.zpvar top_src .word
.zpvar next_line_begin .byte
.zpvar end_address .word
.zpvar start_address .word
.zpvar temp .word
start
lda #0
sta dmactls ; screen off
ldx #3
@ sta COLOR0-1,x
dex
bpl @-
jsr WaitOneFrame
jsr CheckPALorNTSC
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
lda #0 ;starting song line 0-255 to A reg
jsr RASTERMUSICTRACKER ;Init
;second POKEY init
lda #0
sta AUDCTL+$10
ldy #3
sty SKCTL+$10
ldy #8
@
sta POKEY+$10,y
dey
bpl @-
mwa #dl dlptrs
mva #>WeaponFont chbas
mwa #man_text top_src
vmain VBLANK,7
jsr MakeScreenCopy
lda #@dmactl(standard|dma) ; standard screen width, DL on, P/M off
sta dmactls
jsr WaitOneFrame
jsr FadeIn
main_loop
bit escflag
bpl NoEscape
; EXIT THIS WAY --->
jsr FadeOut
VMAIN XITVBV,7 ; jsr SetVBL (off user proc)
lda #0 ; stereo silence
sta AUDCTL
sta AUDCTL+$10
ldy #3
sty SKCTL
sty SKCTL+$10
ldy #8
@
sta POKEY,y
sta POKEY+$10,y
dey
bpl @-
LDA #%01000000 ; DLI off
STA NMIEN
lda #0 ; screen off
sta dmactls
sta escflag
jsr WaitOneFrame
; exit to cart loader
XSRC = $7FE ; -$7FF) - adres początku pliku do załadowania z carta (zakres $a000-$bffff)
XBANK = $7FD ;) - bank w którym sie znajduje powyższy początek
XCLEAR = $7FC ;) - numer strony od której czyścimy pamięć (jak jest zero to nie czyścimy) czyszczenie zatrzymuje sie na $cfff
mva #0 XBANK
mwa #$a000 XSRC
mva #$10 XCLEAR
jmp $700
NoEscape
jsr MakeScreenCopy
; save the current end of the printed text source
mwa src end_address
jsr GetKey
cmp #@kbcode._down
beq scroll_down
cmp #@kbcode._up
beq scroll_up
cmp #@kbcode._left
beq prev_chapter
cmp #@kbcode._right
jeq next_chapter
jmp main_loop
scroll_down
; find first $ff after top_src and move it there
ldy #-1
@ iny
lda (top_src),y
cmp #$ff
bne @-
iny
tya
clc
adc top_src
sta top_src
scc:inc top_src+1
;adw top_src #screen_width
cpw end_address #man_text_end
scc:mwa start_address top_src
jmp main_loop
scroll_up
; find second $ff before top_src
sbw top_src #$00ff temp
ldy #$ff-1
@ dey
lda (temp),y
cmp #$ff
bne @-
iny
tya
clc
adc temp
sta top_src
lda temp+1
adc #0
sta top_src+1
;sbw top_src #screen_width
cpw top_src #man_text
scs:mwa #man_text top_src
jmp main_loop
prev_chapter
; find first $fe above the screen
sbw top_src #screen_width temp ; start a bit above the current screen
ldy #0
prev_letter
lda (temp),y
cmp #$fe ; $fe - chapter marker
beq prev_chapter_found
dew temp
cpw temp #man_text
bcs @+
mwa #man_text top_src
jmp main_loop
@
jmp prev_letter
prev_chapter_found
mwa temp top_src
jsr WaitForKeyRelease
jmp main_loop
next_chapter
; find first $fe below the top of the screen
adw top_src #screen_width temp ; start ~1 line below the current screen top
ldy #0
next_letter
lda (temp),y
cmp #$fe
beq next_chapter_found
inw temp
cpw temp #man_text_end-screen_width*4
bcc @+
mwa start_address top_src
jmp main_loop
@
jmp next_letter
next_chapter_found
mwa temp top_src
jsr WaitForKeyRelease
jmp main_loop
;--------------------------------------------------
.proc MakeScreenCopy
mwa top_src src
mwa #screen dest
ldx #screen_height-1
screen_copy
mwa top_src start_address
ldy #0
@
lda (src),y
cmp #$fe ; chapter marker
bne not_chapter
lda #0
beq not_eol
not_chapter
cmp #$ff ; end of line marker
bne not_eol
sty next_line_begin
lda #$00
@ sta (dest),y
iny
cpy #screen_width
bne @-
jmp next_line
not_eol
sta (dest),y
iny
cpy #screen_width
bne @-1
mva #screen_width-1 next_line_begin
next_line
adw dest #screen_width
; adw src #screen_width
inc next_line_begin
clc
lda src
adc next_line_begin
sta src
scc:inc src+1
dex
bpl screen_copy
rts
.endp
;--------------------------------------------------
.proc FadeIn
ldy #15
FirstLoop
lda COLOR1
cmp #13
beq ColorOK
inc COLOR1
ColorOK
jsr WaitOneFrame
dey
bpl FirstLoop
rts
.endp
;--------------------------------------------------
.proc FadeOut
ldy #15
FirstLoop
lda COLOR1
beq ColorOK
dec COLOR1
ColorOK
jsr WaitOneFrame
dey
bpl FirstLoop
rts
.endp
;--------------------------------------------------
.proc GetKey
; returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
getKeyAfterWait
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
lda kbcode
cmp #@kbcode._none
beq checkJoyGetKey
and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC
bne getkeyend
mvy #$80 escFlag
bne getkeyend
checkJoyGetKey
;------------JOY-------------
;happy happy joy joy
;check for joystick now
lda STICK0
and #$0f
cmp #$0f
beq notpressedJoyGetKey
tay
lda joyToKeyTable,y
bne getkeyend
notpressedJoyGetKey
;fire
lda STRIG0
beq JoyButton
jsr Check2button
bcc SecondButton
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
bne getKeyAfterWait
OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SecondButton
SelectPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
lda #@kbcode._ret ;Return key
getkeyend
ldy #0
sty ATRACT ; reset atract mode
rts
Check2button
lda PADDL0
and #$c0
eor #$C0
cmp PaddleState
sta PaddleState
rts
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
mva #128-KeyRepeatSpeed pressTimer ; tricky
StillWait
bit pressTimer
bmi KeyReleased
lda STICK0
and #$0f
cmp #$0f
bne StillWait
lda STRIG0
beq StillWait
lda SKSTAT
cmp #$ff
bne StillWait
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne StillWait
KeyReleased
rts
.endp
;--------------------------------------------------
.proc VBLANK ;vertical blank interrupt
;--------------------------------------------------
lda ticksPerSecond
cmp #60
bne PALMusic
; it is NTSC HERE -- slow down the sound
lda ticks
and #%00000111
beq skipSoundFrame
PALMusic
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
;lda ticks
;and #%00000011
;beq skipSoundFrame
playNow
jsr RASTERMUSICTRACKER+3
; fake POKEY reverb
ldy #8
@ lda fake_pokey,y
sta $d210,y
dey
bpl @-
skipSoundFrame
;time update
inc:lda ticks
cmp ticksPerSecond
sne:mva #0 ticks
VBLANKEND
jmp XITVBV
.endp
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
waitRTC ; or wait ?
rts
.endp
;--------------------------------------------------
.proc CheckPALorNTSC
;--------------------------------------------------
lda $d014 ;http://www.myatari.com/nirdary.html
and #%00001110
bne NTSC
lda #50
sta ticksPerSecond
rts
NTSC
lda #60
sta ticksPerSecond
rts
.endp
icl "music/rmtplayr.a65"
dl
:2 .byte SKIP8
.byte LMS+MODE2
.word screen
:(screen_height-1) .byte MODE2
.byte JVB
.word dl
joyToKeyTable
.by $ff ;00
.by $ff ;01
.by $ff ;02
.by $ff ;03
.by $ff ;04
.by $ff ;05
.by $ff ;06
.by @kbcode._right ;07
.by $ff ;08
.by $ff ;09
.by $ff ;0a
.by @kbcode._left ;0b
.by $ff ;0c
.by @kbcode._down ;0d
.by @kbcode._up ;0e
.by $ff ;0f
escflag .byte 0
paddlestate .byte 0
ticks .byte 0
ticksPerSecond .byte 0
fake_pokey :9 .byte 0
pressTimer .byte 0
man_text
.if LANG = "PL"
ins 'MANUAL_PL_A800.bin' ; 'manual.bin' ;icl 'man_cart_txt_EN.asm'
.else
ins 'MANUAL_EN.bin'
.endif
man_text_end
.by $ff, $ff
opt h- ;RMT module is standard Atari binary file already
ins "music/czytaczu1_stripped.rmt" ;include music RMT module
opt h+
MODUL equ $B000
org $BC00
WeaponFont
ins 'manual_font_pl.fnt' ; 'artwork/weapons.fnt'
run start
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""" Converts manual files to atari SCREENCODES ready for display
"""
import re
import sys
MAX_W = 40
def break_long_string(long_string):
""" write a python function that breaks a long string of words to a list of MAX_W long strings.
Important - each new string must contain the full word, no breaking inside words."""
# words = long_string.split()
result = []
# current_string = ' ' * spaces
# for word in words:
# if len(current_string) + len(word) <= MAX_W:
# current_string += word + ' '
# else:
# result.append(current_string.rstrip())
# current_string = word + ' '
#
# if current_string:
# result.append(current_string.rstrip())
while len(long_string) > MAX_W:
spaces = len(long_string) - len(long_string.lstrip())
brk = long_string.rfind(' ', 0, MAX_W)
result.append(long_string[0:brk])
long_string = ' ' * (spaces - 1) + long_string[brk:]
else:
result.append(long_string)
return result
def remove_wierd(t: str) -> str:
t = re.sub(r'!.*\)?', '', t) # remove embedded image
t = re.sub(r'[#`]', '', t)
# convert inverses (** to ascii+128
i = 0
out = ''
while i < len(t):
if t[i:i+2] == '**':
star2_i = t.find('**', i+1)
out += ''.join(chr(ord(x)+128) for x in t[i+2:star2_i])
i = star2_i+2
else:
out += t[i]
i += 1
return out
with open(sys.argv[1], 'r') as f:
md = f.readlines()
out = ''
for line in md:
line = line.replace('ó', 'ɠ') # this is a dirty trick to avoid tripping 'ó' which is a legit LATIN-1 char
if line.startswith('#'): # header
line = remove_wierd(line)
out += '' + line[1:] # header marker
out += '-' * len(line) + '\n'
else:
line = remove_wierd(line)
out += line
# make lines break on words
out2 = ''
for line in out.split('\n'):
if len(line) <= MAX_W:
out2 += line + '\n'
else:
for line_shorter in break_long_string(line):
out2 += line_shorter + '\n'
utf_to_internal = {
' ': 0,
'!': 1,
'"': 2,
'#': 3,
'$': 4,
'%': 5,
'&': 6,
"'": 7,
'(': 8,
')': 9,
'*': 10,
'+': 11,
',': 12,
'-': 13,
'.': 14,
'/': 15,
'0': 16,
'1': 17,
'2': 18,
'3': 19,
'4': 20,
'5': 21,
'6': 22,
'7': 23,
'8': 24,
'9': 25,
':': 26,
';': 27,
'<': 28,
'=': 29,
'>': 30,
'?': 31,
'@': 32,
'A': 33,
'B': 34,
'C': 35,
'D': 36,
'E': 37,
'F': 38,
'G': 39,
'H': 40,
'I': 41,
'J': 42,
'K': 43,
'L': 44,
'M': 45,
'N': 46,
'O': 47,
'P': 48,
'Q': 49,
'R': 50,
'S': 51,
'T': 52,
'U': 53,
'V': 54,
'W': 55,
'X': 56,
'Y': 57,
'Z': 58,
'[': 59,
'\\': 60,
']': 61,
'^': 62,
'_': 63,
'a': 97,
'b': 98,
'c': 99,
'd': 100,
'e': 101,
'f': 102,
'g': 103,
'h': 104,
'i': 105,
'j': 106,
'k': 107,
'l': 108,
'm': 109,
'n': 110,
'o': 111,
'p': 112,
'q': 113,
'r': 114,
's': 115,
't': 116,
'u': 117,
'v': 118,
'w': 119,
'x': 120,
'y': 121,
'z': 122,
'|': 124,
'Ą': 65,
'ą': 66,
'Ć': 67,
'ć': 68,
'Ę': 69,
'ę': 70,
'Ł': 76,
'ł': 77,
'Ń': 78,
'ń': 79,
'Ó': 80,
'ɠ': 81, # 'ó': 81,
'Ś': 83,
'ś': 84,
'Ż': 87,
'ż': 88,
'Ź': 89,
'ź': 90,
'': 93,
'': 0xfe, # header marker
# INVERSE
chr(ord(' ')+128): 128+0,
chr(ord('!')+128): 128+1,
chr(ord('"')+128): 128+2,
chr(ord('#')+128): 128+3,
chr(ord('$')+128): 128+4,
chr(ord('%')+128): 128+5,
chr(ord('&')+128): 128+6,
chr(ord("'")+128): 128+7,
chr(ord('(')+128): 128+8,
chr(ord(')')+128): 128+9,
chr(ord('*')+128): 128+10,
chr(ord('+')+128): 128+11,
chr(ord(',')+128): 128+12,
chr(ord('-')+128): 128+13,
chr(ord('.')+128): 128+14,
chr(ord('/')+128): 128+15,
chr(ord('0')+128): 128+16,
chr(ord('1')+128): 128+17,
chr(ord('2')+128): 128+18,
chr(ord('3')+128): 128+19,
chr(ord('4')+128): 128+20,
chr(ord('5')+128): 128+21,
chr(ord('6')+128): 128+22,
chr(ord('7')+128): 128+23,
chr(ord('8')+128): 128+24,
chr(ord('9')+128): 128+25,
chr(ord(':')+128): 128+26,
chr(ord(';')+128): 128+27,
chr(ord('<')+128): 128+28,
chr(ord('=')+128): 128+29,
chr(ord('>')+128): 128+30,
chr(ord('?')+128): 128+31,
chr(ord('@')+128): 128+32,
chr(ord('A')+128): 128+33,
chr(ord('B')+128): 128+34,
chr(ord('C')+128): 128+35,
chr(ord('D')+128): 128+36,
chr(ord('E')+128): 128+37,
chr(ord('F')+128): 128+38,
chr(ord('G')+128): 128+39,
chr(ord('H')+128): 128+40,
chr(ord('I')+128): 128+41,
chr(ord('J')+128): 128+42,
chr(ord('K')+128): 128+43,
chr(ord('L')+128): 128+44,
chr(ord('M')+128): 128+45,
chr(ord('N')+128): 128+46,
chr(ord('O')+128): 128+47,
chr(ord('P')+128): 128+48,
chr(ord('Q')+128): 128+49,
chr(ord('R')+128): 128+50,
chr(ord('S')+128): 128+51,
chr(ord('T')+128): 128+52,
chr(ord('U')+128): 128+53,
chr(ord('V')+128): 128+54,
chr(ord('W')+128): 128+55,
chr(ord('X')+128): 128+56,
chr(ord('Y')+128): 128+57,
chr(ord('Z')+128): 128+58,
chr(ord('[')+128): 128+59,
chr(ord('\\')+128): 128+60,
chr(ord(']')+128): 128+61,
chr(ord('^')+128): 128+62,
chr(ord('_')+128): 128+63,
chr(ord('a')+128): 128+97,
chr(ord('b')+128): 128+98,
chr(ord('c')+128): 128+99,
chr(ord('d')+128): 128+100,
chr(ord('e')+128): 128+101,
chr(ord('f')+128): 128+102,
chr(ord('g')+128): 128+103,
chr(ord('h')+128): 128+104,
chr(ord('i')+128): 128+105,
chr(ord('j')+128): 128+106,
chr(ord('k')+128): 128+107,
chr(ord('l')+128): 128+108,
chr(ord('m')+128): 128+109,
chr(ord('n')+128): 128+110,
chr(ord('o')+128): 128+111,
chr(ord('p')+128): 128+112,
chr(ord('q')+128): 128+113,
chr(ord('r')+128): 128+114,
chr(ord('s')+128): 128+115,
chr(ord('t')+128): 128+116,
chr(ord('u')+128): 128+117,
chr(ord('v')+128): 128+118,
chr(ord('w')+128): 128+119,
chr(ord('x')+128): 128+120,
chr(ord('y')+128): 128+121,
chr(ord('z')+128): 128+122,
chr(ord('|')+128): 128+124,
'ǂ': 128+77, # ł
'ˠ': 128+81, # ó
'Ǜ': 128+84, # ś
# chr(ord('Ą')+128): 128+65,
# chr(ord('ą')+128): 128+66,
# chr(ord('Ć')+128): 128+67,
# chr(ord('ć')+128): 128+68,
# chr(ord('Ę')+128): 128+69,
# chr(ord('ę')+128): 128+70,
# chr(ord('Ł')+128): 128+76,
# chr(ord('ł')+128): 128+77,
# chr(ord('Ń')+128): 128+78,
# chr(ord('ń')+128): 128+79,
# chr(ord('Ó')+128): 128+80,
# chr(ord('ó')+128): 128+81,
# chr(ord('Ś')+128): 128+83,
# chr(ord('ś')+128): 128+84,
# chr(ord('Ż')+128): 128+87,
# chr(ord('ż')+128): 128+88,
# chr(ord('Ź')+128): 128+89,
# chr(ord('ź')+128): 128+90,
}
# convert to SCREENCODES
bin_out = bytearray()
for line in out2.split('\n'):
# print(line)
for i, c in enumerate(line):
# print(c, ord(c), utf_to_internal[c])
try:
bin_out.append(utf_to_internal[c])
except KeyError:
print('-'*70, 'ERROR:', ord(c), c)
bin_out.append(0)
if len(line) < 40:
# bin_out += bytes(40-len(line))
bin_out.append(255)
# save to a file
with open(sys.argv[1].split('.')[0]+'.bin', 'wb') as f:
f.write(bin_out)
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;* --------BEGIN--------
;* Z:\home\pkalinowski\Seafile\atari\projects\scorch_src\Manuals\music\czytaczu1_stripped.rmt
FEAT_SFX equ 0
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
FEAT_NOSTARTINGSONGLINE equ 1
FEAT_INSTRSPEED equ 1
FEAT_CONSTANTSPEED equ 0 ;(16 times)
FEAT_COMMAND1 equ 1 ;(8 times)
FEAT_COMMAND2 equ 0 ;(0 times)
FEAT_COMMAND3 equ 0 ;(0 times)
FEAT_COMMAND4 equ 0 ;(0 times)
FEAT_COMMAND5 equ 0 ;(0 times)
FEAT_COMMAND6 equ 0 ;(0 times)
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
FEAT_PORTAMENTO equ 0 ;(0 times)
FEAT_FILTER equ 0 ;(0 times)
FEAT_FILTERG0L equ 0 ;(0 times)
FEAT_FILTERG1L equ 0 ;(0 times)
FEAT_FILTERG0R equ 0 ;(0 times)
FEAT_FILTERG1R equ 0 ;(0 times)
FEAT_BASS16 equ 0 ;(0 times)
FEAT_BASS16G1L equ 0 ;(0 times)
FEAT_BASS16G3L equ 0 ;(0 times)
FEAT_BASS16G1R equ 0 ;(0 times)
FEAT_BASS16G3R equ 0 ;(0 times)
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
FEAT_TABLETYPE equ 0 ;(0 times)
FEAT_TABLEMODE equ 0 ;(0 times)
FEAT_TABLEGO equ 0 ;(0 times)
FEAT_AUDCTLMANUALSET equ 0 ;(0 times)
FEAT_VOLUMEMIN equ 0 ;(0 times)
FEAT_EFFECTVIBRATO equ 1 ;(2 times)
FEAT_EFFECTFSHIFT equ 0 ;(0 times)
;* --------END--------
+1366
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File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -27,7 +27,7 @@ You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https:/
This source code was originally compiled with [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
Compilation:
Compilation: (requires mads compiled on 2023-06-03 or later)
- `mads scorch.asm -o:scorch.xex -d:TARGET=800` for Atari800 version
- `mads scorch.asm -o:scorch.bin -d:TARGET=5200` for Atari 5200 version
- `mads scorchC64.asm -o:scorchC64.prg` for C64 version (WIP, not playable yet)
+230 -156
View File
@@ -1,3 +1,5 @@
.IF *>0 ;this is a trick that prevents compiling this file alone
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
; artificial intelligence of tanks goes here!
@@ -8,6 +10,26 @@
; - shoots random direction and force
; greeeting to myself 10 years older in 2013-11-09... still no idea
;----------------
AIRoutines
.word Moron-1
.word Shooter-1 ;Shooter
.word Poolshark-1 ;Poolshark
.word Tosser-1 ;Tosser
.word Chooser-1 ;Chooser
.word Spoiler-1 ;Spoiler
.word Cyborg-1 ;Cyborg
.word Unknown-1 ;Unknown
;----------------
PurchaseAIRoutines
.word MoronPurchase-1
.word ShooterPurchase-1 ;ShooterPurchase
.word PoolsharkPurchase-1 ;PoolsharkPurchase
.word TosserPurchase-1 ;TosserPurchase
.word TosserPurchase-1 ;ChooserPurchase
.word CyborgPurchase-1 ;SpoilerPurchase
.word CyborgPurchase-1 ;CyborgPurchase
.word TosserPurchase-1 ;UnknownPurchase
;----------------------------------------------
.proc ArtificialIntelligence ;
@@ -17,10 +39,9 @@
;----------------------------------------------
asl
tay
:2 dey ;credit KK
lda AIRoutines+1,y
lda AIRoutines-1,y ; -1 and -2 because AI players are numbered from 1 not from 0 (Human)
pha
lda AIRoutines,y
lda AIRoutines-2,y
pha
; it's no necessary - PrepareAIShoot is next proc :)
; jsr PrepareAIShoot
@@ -32,13 +53,12 @@
; by dividing positions by 4
ldy #MaxPlayers-1
loop
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;= /4
:2 lsrw temp
lda temp
lda xtankstableH,y
lsr
lda xtankstableL,y
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
sta LowResDistances,y
dey
bpl loop
@@ -52,34 +72,17 @@ WepTableToTemp
sta temp+1
rts
.endp
;----------------
AIRoutines
.word Moron-1
.word Shooter-1 ;Shooter
.word Poolshark-1 ;Poolshark
.word Tosser-1 ;Tosser
.word Chooser-1 ;Chooser
.word Spoiler-1 ;Spoiler
.word Cyborg-1 ;Cyborg
.word Unknown-1 ;Unknown
;----------------------------------------------
.proc Unknown
; random robotank (from Poolshark to Cyborg)
randomize 4 13
and #%11111110
tay
lda AIRoutines+1,y
pha
lda AIRoutines,y
pha
rts
randomize 3 7
bne ArtificialIntelligence ; We know that PrepareAIShoot is already done, but.... who cares :)
.endp
;----------------------------------------------
.proc Moron
jsr RandomizeAngle
sta NewAngle
mwa #80 RandBoundaryLow
mwa #180 RandBoundaryLow
mwa #800 RandBoundaryHigh
jsr RandomizeForce
; choose the best weapon
@@ -125,24 +128,27 @@ shootingLeftAtThisMomentOfTime
firstShoot
; compare the x position with the middle of the screen
lda xTanksTableH,x
cmp #>(screenwidth/2)
bne @+
lda xTanksTableL,x
cmp #<(screenwidth/2)
@ bcc tankIsOnTheRight
lda LowResDistances,x
cmp #(screenwidth/8) ; screenwidth/2 but LowResDistances are already /4
bcc tankIsOnTheRight
; enemy tank is on the left
randomize 95 125
;randomize 95 125
lda RANDOM ; Shorter an faster randomize
and #%00011111 ; 0 - 31
adc #95 ; Carry doesn't matter :)
sta NewAngle
bne forceNow
tankIsOnTheRight
randomize 55 85
;randomize 55 85
lda RANDOM ; Shorter an faster randomize
and #%00011111 ; 0 - 31
adc #54 ; Carry doesn't matter :)
sta NewAngle
forceNow
mwa #100 RandBoundaryLow
mwa #200 RandBoundaryLow
mwa #800 RandBoundaryHigh
;ldx TankNr ;this is possibly not necessary
jsr RandomizeForce
@@ -188,19 +194,19 @@ EnemyOnLeft
sta AngleTablePointer
AngleIsSet
randomize 0 8
;randomize 0 8
lda RANDOM
and #%00000111
ldy AngleTablePointer
clc
adc AngleTable,y
sta NewAngle
forceNow
mwa #300 RandBoundaryLow
mwa #700 RandBoundaryHigh
ldx TankNr
; ldx TankNr ; looks like not necessary
jsr RandomizeForce
endo
; choose the best weapon
jmp ChooseBestOffensive
@@ -208,10 +214,28 @@ endo
;----------------------------------------------
AngleTable ; 16 bytes ;ba w $348b L$3350
.by 106,114,122,130,138,146,154,162
.by 18,26,34,43,50,58,66,74
.by 91,99,107,115,123,131,139,147
.by 25,33,41,49,57,65,73,81
.endp
;----------------------------------------------
.proc CyborgBattery
; cyborg is smarter :)
; if have more than 2 batteries and less than 60 of energy
; then uses battery
lda Energy,x
cmp #60
bcs EnoughEnergy
; lower than 60 units - check battery
ldy #ind_Battery
lda (temp),y ; has address of TanksWeaponsTable
cmp #2
; we have more than 2 batteries - use one
bcs UseBattery.UseIt
EnoughEnergy
LowBatteries
; if low energy ten use battery (no RTS :) )
.endp
;
.proc UseBatteryOrFlag
jsr UseBattery ; as subroutine for reuse in AutoDefense
; if very low energy and no battery then use White Flag
@@ -224,6 +248,7 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
sta ActiveDefenceWeapon,x
jsr PutTankNr ; and draw tank witch Flag
EnoughEnergy
; jsr DisplayStatus.DisplayEnergy ; not necessary - status update after othher defensives
rts
.endp
;
@@ -237,12 +262,17 @@ EnoughEnergy
lda (temp),y ; has address of TanksWeaponsTable
beq NoBatteries
; we have batteries - use one
UseIt
sec
sbc #1
sta (temp),y
lda #99
sta Energy,x
jsr MaxForceCalculate
; and SFX
mva #sfx_battery sfx_effect
ldy #7
jsr PauseYFrames ; wait 14 frames (Battery SFX)
EnoughEnergy
NoBatteries
rts
@@ -253,7 +283,21 @@ NoBatteries
; but not allways
randomize 1 3
cmp #1
bne NoUseDefensive
bne UseBattery.NoBatteries ; nearest RTS
; now use defensive like Tosser
;jmp TosserDefensives
.endp
;----------------------------------------------
.proc TosserDefensives
; use best defensive :)
; allways
jsr GetBestDefensive
; update status line
jmp DisplayStatus ; jsr/rts
; rts
.endp
;----------------------------------------------
.proc GetBestDefensive
; first check check if any is in use
lda ActiveDefenceWeapon,x
bne DefensiveInUse
@@ -273,8 +317,12 @@ NoBatteries
sta ActiveDefenceWeapon,x
lda DefensiveEnergy,y
sta ShieldEnergy,x
NoUseDefensive
; and SFX
mva #sfx_auto_defense sfx_effect
ldy #7
jsr PauseYFrames ; wait 14 frames (Defense SFX)
DefensiveInUse
NoUseDefensive
rts
.endp
;----------------------------------------------
@@ -286,33 +334,6 @@ DefensiveInUse
jmp Poolshark.firstShoot
.endp
;----------------------------------------------
.proc TosserDefensives
; use best defensive :)
; allways
; first check check if any is in use
lda ActiveDefenceWeapon,x
bne DefensiveInUse
ldy #last_real_defensive+1 ;the last defensive weapon
@
dey
cpy #ind_Hovercraft ;first defensive weapon (White Flag, Battery and Hovercraft - never use)
beq NoUseDefensive
lda (temp),y ; has address of TanksWeaponsTable
beq @-
; decrease in inventory
sec
sbc #1
sta (temp),y ; has address of TanksWeaponsTable
; activate defensive weapon
tya ; number of selectet defensive weapon
sta ActiveDefenceWeapon,x
lda DefensiveEnergy,y
sta ShieldEnergy,x
DefensiveInUse
NoUseDefensive
rts
.endp
;----------------------------------------------
.proc Chooser
; like cyborg but more randomizing force
jsr UseBatteryOrFlag
@@ -336,13 +357,8 @@ NotNegativeEnergy
adw Force #100 RandBoundaryHigh
jsr RandomizeForce
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
jsr GetDistance
cmp #6 ; 24/4
bcs HighForce
lda #ind_Baby_Missile
sta ActiveWeapon,x
HighForce
rts
jmp GetDistance
;rts
.endp
;----------------------------------------------
.proc Spoiler
@@ -355,7 +371,7 @@ HighForce
jsr FindBestTarget3
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
jsr TakeAimExtra ; direction still in A (0 - left, >0 - right)
; choose the best weapon
jsr ChooseBestOffensive
@@ -368,17 +384,13 @@ NotNegativeEnergy
adw Force #50 RandBoundaryHigh
jsr RandomizeForce
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
jsr GetDistance
cmp #6 ; 24/4
bcs HighForce
lda #ind_Baby_Missile
sta ActiveWeapon,x
HighForce
rts
jmp GetDistance
;rts
.endp
;----------------------------------------------
.proc Cyborg
jsr UseBatteryOrFlag
; if low energy ten use battery
jsr CyborgBattery
; use defensives like Tosser
jsr TosserDefensives
; now select best target
@@ -386,8 +398,7 @@ HighForce
jsr FindBestTarget3
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
jsr TakeAimExtra ; direction still in A (0 - left, >0 - right)
; choose the best weapon
ldy #ind_Nuke +1
jsr ChooseBestOffensive.NotFromAll
@@ -396,14 +407,9 @@ HighForce
sta ForceTableL,x
lda Force+1
sta ForceTableH,x
; if target distance lower than 32 - set weapon to Baby Missile (for security :)
jsr GetDistance
cmp #8 ;32/4
bcs HighForce
lda #ind_Baby_Missile
sta ActiveWeapon,x
HighForce
rts
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
jmp GetDistance
;rts
.endp
;----------------------------------------------
@@ -418,6 +424,7 @@ HighForce
; jsr MakeLowResDistances
lda #202
sta temp2 ; max possible energy
stx temp2+1 ; set target tank to himself (if it doesn't find targets - Long Shlong :) )
lda #0
sta tempor2 ; direction of shoot
;ldx TankNr
@@ -429,7 +436,9 @@ loop01
beq skipThisPlayer
lda eXistenZ,y
beq skipThisPlayer
lda BarrelLength,y
cmp #LongBarrel ; if target has Long Schlong do not aim
beq skipThisPlayer
lda skilltable,y
beq ItIsHuman
lda PreferHumansFlag
@@ -437,7 +446,14 @@ ItIsHuman
clc
adc Energy,y ; if robotank energy=energy+100 (100 or 0 from PreferHumansFlag)
cmp temp2 ; lowest
bcs lowestIsLower
beq lowestIsEqual
bcc lowestIsHigher
; if lower
lowestIsEqual
; if equal then select random (of two tanks)
bit RANDOM
bmi lowestIsLower
lowestIsHigher
sta temp2
sty temp2+1 ; number of the closest tank
mva #0 tempor2
@@ -469,6 +485,7 @@ skipThisPlayer
;----------------------------------------------
; jsr MakeLowResDistances
mva #$ff temp2 ; min possible distance
stx temp2+1 ; set target tank to himself (if it doesn't find targets - Long Shlong :) )
mva #0 tempor2 ; direction of shoot
;ldx TankNr
@@ -480,6 +497,9 @@ loop01
beq skipThisPlayer
lda eXistenZ,y
beq skipThisPlayer
lda BarrelLength,y
cmp #LongBarrel ; if target has Long Schlong do not aim
beq skipThisPlayer
lda LowResDistances,x
cmp LowResDistances,y
@@ -514,7 +534,7 @@ skipThisPlayer
; in temp2 we have x distance divided by 8
ldy temp2+1
lda tempor2
rts
End rts
.endp
;----------------------------------------------
@@ -524,9 +544,14 @@ skipThisPlayer
; returns angle and power of shoot tank X (TankNr)
; in the appropriate variables (Angle and Force)
;----------------------------------------------
lda ActiveDefenceWeapon,x
cmp #ind_White_Flag ; if a white flag, targeting makes no sense
beq FindBestTarget2.End ; nearest RTS
;
mva #$ff SecondTryFlag
NoSecondTry
lda ActiveWeapon,x
pha ; store active weapon
mva #$ff SecondTryFlag
; set initial Angle and Force values
lda OptionsTable+2 ; selected gravity
asl
@@ -566,6 +591,8 @@ RepeatAim
AimingRight
; make test Shoot (Flight)
jsr SetStartAndFlight
bit escFlag
bmi EndOfAim
lda HitFlag
beq NoHitInFirstLoopR ; impossible :)
bmi GroundHitInFirstLoopR
@@ -609,6 +636,8 @@ EndOfFirstLoopR
SecondLoopR
; make test Shoot (Flight)
jsr SetStartAndFlight
bit escFlag
bmi EndOfAim
lda HitFlag
beq NoHitInSecondLoopR ; impossible :)
bmi GroundHitInSecondLoopR
@@ -661,6 +690,8 @@ AimSecondTry
AimingLeft
; make test Shoot (Flight)
jsr SetStartAndFlight
bit escFlag
bmi EndOfAim
lda HitFlag
beq NoHitInFirstLoopL ; impossible :)
bmi GroundHitInFirstLoopL
@@ -704,6 +735,8 @@ EndOfFirstLoopL
SecondLoopL
; make test Shoot (Flight)
jsr SetStartAndFlight
bit escFlag
bmi EndOfAim
lda HitFlag
beq NoHitInSecondLoopL ; impossible :)
bmi GroundHitInSecondLoopL
@@ -754,37 +787,76 @@ SetStartAndFlight ; set start point (virtual barrel end :) ) and make test fl
sta ytraj+1
mva #0 ytraj+2
mva NewAngle Angle
lda CONSOL
and #%00000001 ; START KEY
beq @speedup
jsr MoveBarrelToNewPosition
bit escFlag
bmi exit
@speedup
jsr Flight
exit
ldx TankNr
rts
.endp
;----------------------------------------------
.proc TakeAimExtra
; It triggers aiming and if it misses the target,
; repeats the targeting by aiming at other tanks.
;----------------------------------------------
jsr TakeAim ; standard aiming first
ldy HitFlag
bpl TankHit
; Target missed - repeat aiming
mva TargetTankNr FirstTargetTankNr
ldy NumberOfPlayers
dey
SetNextTarget
cpy TankNr ; Don't aim at yourself
beq skipThisPlayer
cpy FirstTargetTankNr ; Don't aim at the original target
beq skipThisPlayer
lda eXistenZ,y
beq skipThisPlayer
lda BarrelLength,y
cmp #LongBarrel ; if target has Long Schlong do not aim
beq skipThisPlayer
; check target direction
mva #0 tempor2 ; check target direction
lda LowResDistances,x
cmp LowResDistances,y
bcs EnemyOnTheLeft
; enemy on right
inc tempor2 ; set direction to right
EnemyOnTheLeft
sty TargetTankNr ; new target for aiming
; Go Aiming!
jsr TakeAim.NoSecondTry ; standard aiming first (only first try)
ldy TargetTankNr
lda HitFlag
bpl TankHit
skipThisPlayer
dey
bpl SetNextTarget
TankHit
rts
.endp
;----------------------------------------------
.proc PurchaseAI ;
; A - skill of the TankNr
; A - skill of the TankNr, TankNr in X
; makes purchase for AI opponents
; results of this routine are not visible on the screen
;----------------------------------------------
asl
tax
:2 dex ;credit KK
lda PurchaseAIRoutines+1,x
tay
lda PurchaseAIRoutines-1,y ; -1 and -2 because AI players are numbered from 1 not from 0 (Human)
pha
lda PurchaseAIRoutines,x
lda PurchaseAIRoutines-2,y
pha
rts
; rts ; MoronPurchase has rts :)
.endp
;----------------
PurchaseAIRoutines
.word MoronPurchase-1
.word ShooterPurchase-1 ;ShooterPurchase
.word PoolsharkPurchase-1 ;PoolsharkPurchase
.word TosserPurchase-1 ;TosserPurchase
.word TosserPurchase-1 ;ChooserPurchase
.word CyborgPurchase-1 ;SpoilerPurchase
.word CyborgPurchase-1 ;CyborgPurchase
.word TosserPurchase-1 ;UnknownPurchase
;----------------------------------------------
.proc MoronPurchase
;Moron buys nothing
@@ -799,10 +871,10 @@ PurchaseAIRoutines
sta temp+1
:3 lsr ; A=A/8
sta temp
tya
and #%00000111
tay
lda bittable,y
; tya ; optimization (256 bytes long bittable)
; and #%00000111
; tay
lda bittable1_long,y
ldy temp
and PurchaseMeTable2,y
beq TryToPurchaseOnePiece.SorryNoPurchase
@@ -817,10 +889,10 @@ PurchaseAIRoutines
sta temp+1
:3 lsr ; A=A/8
sta temp
tya
and #%00000111
tay
lda bittable,y
; tya ; optimization (256 bytes long bittable)
; and #%00000111
; tay
lda bittable1_long,y
ldy temp
and PurchaseMeTable,y
beq SorryNoPurchase
@@ -870,17 +942,10 @@ SorryNoPurchase
;----------------------------------------------
.proc ShooterPurchase
; first try to buy defensives
; mva #2 tempXroller; number of offensive purchases to perform
ldx TankNr
@
randomize ind_Battery ind_StrongParachute
jsr TryToPurchaseOnePiece
; dec tempXroller
; bne @-
; and now offensives
mva #4 tempXroller; number of offensive purchases to perform
;ldx TankNr
@
randomize ind_Missile ind_Heavy_Roller
jsr TryToPurchaseOnePiece
@@ -892,13 +957,9 @@ SorryNoPurchase
;----------------------------------------------
.proc PoolsharkPurchase
; first try to buy defensives
; mva #2 tempXroller; number of offensive purchases to perform
ldx TankNr
@
randomize ind_Battery ind_Bouncy_Castle
jsr TryToPurchaseOnePiece
dec tempXroller
; bpl @-
; and now offensives
mva #6 tempXroller; number of purchases to perform
@@ -913,14 +974,11 @@ SorryNoPurchase
.endp
;----------------------------------------------
.proc TosserPurchase
; what is my money level
ldx TankNr
lda MoneyH,x ; money / 256
lsr ; /2
sta tempXroller ; perform this many purchase attempts
; first try to buy defensives
; mva #1 tempXroller; number of defensive purchases to perform
@
randomize ind_Battery ind_Bouncy_Castle
jsr TryToPurchaseOnePiece
@@ -941,14 +999,11 @@ SorryNoPurchase
.endp
;----------------------------------------------
.proc CyborgPurchase
; what is my money level
ldx TankNr
lda MoneyH,x ; money / 256
lsr ; /2
sta tempXroller ; perform this many purchase attempts
; first try to buy defensives
; mva #1 tempXroller; number of defensive purchases to perform
@
randomize ind_Battery ind_Bouncy_Castle
jsr TryToPurchaseOnePiece2
@@ -989,19 +1044,38 @@ loop
.endp
;----------------------------------------------
.proc GetDistance
; calculates lores ( /4 ) distance from tank X to TargetTankNr(Y)
; result in A
; calculates lores ( /4 ) distance from tank X to last plot
; (explosion position after Flight proc)
; This procedure must be called immediately after targeting.
; xdraw value should remain unchanged from the end of the Flight procedure.
;
; if target distance lower than 24 - set weapon to Baby Missile
;----------------------------------------------
ldy TargetTankNr
lda LowResDistances,x
cmp LowResDistances,y
@ bcs YisLower
;xdraw/4
lda xdraw+1
lsr
lda xdraw
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
;
sec
lda LowResDistances,y
sbc LowResDistances,x
rts
bcs XisLower
YisLower
lda LowResDistances,x
sbc LowResDistances,y
eor #$ff
adc #1
XisLower
;rts
cpx TargetTankNr ; If tank is aiming at itself don't change weapon,
beq NoChangeToBM ; he is the only one without a Long Shlong :)
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
cmp #6 ; 24/4
bcs HighDistance
lda #ind_Baby_Missile
sta ActiveWeapon,x
HighDistance
NoChangeToBM
rts
.endp
.endp
.ENDIF
Binary file not shown.
Binary file not shown.
+15
View File
@@ -0,0 +1,15 @@
BankNr = $D500
; ---
org $0100
reset_proc
; set cartridge bank to 0
mva #$0 BankNr
; and reset
jmp ($fffd)
initialization
mwa #reset_proc $0A ; set DOSVEC
mva #$01 $09
rts
;
ini initialization
+274
View File
@@ -0,0 +1,274 @@
icl '../../Atari/lib/ATARISYS.ASM'
icl '../../Atari/lib/MACRO.ASM'
icl 'cart_reset.asm'
.zpvar dliCounter .byte = $80
.zpvar TetryxColor .byte
.zpvar TetryxColorS .byte
; ------- constans --------
; start addr of loader
Loader_Start = $0700
Clear_Set = $07fc
Bank_Set = $07Fd
Addr_Set = $07fe
; cart banks numbers
LoaderBank = 0
ScorchBank = 1
MenuENBank = 10
MenuPLBank = 15
TetryxBank = 20
org $2000
WeaponFont
ins '../weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
LogoFont
ins 'Scorch_logo_mod_AW.fnt'
main
lda #0
sta dmactls
jsr WaitOneFrame
lda #0
sta TetryxColor
sta TetryxColorS
lda RANDOM
and #%11110000 ; 1:16
bne TnotVisible
lda colors+2 ; visible
sta TetryxColor
TnotVisible
lda #0
ldx #3
@ sta COLOR0-1,x
dex
bpl @-
mva #>LogoFont chbas
mwa #MenuDL dlptrs
VMAIN VBLinterrupt,7 ;jsr SetVBL
SetDLI DLIinterrupt
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
sta dmactls
jsr WaitOneFrame
jsr FadeIn
jsr WaitOneFrame
WaitForKey
jsr GetKey
cmp #@kbcode._space
bne @+
mva #ScorchBank Bank_Set
bne GoLoader
@ cmp #@kbcode._E
bne @+
mva #MenuENBank Bank_Set
bne GoLoader
@ cmp #@kbcode._P
bne @+
mva #MenuPLBank Bank_Set
bne GoLoader
@ cmp #@kbcode._T
bne WaitForKey
mva #TetryxBank Bank_Set
bne GoLoader
GoLoader
jsr WaitOneFrame
jsr FadeOut
VMAIN XITVBV,7 ; jsr SetVBL (off user proc)
LDA #%01000000 ; DLI off
STA NMIEN
lda #0 ; DL off, P/M off
sta dmactls
jsr WaitOneFrame
mwa #$a000 Addr_Set
mva #$10 Clear_Set
;cli
;jmp main
jmp Loader_Start
stop
jmp stop
;--------------------------------------------------
.proc FadeIn
ldy #15
FirstLoop
ldx #3
@ lda COLOR0-1,x
cmp colors,x
beq ColorOK
inc COLOR0-1,x
ColorOK
dex
bpl @-
lda TetryxColorS
cmp TetryxColor
beq TcolorOK
inc TetryxColorS
TcolorOK
jsr WaitOneFrame
dey
bpl FirstLoop
rts
.endp
;--------------------------------------------------
.proc FadeOut
ldy #15
FirstLoop
ldx #3
@ lda COLOR0-1,x
beq ColorOK
dec COLOR0-1,x
ColorOK
dex
bpl @-
lda TetryxColorS
beq TcolorOK
dec TetryxColorS
TcolorOK
jsr WaitOneFrame
dey
bpl FirstLoop
rts
.endp
;--------------------------------------------------
.proc DLIinterrupt
pha
lda dliCounter
bne SecondDLI
FirstDLI
mva #>WeaponFont chbase
lda #0
;sta WSYNC
sta COLPF2
beq EndOfDLI
SecondDLI
lda TetryxColorS
sta COLPF1
EndOfDLI
inc dliCounter
pla
DLIinterruptNone
rti
.endp
;--------------------------------------------------
.proc VBLinterrupt
mva #0 dliCounter
jmp XITVBV
.endp
;--------------------------------------------------
.macro SetDLI
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #%11000000
STY VDSLST
STX VDSLST+1
STA NMIEN
rts
.endp
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
waitRTC ; or wait ?
rts
.endp
;--------------------------------------------------
; DL for menu
MenuDL
.byte $70,$70,$70
.byte $44
.word picData
:3 .byte $04
.byte $20+$80
.byte $42
.word MenuTitle2
.byte $70,$70
.byte $47
.word MenuTitle
.byte $30,$70
.byte $42
.word MenuOptions
.byte $10,$02
.byte $10,$02
.byte $10+$80,$02
.byte $41
.word MenuDL
; Picture data (narrow screen)
picData
ins 'Scorch_logo_mod_AW.scr',+32, 32*4 ; load 4 lines without the first one
; Color data
colors
.BYTE 0,14,10,6
MenuTitle2
dta d" Unknown Father of All Games "
MenuTitle
dta d" SELECT OPTION "
MenuOptions
dta d" E - English Manual "
dta d" P - Polska instrukcja "
dta d" SPACE - Start Scorch Game "
dta d" T - Start Tetryx Game "
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
getKeyAfterWait
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
lda kbcode
cmp #@kbcode._none
beq checkJoyGetKey
and #$3f ;CTRL and SHIFT ellimination
bne getkeyend ; allways
checkJoyGetKey
;fire
lda STRIG0
beq JoyButton
checkStarttKey
lda CONSOL
and #%00000001 ; Start
beq StartPressed
bne getKeyAfterWait
StartPressed
JoyButton
lda #@kbcode._space ; Start key
getkeyend
ldy #0
sty ATRACT ; reset atract mode
rts
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
StillWait
lda STRIG0
beq StillWait
lda SKSTAT
cmp #$ff
bne StillWait
lda CONSOL
and #%00000001 ; Start only
cmp #%00000001
bne StillWait
KeyReleased
rts
.endp
run main
Binary file not shown.
Binary file not shown.
Binary file not shown.
+734
View File
@@ -0,0 +1,734 @@
/***************************************/
/* Use MADS http://mads.atari8.info/ */
/* Mode: DLI (char mode) */
/***************************************/
;icl "Scorch50.h"
;icl "../lib/ATARISYS.ASM"
;icl "../lib/macro.hea"
; --- dmsc LZSS player routine on zero page
org $80
/* chn_copy .ds 9
chn_pos .ds 9
bptr .ds 2
cur_pos .ds 1
chn_bits .ds 1
bit_data .ds 1 */
org $00
/* fcnt .ds 2
fadr .ds 2
fhlp .ds 2
cloc .ds 1
regA .ds 1
regX .ds 1
regY .ds 1 */
; --- BASIC switch OFF
org $2000\ mva #$ff portb\ rts\ ini $2000
; --- MAIN PROGRAM
org $2000
ant1 dta $C2,a(scr1)
dta $02,$82,$02,$02,$82,$02,$82,$02,$82,$02,$02,$02,$82,$02,$82,$82
dta $02,$02,$82,$02,$02,$82,$02,$02,$82,$82,$02,$82,$22
;dta $42,a(verline)
dta $41,a(ant1)
;verline
; :37 dta d" "
; dta build
scr1 ins "Scorch50.scr"
.ds 0*40
.ALIGN $0400
fnt1 ins "Scorch50.fnt"
.ALIGN $0800
pmg1 .ds $0300
SPRITES1
main1
lda SplashTypeFlag
beq old_splash
rts
old_splash
jsr init_song
; ; copy system font to $a000
; ldx #0
;@ lda $e000,x
; sta $a000,x
; ;lda $e100,x ; i need digits only :]
; ;sta $a100,x
; ;lda $e200,x
; ;sta $a200,x
; ;lda $e300,x
; ;sta $a300,x
; inx
; bne @-
; --- init PMG
mva >pmg1 pmbase ;missiles and players data address
mva #$03 GRACTL ;enable players and missiles
lda:cmp:req $14 ;wait 1 frame
sei ;stop IRQ interrupts
mva #$00 nmien ;stop NMI interrupts
sta dmactl
;mva #$fe portb ;switch off ROM to get 16k more ram
;mwa #NMI $fffa ;new NMI handler
sta COLOR4
lda #$0E
sta COLOR1
lda #$84
sta COLOR2
lda #$0E
sta COLOR3
lda #$02
VMAIN NMI.vbl,6 ;jsr SetVBL
VDLI DLI.dli_start
mva #1 vscrol
mva #$c0 nmien ;switch on NMI+DLI again
;_stp jmp _stp
_lp1 lda trig0 ; FIRE #0
beq stop1
lda trig1 ; FIRE #1
beq stop1
lda consol ; START
and #1
beq stop1
lda skctl
and #$04
bne _lp1 ;wait to press any key; here you can put any own routine
stop1
cli
vmain sysvbv,6
mva #$00 GRACTL ;PMG disabled
tax
sta:rne hposp0,x+
;mva #$ff portb ;ROM switch on
mva #$40 nmien ;only NMI interrupts, DLI disabled
;cli ;IRQ enabled
lda #0
ldx #8
@ sta POKEY,x
dex
bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
rts ;return to ... DOS
; --- DLI PROGRAM
.local DLI
?old_dli = *
dli_start
dli13
sta regA
sta wsync ;line=8
sta wsync ;line=9
sta wsync ;line=10
sta wsync ;line=11
sta wsync ;line=12
sta wsync ;line=13
c9 lda #$14
sta wsync ;line=14
sta colpm3
DLINEW DLI.dli2 1 0 0
dli2
sta regA
lda >fnt1+$400*$01
sta wsync ;line=24
sta chbase
DLINEW dli3 1 0 0
dli3
sta regA
lda >fnt1+$400*$02
sta wsync ;line=48
sta chbase
sta wsync ;line=49
sta wsync ;line=50
sta wsync ;line=51
s3 lda #$07
sta wsync ;line=52
sta sizem
DLINEW dli14 1 0 0
dli14
sta regA
stx regX
sty regY
x8 lda #$A3
sta wsync ;line=64
sta hposp3
x9 lda #$AB
sta wsync ;line=65
sta hposm3
sta wsync ;line=66
sta wsync ;line=67
sta wsync ;line=68
sta wsync ;line=69
sta wsync ;line=70
s4 lda #$13
x10 ldx #$A6
sta wsync ;line=71
sta sizem
stx hposm2
s5 lda #$01
x11 ldx #$72
x12 ldy #$62
sta wsync ;line=72
sta sizep2
sta sizep3
stx hposp2
sty hposp3
x13 lda #$A9
sta wsync ;line=73
sta hposp1
DLINEW dli4 1 1 1
dli4
sta regA
lda >fnt1+$400*$03
sta wsync ;line=80
sta chbase
DLINEW dli5 1 0 0
dli5
sta regA
stx regX
lda >fnt1+$400*$04
sta wsync ;line=112
sta chbase
sta wsync ;line=113
sta wsync ;line=114
sta wsync ;line=115
sta wsync ;line=116
sta wsync ;line=117
sta wsync ;line=118
s6 lda #$07
x14 ldx #$A3
sta wsync ;line=119
sta sizem
stx hposm1
s7 lda #$01
x15 ldx #$93
sta wsync ;line=120
sta sizep1
stx hposp1
DLINEW dli15 1 1 0
dli15
sta regA
stx regX
sta wsync ;line=128
sta wsync ;line=129
sta wsync ;line=130
sta wsync ;line=131
x16 lda #$4A
sta wsync ;line=132
sta hposp1
c10 lda #$D4
sta wsync ;line=133
sta colpf2
s8 lda #$C3
x17 ldx #$5A
sta wsync ;line=134
sta sizem
stx hposm3
DLINEW dli6 1 1 0
dli6
sta regA
stx regX
sty regY
lda >fnt1+$400*$05
sta wsync ;line=136
sta chbase
sta wsync ;line=137
sta wsync ;line=138
sta wsync ;line=139
sta wsync ;line=140
sta wsync ;line=141
sta wsync ;line=142
s9 lda #$C7
x18 ldx #$A9
sta wsync ;line=143
sta sizem
stx hposm1
s10 lda #$D7
x19 ldx #$9E
c11 ldy #$02
sta wsync ;line=144
sta sizem
stx hposm2
sty colpm2
sta wsync ;line=145
c12 lda #$04
sta wsync ;line=146
sta colpm1
sta wsync ;line=147
sta wsync ;line=148
sta wsync ;line=149
s11 lda #$00
x20 ldx #$74
c13 ldy #$02
sta wsync ;line=150
sta sizep3
stx hposp3
sty colpm3
sta wsync ;line=151
sta wsync ;line=152
sta wsync ;line=153
sta wsync ;line=154
sta wsync ;line=155
sta wsync ;line=156
sta wsync ;line=157
c14 lda #$04
sta wsync ;line=158
sta colpf0
DLINEW dli7 1 1 1
dli7
sta regA
lda >fnt1+$400*$06
sta wsync ;line=160
sta chbase
DLINEW dli8 1 0 0
dli8
sta regA
stx regX
sty regY
lda >fnt1+$400*$07
sta wsync ;line=184
sta chbase
sta wsync ;line=185
s12 lda #$00
x21 ldx #$8E
c15 ldy #$08
sta wsync ;line=186
sta sizep2
stx hposp2
sty colpm2
x22 lda #$4C
c16 ldx #$0E
sta wsync ;line=187
sta hposp3
stx colpm3
c17 lda #$0A
c18 ldx #$34
sta wsync ;line=188
sta colpf1
stx colpm3
s13 lda #$43
x23 ldx #$49
sta wsync ;line=189
sta sizem
stx hposm3
c19 lda #$08
c20 ldx #$34
sta wsync ;line=190
sta colpf1
stx colpm2
sta wsync ;line=191
c21 lda #$0A
sta wsync ;line=192
sta colpf1
c22 lda #$08
sta wsync ;line=193
sta colpf1
c23 lda #$0A
sta wsync ;line=194
sta colpf1
c24 lda #$34
sta wsync ;line=195
sta colpf2
c25 lda #$0C
sta wsync ;line=196
sta colpf1
c26 lda #$0A
sta wsync ;line=197
sta colpf1
c27 lda #$0C
sta wsync ;line=198
sta colpf1
sta wsync ;line=199
sta wsync ;line=200
c28 lda #$0E
sta wsync ;line=201
sta colpf1
c29 lda #$0C
sta wsync ;line=202
sta colpf1
c30 lda #$0E
sta wsync ;line=203
sta colpf1
c31 lda #$0C
sta wsync ;line=204
sta colpf1
c32 lda #$0E
sta wsync ;line=205
sta colpf1
DLINEW dli16 1 1 1
dli16
sta regA
sta wsync ;line=208
sta wsync ;line=209
c33 lda #$0C
sta wsync ;line=210
sta colpf1
c34 lda #$0E
sta wsync ;line=211
sta colpf1
c35 lda #$0C
sta wsync ;line=212
sta colpf1
DLINEW dli9 1 0 0
dli9
sta regA
stx regX
sty regY
lda >fnt1+$400*$08
c36 ldx #$0A
sta wsync ;line=216
sta chbase
stx colpf1
c37 lda #$0C
sta wsync ;line=217
sta colpf1
c38 lda #$0A
x24 ldx #$9D
c39 ldy #$34
sta wsync ;line=218
sta colpf1
stx hposm1
sty colpm1
s14 lda #$03
x25 ldx #$7D
sta wsync ;line=219
sta sizep3
stx hposp3
c40 lda #$08
s15 ldx #$13
x26 ldy #$45
sta wsync ;line=220
sta colpf1
stx sizem
sty hposm2
s16 lda #$03
x27 ldx #$59
sta wsync ;line=221
sta sizep2
stx hposp2
s17 lda #$53
x28 ldx #$49
x29 ldy #$79
sta wsync ;line=222
sta sizem
stx hposp1
sty hposm3
c41 lda #$06
c42 ldx #$00
sta wsync ;line=223
sta colpf1
stx colpf2
lda >fnt1+$400*$01
s18 ldx #$50
x30 ldy #$44
sta wsync ;line=224
sta chbase
stx sizem
sty hposm0
sta wsync ;line=225
c43 lda #$08
sta wsync ;line=226
sta colpf1
c44 lda #$0C
sta wsync ;line=227
sta colpf1
sta wsync ;line=228
sta wsync ;line=229
c45 lda #$0E
sta wsync ;line=230
sta colpf1
DLINEW dli10 1 1 1
dli10
sta regA
lda >fnt1+$400*$00
sta wsync ;line=232
sta chbase
;DLINEW dli11 1 0 0
lda regA
rti
;dli11
; sta regA
;
; lda #>$a000 ; system font
; sta wsync ;line=232
; sta chbase
; lda #$01
; sta gtictl
;
; lda regA
; rti
.endl
; ---
dliv1 = $0200
; ---
.proc NMI
bit nmist
bpl VBL
jmp DLI.dli_start
VBL
sta regA
stx regX
sty regY
;sta nmist ;reset NMI flag
mwa #ant1 dlptr ;ANTIC address program
mva #@dmactl(standard|dma|lineX1|players|missiles) dmactl ;set new screen width
inc cloc ;little timer
; Initial values
lda >fnt1+$400*$00
sta chbase
c0 lda #$00
sta colbak
c1 lda #$0E
sta colpf1
c2 lda #$84
sta colpf2
c3 lda #$0E
sta colpf3
lda #$02
sta CHACTL
lda #$01
sta PRIOR
sta sizep0
s0 lda #$03
sta sizem
x0 lda #$D0
sta hposp0
x1 lda #$28
sta hposm0
c4 lda #$00
sta colpm0
x2 lda #$A2
sta hposm3
c5 lda #$0E
sta colpm3
s1 lda #$00
sta sizep2
sta sizep3
x3 lda #$92
sta hposp2
x4 lda #$8A
sta hposp3
c6 lda #$14
sta colpm2
s2 lda #$00
sta sizep1
x5 lda #$9A
sta hposp1
c7 lda #$14
sta colpm1
x6 lda #$A4
sta hposm2
x7 lda #$A6
sta hposm1
c8 lda #$00
sta colpf0
mwa #DLI.dli_start dliv1 ;set the first address of DLI interrupt
;this area is for yours routines
jsr play_frame
lda regA
ldx regX
ldy regY
jmp sysvbv
.endp
music1
; icl "..\splash_v2\lzss_player.asm" ; player (and data) for splash music
; ---
ini main1
; ---
opt l-
.MACRO SPRITES1
missiles
.he 00 00 00 00 00 00 00 00 03 03 C3 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 83 83 83 C3 C3 C3 C3
.he C3 C3 C3 C3 C3 E3 E3 E3 E3 E3 E3 F3 F3 F3 F3 FB
.he FB FB FB FB FF FF FF FF F3 33 83 83 83 83 C3 D3
.he D3 D3 13 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 0F
.he 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 03 03 03 03 C3 C3
.he C3 C3 C3 C3 C3 C3 C3 C3 C3 D3 FF FF 3F 3F 3F 3F
.he 3F 3F 33 13 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 43 43 C3 C3 C3 C3 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 0F 0F 3F 3F FF FC FE FE FF DB 03 03 03 03
.he 03 03 03 03 03 03 03 03 00 00 00 00 00 00 00 00
player0
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
player1
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 F0 FC FE FE FF FF FF FF
.he FF 0F 0F 0F 0F 0F 0F 0F 0F 0F 07 07 07 07 07 07
.he 03 03 03 FF FF FF FF FF CF CF FF FF FF FF FF 9F
.he 9F FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
.he 00 F0 F0 F0 F0 78 F8 78 78 78 78 38 78 38 3C 3C
.he 3C 3C 1C 3C 1C 1C 1C 1C 1E 1E 1E 1E 0E 1E 0E 0E
.he 0E 0F 07 0F 07 0F 07 07 07 07 07 07 06 06 06 06
.he FF FF FF FF FF FF FF FF FF FF FF 00 00 3E 3F 7F
.he 7F 7F 7F 7F 7F 7F 7F 3F 3F 3F 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player2
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
.he FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 FF FF FF FF FF 99 99 FF FF FF FF FF 33
.he 33 FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
.he 00 00 80 F0 F8 F8 F8 FC FC FC FC FC FC FC FC FC
.he FC FE FE FE FE FE FE FF FF FF FF FF FF FF FE FC
.he F8 F8 F8 F8 F0 F0 F0 F0 F0 F0 F0 F0 E0 E0 E0 E0
.he E0 E0 E0 FC FE FE FF FF 8F 87 87 87 07 07 07 07
.he 07 07 07 07 07 07 07 03 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 F8 FC FC FE FE FF FF 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player3
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 01 07 0F 1F 1F 3F 3F 7F
.he 7F 78 78 F0 F0 F0 F0 F8 F8 F8 78 7C 7C 7C 3C 3E
.he 3E 3E 1E 1F 1F 1F 0F 0F 0F 0F 0F 1F 1F 1F 1F 1F
.he 1F 3F 3F 3F 3F 3F 3F 3F FF 7F 7F 3F 3F 1F 1F 0F
.he 1F 1F 1F 3F 3F 3F 3F 3F 3F 3B 30 30 30 30 30 30
.he 30 30 30 30 38 3E 7F 7F 7F 7F 7F 7F 7F 7F 7F 7F
.he 7F 7F 7F 7F 7F 7F 7F FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF 7F 7F 7F 7F 7F 7F FF FF
.he FF FF FF FF FE FE FE FE FE FE FE FE FC 1C FF 7E
.he 7E FE FE FE FE FF FF FF 7F 7E 7E 3C 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 7C FE FE FF FF FF 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 FF FF FF FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.ENDM
.MACRO DLINEW
mva <:1 dliv1
ift [>?old_dli]<>[>:1]
mva >:1 dliv1+1
eif
ift :2
lda regA
eif
ift :3
ldx regX
eif
ift :4
ldy regY
eif
rti
.def ?old_dli = *
.ENDM
+72 -5
View File
@@ -17,7 +17,6 @@ chn_bits .ds 1
bit_data .ds 1
; ---
org $00
fcnt .ds 2
fadr .ds 2
@@ -30,6 +29,9 @@ byt2 .ds 1
zc .ds ZCOLORS
org $1fff
SplashTypeFlag .ds 1
* --- BASIC switch OFF
org $2000\ mva #$ff portb\ rts\ ini $2000
@@ -63,10 +65,20 @@ FontSplash
mother
; dta d" The Mother of All Games "
dta d" Father Unknown of All Games "
icl "lzss_player.asm" ; player (and data) for splash music
dta d" Unknown Father of All Games "
main
.IF CART_VERSION
lda random
and #%11100000 ; Old splash probability 1/8
sta SplashTypeFlag
bne new_splash
rts ; KAZ splash :)
new_splash
.ENDIF
/*
mva #00 ManualLangFlag ; no manual page
*/
jsr init_song
* --- init PMG
@@ -130,6 +142,7 @@ raster_program_end
lda >FontSplash
sta chbase
sta chbas
c0 lda #$00
sta colbak
c1 lda #$00
@@ -155,7 +168,7 @@ s0 lda #$03
lda #$14
sta gtictl
; jmp stop
//--------------------
// EXIT
//--------------------
@@ -173,7 +186,10 @@ s0 lda #$03
lda skctl ; ANY KEY
and #$04
bne skp
/* lda kbcode
cmp #$25 ; "M" key
bne stop
mva #01 ManualLangFlag ; english manual page */
stop mva #$00 pmcntl ;PMG disabled
tax
sta:rne hposp0,x+
@@ -196,6 +212,38 @@ stop mva #$00 pmcntl ;PMG disabled
mva #$40 nmien ;only NMI interrupts, DLI disabled
cli ;IRQ enabled
/* lda ManualLangFlag
beq waitkey2release
; and now display manual language selection screen
mva <lngDL dlptrs
mva >lngDL dlptrs+1
mva #%00111110 dmactls ;set new screen width
; wait for key
waitkey2
lda skctl ; ANY KEY
and #$04
bne waitkey2
lda kbcode
cmp #$2A ; "E" key
bne notEng
mva #01 ManualLangFlag ; english manual page
bne endsplash
notEng
cmp #$0A ; "P" key
bne waitkey2
mva #02 ManualLangFlag ; polish manual page
endsplash
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
waitkey2release
lda skctl ; ANY KEY
and #$04
beq waitkey2release
*/
rts ;return to ... DOS
skp
@@ -220,9 +268,28 @@ _rts rts
byt3 brk
org $8000 ; fixed address of music routine and data
icl "lzss_player.asm" ; player (and data) for splash music
;---
/* lngDL
.byte $70,$70,$70,$70,$70
.byte $47
.word LngTitle
.byte $70,$70
.byte $42
.word LngList
.byte $50,$02
.byte $41
.word lngDL
LngTitle
dta d" select language "*
LngList
dta d" E - English Manual "
dta d" P - Polska instrukcja " */
;---
.MACRO ANTIC_PROGRAM
dta $70,$70
:+8 dta $4e,a(:1+$0000+#*40)
+42
View File
@@ -0,0 +1,42 @@
import argparse
from PIL import Image
import random
class AtariFont:
"""representation of Atari 8-bit font as a list 128 characters, each character is a 8 bytes long list"""
def __init__(self):
self.font = [[0, 0, 255, 0, 0, 0xaa, 1, 0] for _ in range(128)]
def to_image(self) -> Image:
fnt_img = Image.new("1", (32 * 8, 4 * 8))
i = 0
for x in range(32):
for y in range(4):
for y_offset, v in enumerate(self.font[i]):
for b in range(8):
c = (v & (1 << b)) >> b
pos = (x * 8 + b, y * 8 + y_offset)
fnt_img.putpixel(pos, c)
i += 1
return fnt_img
def convert_st(im: Image):
print(im.format, im.size, im.mode)
im.convert('1')
print(im.format, im.size, im.mode)
if __name__ == '__main__':
parser = argparse.ArgumentParser(description="Convert AtariST 128x256 font image to Atari 8-bit fnt file(s) ")
parser.add_argument('--file', '-f', dest='file', type=str, required=True,
help="AtariST picture file")
args = parser.parse_args()
st = Image.open(args.file)
convert_st(st)
a = AtariFont()
a.to_image().save("test.bmp")
+119 -127
View File
@@ -1,135 +1,127 @@
.proc talk
; Maximum text length is 63 characters!!!
L0 dta d"CYKA BLAT"
L1 dta d"DIE!"
L2 dta d"EAT MY SHORTS!"
L3 dta d"YOU'RE TOAST!"
L4 dta d"BANZAI!"
L5 dta d"FROM HELL'S HEART I STAB AT THEE..."
L6 dta d"I DIDN'T DO IT. NOBODY SAW ME DO IT."
L7 dta d"TAKE A HIKE!"
L8 dta d"YOU'RE DEAD MEAT."
L9 dta d"MAKE MY DAY."
L10 dta d"CHARGE!"
L11 dta d"ATTACK!"
L12 dta d"YOU'RE OUTTA HERE."
L13 dta d"WATTSA MATTA YOU?"
L14 dta d"FREEZE, OR I'LL SHOOT!"
L15 dta d"HA HA HA."
L16 dta d"WE COME IN PEACE - SHOOT TO KILL!"
L17 dta d"IN YOUR FACE!"
L18 dta d"DIE COMMIE PIG!"
L19 dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."
L20 dta d"VICTORY!"
L21 dta d"SHOW SOME RESPECT."
L22 dta d"JUST WHO DO YOU THINK YOU ARE?"
L23 dta d"LOOK OUT BELOW!"
L24 dta d"KNOCK, KNOCK."
L25 dta d"LOOK OVER THERE."
L26 dta d"GUESS WHAT'S COMING FOR DINNER?"
L27 dta d"MERRY CHRISTMAS."
L28 dta d"OPEN WIDE!"
L29 dta d"HERE GOES NOTHING..."
L30 dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."
L31 dta d"BLOOD, PAIN, VIOLENCE!"
L32 dta d"TAKE THIS, SISSY!"
L33 dta d"I SHALL FLATTEN YOU!"
L34 dta d"I SHALL SMASH YOUR UGLY TANK!"
L35 dta d"I WONDER WHAT THIS BUTTON DOES?"
L36 dta d"DON'T TAKE THIS PERSONALLY."
L37 dta d"WOULD THIS MAKE YOU MAD?"
L38 dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"
L39 dta d"I COULD SPARE YOU, BUT WHY?"
L40 dta d"MY BOMB IS BIGGER THAN YOURS."
L41 dta d"DON'T FORGET ABOUT ME!"
L42 dta d"HASTA LA VISTA, BABY!"
L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
L44 dta d"TAKE THIS!"
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
L46 dta d"DIE, ALIEN SWINE!"
L47 dta d"AWRUK!!!"
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
L49 dta d"DIE, TANK-SCUM!"
L50 dta d"I'M GONNA BREAK YOUR FACE!"
L51 dta d"MAMA SAID KNOCK YOU OUT!"
L52 dta d"I HOPE YOU ENJOY PAIN!"
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
;--------------------------------
L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
L55 dta d"UGH!"
L56 dta d"AARGH!"
L57 dta d"AAAGGHHH!"
L58 dta d"I'M MELTING!"
L59 dta d"OOF.."
L60 dta d"OH!"
L61 dta d"EEEK!"
L62 dta d"AACCH!"
L63 dta d"I HATE IT WHEN THAT HAPPENS."
L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
L65 dta d"OH NO!"
L66 dta d"NOT ME!"
L67 dta d"OUCH."
L68 dta d"OH NO, NOT AGAIN."
L69 dta d"ANOTHER ONE BITES THE DUST."
L70 dta d"GOODBYE."
L71 dta d"HELP ME!"
L72 dta d"FAREWELL, CRUEL WORLD."
L73 dta d"REMEMBER THE ALAMO!"
L74 dta d"OH MAN!"
L75 dta d"DOOUGH!"
L76 dta d"NEW DAY, NEW BOMB."
L77 dta d"THIS IS THE END, MY ONLY FRIEND."
L78 dta d"VERY FUNNY."
L79 dta d"THE FAT LADY SANG."
L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
L81 dta d"I'M GOING DOWN."
L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
L83 dta d"CRAPOLA."
L84 dta d"POW!"
L85 dta d"BIF!"
L86 dta d"BAM!"
L87 dta d"ZONK!"
L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER."
L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
L90 dta d"WHAT WAS THAT NOISE?"
L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
L92 dta d"ITS JUST ONE OF THOSE DAYS..."
L93 dta d"I SEE A BRIGHT LIGHT..."
L94 dta d"MOMMY? IS THAT YOU?"
L95 dta d"I LET YOU HIT ME!"
L96 dta d"SUCKER SHOT!"
L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
L98 dta d"-<SOB>-"
L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
L103 dta d"I THOUGHT YOU LIKED ME?"
L104 dta d"CTO XYEB"
L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
L107 dta d"HEY! KILLIN' AIN'T COOL."
L108 dta d"GEE... THANKS."
L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
L110 dta d"911?"
L111 dta d"OH NO! HERE I BLOW AGAIN!"
L112 dta d"I'LL BE BACK..."
L113 dta d"I'VE GOT LAWYERS!"
L114 dta d"CALL 1-900-SUE-TANK."
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
dta d"CYKA BLAT"^
dta d"DIE!"^
dta d"EAT MY SHORTS!"^
dta d"YOU'RE TOAST!"^
dta d"BANZAI!"^
dta d"FROM HELL'S HEART I STAB AT THEE..."^
dta d"DO YOU FEEL LUCKY, TANK?"^
dta d"TAKE A HIKE!"^
dta d"YOU'RE DEAD MEAT."^
dta d"MAKE MY DAY."^
dta d"CHARGE!"^
dta d"ATTACK!"^
dta d"YOU'RE OUTTA HERE."^
dta d"WATTSA MATTA YOU?"^
dta d"FREEZE, OR I'LL SHOOT!"^
dta d"HA HA HA."^
dta d"WE COME IN PEACE - SHOOT TO KILL!"^
dta d"IN YOUR FACE!"^
dta d"DIE COMMIE PIG!"^
dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."^
dta d"VICTORY!"^
dta d"SHOW SOME RESPECT."^
dta d"JUST WHO DO YOU THINK YOU ARE?"^
dta d"LOOK OUT BELOW!"^
dta d"KNOCK, KNOCK."^
dta d"LOOK OVER THERE."^
dta d"GUESS WHAT'S COMING FOR DINNER?"^
dta d"MERRY CHRISTMAS."^
dta d"OPEN WIDE!"^
dta d"HERE GOES NOTHING..."^
dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."^
dta d"BLOOD, PAIN, VIOLENCE!"^
dta d"TAKE THIS, SISSY!"^
dta d"I SHALL FLATTEN YOU!"^
dta d"I SHALL SMASH YOUR UGLY TANK!"^
dta d"I WONDER WHAT THIS BUTTON DOES?"^
dta d"DON'T TAKE THIS PERSONALLY."^
dta d"WOULD THIS MAKE YOU MAD?"^
dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"^
dta d"I COULD SPARE YOU, BUT WHY?"^
dta d"MY BOMB IS BIGGER THAN YOURS."^
dta d"DON'T FORGET ABOUT ME!"^
dta d"HASTA LA VISTA, BABY!"^
dta d"THIS IS YOUR BRAIN ON SCORCH."^
dta d"TAKE THIS!"^
dta d"THIS SCREEN AIN'T BIG ENOUGH FOR US."^
dta d"DIE, ALIEN SWINE!"^
dta d"AWRUK!!!"^
dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."^
dta d"DIE, TANK-SCUM!"^
dta d"I'M GONNA BREAK YOUR FACE!"^
dta d"MAMA SAID KNOCK YOU OUT!"^
dta d"I HOPE YOU ENJOY PAIN!"^
dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?"^ ;(sanford and son)
;----------------------------
dta d"PARTING IS SUCH SWEET SORROW... NOT!"^
dta d"UGH!"^
dta d"AARGH!"^
dta d"AAAGGHHH!"^
dta d"I'M MELTING!"^
dta d"OOF.."^
dta d"OH!"^
dta d"EEEK!"^
dta d"AACCH!"^
dta d"I HATE IT WHEN THAT HAPPENS."^
dta d"ONE HIT CAN RUIN YOUR WHOLE DAY."^
dta d"OH NO!"^
dta d"NOT ME!"^
dta d"OUCH."^
dta d"OH NO, NOT AGAIN."^
dta d"ANOTHER ONE BITES THE DUST."^
dta d"GOODBYE."^
dta d"HELP ME!"^
dta d"FAREWELL, CRUEL WORLD."^
dta d"REMEMBER THE ALAMO!"^
dta d"OH MAN!"^
dta d"DOOUGH!"^
dta d"NEW DAY, NEW BOMB."^
dta d"THIS IS THE END, MY ONLY FRIEND."^
dta d"VERY FUNNY."^
dta d"THE FAT LADY SANG."^
dta d"WHY DOES HAPPEN TO ME?"^
dta d"I'M GOING DOWN."^
dta d"I'VE GOT A BAD FEELING."^
dta d"CRAPOLA."^
dta d"POW!"^
dta d"BIF!"^
dta d"BAM!"^
dta d"ZONK!"^
dta d"I SHOULD'VE LISTENED TO MY MOM."^
dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."^
dta d"WHAT WAS THAT NOISE?"^
dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."^
dta d"IT'S JUST ONE OF THOSE DAYS..."^
dta d"I SEE A BRIGHT LIGHT..."^
dta d"MOMMY? IS THAT YOU?"^
dta d"I LET YOU HIT ME!"^
dta d"SUCKER SHOT!"^
dta d"I DIDN'T WANT TO LIVE ANYWAY."^
dta d"-<SOB>-"^
dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"^
dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."^
dta d"IT WASN'T JUST A JOB, IT WAS AN ADVENTURE!"^
dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"^
dta d"I THOUGHT YOU LIKED ME?"^
dta d"CTO XYEB"^
dta d"I THINK THIS GUY'S A LITTLE CRAZY."^
dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."^
dta d"HEY! KILLIN' AIN'T COOL."^
dta d"GEE... THANKS."^
dta d"I'VE FALLEN AND I CAN'T GET UP!"^
dta d"911?"^
dta d"OH NO! HERE I BLOW AGAIN!"^
dta d"I'LL BE BACK..."^
dta d"I'VE GOT LAWYERS!"^
dta d"CALL 1-900-SUE-TANK."^
dta d"YOU BIG DUMMY!"^ ;(sanford and son)
LEND
OffensiveTextTableL
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
dta <LEND
OffensiveTextTableH
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
dta >LEND
NumberOfOffensiveTexts=54
NumberOfDeffensiveTexts=62
.endp
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
hoverFullEnd
hoverEmpty dta d"RUNNING OUT OF EELS"
hoverEmpty dta d"RUNNING OUT OF EELS"^
hoverEmptyEnd
Binary file not shown.
+121 -122
View File
@@ -199,10 +199,11 @@ sintable
;linetableH
; :screenheight+1 .by >(display+screenBytes*#)
;----------------------------
bittable
.by $80,$40,$20,$10,$08,$04,$02,$01
bittable2
.by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
; now long (256 bytes) bittables are generated in RAM based on one bittable:
;bittable
; .by $80,$40,$20,$10,$08,$04,$02,$01
;bittable2
; .by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
;----------------------------
disktance ;tanks distance
.by 0,0
@@ -224,14 +225,6 @@ SlideLeftTable
; .BY %00001100
SlideLeftTableLen = *-SlideLeftTable
;-------------------------------------------------
TanksNamesDefault
dta d"1st.Tank"
dta d"2nd.Tank"
dta d"3rd.Tank"
.REPT MaxPlayers-3, #+4
dta d":1th.Tank"
.ENDR
;-------------------------------------------------
TankShapesTable .BYTE char_tank1
.BYTE char_tank2
.BYTE char_tank3
@@ -260,7 +253,6 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Baby_Digger
.by >price_Digger
.by >price_Heavy_Digger
.by >price_Baby_Sandhog
.by >price_Sandhog
.by >price_Heavy_Sandhog
.by >price_Dirt_Clod
@@ -268,6 +260,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Ton_of_Dirt
.by >price_Liquid_Dirt
.by >price_Dirt_Charge
.by >price_Punch
.by >price_Buy_me
.by >price_Laser
.by >price_White_Flag
@@ -309,7 +302,6 @@ WeaponPriceL
.by <price_Baby_Digger
.by <price_Digger
.by <price_Heavy_Digger
.by <price_Baby_Sandhog
.by <price_Sandhog
.by <price_Heavy_Sandhog
.by <price_Dirt_Clod
@@ -317,6 +309,7 @@ WeaponPriceL
.by <price_Ton_of_Dirt
.by <price_Liquid_Dirt
.by <price_Dirt_Charge
.by <price_Punch
.by <price_Buy_me
.by <price_Laser
.by <price_White_Flag
@@ -365,14 +358,14 @@ WeaponUnits
.by 10 ;Baby_Digger ;_19
.by 5 ;Digger ;_20
.by 2 ;Heavy_Digger ;_21
.by 10 ;Baby_Sandhog ;_22
.by 5 ;Sandhog ;_23
.by 2 ;Heavy_Sandhog ;_24
.by 5 ;Dirt_Clod ;_25
.by 3 ;Dirt_Ball ;_26
.by 1 ;Ton_of_Dirt ;_27
.by 4 ;Liquid_Dirt ;_28
.by 2 ;Dirt_Charge ;_29
.by 5 ;Sandhog ;_22
.by 2 ;Heavy_Sandhog ;_23
.by 5 ;Dirt_Clod ;_24
.by 3 ;Dirt_Ball ;_25
.by 1 ;Ton_of_Dirt ;_26
.by 4 ;Liquid_Dirt ;_27
.by 2 ;Dirt_Charge ;_28
.by 2 ;Punch ;_29
.by 1 ;Buy_me ;_30
.by 5 ;Laser ;_31
.by 1 ;White_Flag ;_32
@@ -401,10 +394,10 @@ PurchaseMeTable ;weapons good to be purchased by the robot
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %11001110
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
; "Digger ","Heavy Digger ","Sandhog ","Heavy Sandhog "
.by %00000000
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
; "Dirt Clod ","Dirt Ball ","Ton of Dirt ","Liquid Dirt "
; "Dirt Charge ","Punch ","Buy me! ","Laser "
.by %00000000
; "White Flag ","Battery ","Hovercraft ","Parachute "
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
@@ -422,10 +415,10 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %01000000
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
; "Digger ","Heavy Digger ","Sandhog ","Heavy Sandhog "
.by %00000000
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
; "Dirt Clod ","Dirt Ball ","Ton of Dirt ","Liquid Dirt "
; "Dirt Charge ","Punch ","Buy me! ","Laser "
.by %00000000
; "White Flag ","Battery ","Hovercraft ","Parachute "
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
@@ -459,14 +452,14 @@ WeaponSymbols
.by $53 ;ind_Baby_Digger ;_19
.by $54 ;ind_Digger ;_20
.by $55 ;ind_Heavy_Digger ;_21
.by $56 ;ind_Baby_Sandhog ;_22
.by $57 ;ind_Sandhog ;_23
.by $58 ;ind_Heavy_Sandhog ;_24
.by $59 ;ind_Dirt_Clod ;_25
.by $5a ;ind_Dirt_Ball ;_26
.by $5b ;ind_Ton_of_Dirt ;_27
.by $60 ;ind_Liquid_Dirt ;_28
.by $7b ;ind_Dirt_Charge ;_29
.by $57 ;ind_Sandhog ;_22
.by $58 ;ind_Heavy_Sandhog ;_23
.by $59 ;ind_Dirt_Clod ;_24
.by $5a ;ind_Dirt_Ball ;_25
.by $5b ;ind_Ton_of_Dirt ;_26
.by $60 ;ind_Liquid_Dirt ;_27
.by $7b ;ind_Dirt_Charge ;_28
.by $56 ;ind_Punch ;_29
.by $1f ;ind_Buy_me ;_30
.by $20 ;ind_Laser ;_31
.by $5f ;ind_White_Flag ;_32
@@ -486,62 +479,62 @@ WeaponSymbols
.by $5e ;ind_Auto_Defense ;_46
.by $7c ;ind_Spy_Hard ;_47
; Names of weapons (16 chars long)
; Names of weapons (max 16 chars long)
NamesOfWeapons ;the comment is an index in the tables
dta d"Baby Missile " ; 0
dta d"Missile " ; 1
dta d"Baby Nuke " ; 2
dta d"Nuke " ; 3
dta d"LeapFrog " ; 4
dta d"Funky Bomb " ; 5
dta d"MIRV " ; 6
dta d"Death's Head " ; 7
dta d"Napalm " ; 8
dta d"Hot Napalm " ; 9
dta d"Tracer " ; 10
dta d"Smoke Tracer " ; 11
dta d"Baby Roller " ; 12
dta d"Roller " ; 13
dta d"Heavy Roller " ; 14
dta d"Riot Charge " ; 15
dta d"Riot Blast " ; 16
dta d"Riot Bomb " ; 17
dta d"Heavy Riot Bomb " ; 18
dta d"Baby Digger " ; 19
dta d"Digger " ; 20
dta d"Heavy Digger " ; 21
dta d"Baby Sandhog " ; 22
dta d"Sandhog " ; 23
dta d"Heavy Sandhog " ; 24
dta d"Dirt Clod " ; 25
dta d"Dirt Ball " ; 26
dta d"Ton of Dirt " ; 27
dta d"Liquid Dirt " ; 28
dta d"Dirt Charge " ; 29
dta d"Best F...g Gifts" ; 30
dta d"Laser " ; 31
dta d"Baby Missile"^ ; 0
dta d"Missile"^ ; 1
dta d"Baby Nuke"^ ; 2
dta d"Nuke"^ ; 3
dta d"LeapFrog"^ ; 4
dta d"Funky Bomb"^ ; 5
dta d"MIRV"^ ; 6
dta d"Death's Head"^ ; 7
dta d"Napalm"^ ; 8
dta d"Hot Napalm"^ ; 9
dta d"Tracer"^ ; 10
dta d"Smoke Tracer"^ ; 11
dta d"Baby Roller"^ ; 12
dta d"Roller"^ ; 13
dta d"Heavy Roller"^ ; 14
dta d"Riot Charge"^ ; 15
dta d"Riot Blast"^ ; 16
dta d"Riot Bomb"^ ; 17
dta d"Heavy Riot Bomb"^ ; 18
dta d"Baby Digger"^ ; 19
dta d"Digger"^ ; 20
dta d"Heavy Digger"^ ; 21
dta d"Sandhog"^ ; 22
dta d"Heavy Sandhog"^ ; 23
dta d"Dirt Clod"^ ; 24
dta d"Dirt Ball"^ ; 25
dta d"Ton of Dirt"^ ; 26
dta d"Liquid Dirt"^ ; 27
dta d"Dirt Charge"^ ; 28
dta d"Stomp"^ ; 29
dta d"Best F...g Gifts"^ ; 30
dta d"Laser"^ ; 31
;------defensives
dta d"White Flag " ; 32
dta d"Battery " ; 33
dta d"Hovercraft " ; 34
dta d"Parachute " ; 35 - no energy
dta d"Strong Parachute" ; 36 - with energy (earlier Battery)
dta d"Mag Deflector " ; 37 - with shield and energy
dta d"Shield " ; 38 - shield for one shot - no energy
dta d"Heavy Shield " ; 39 - shield with energy
dta d"Force Shield " ; 40 - shield with energy and parachute
dta d"Bouncy Castle " ; 41 - with shield and energy
dta d"Long Schlong " ; 42
dta d"Nuclear Winter " ; 43
dta d"Lazy Boy " ; 44
dta d"Lazy Darwin " ; 45
dta d"Auto Defense " ; 46
dta d"Spy Hard " ; 47
dta d"White Flag"^ ; 32
dta d"Battery"^ ; 33
dta d"Hovercraft"^ ; 34
dta d"Parachute"^ ; 35 - no energy
dta d"Strong Parachute"^ ; 36 - with energy (earlier Battery)
dta d"Mag Deflector"^ ; 37 - with shield and energy
dta d"Shield"^ ; 38 - shield for one shot - no energy
dta d"Heavy Shield"^ ; 39 - shield with energy
dta d"Force Shield"^ ; 40 - shield with energy and parachute
dta d"Bouncy Castle"^ ; 41 - with shield and energy
dta d"Long Schlong"^ ; 42
dta d"Nuclear Winter"^ ; 43
dta d"Lazy Boy"^ ; 44
dta d"Lazy Darwin"^ ; 45
dta d"Auto Defense"^ ; 46
dta d"Spy Hard"^ ; 47
DefensiveEnergy = *-(last_offensive - first_offensive +1) ; to fake the table for ALL weapons
DefensiveEnergy = *-number_of_offensives ; to fake the table for ALL weapons
.by 00 ; White Flag
.by 00 ; Heat Guidance
.by 98 ; Let's go!
.by 00 ; Battery
.by 98 ; Hovercraft
.by 00 ; Parachute
.by 99 ; Strong Parachute
.by 99 ; Mag Deflector
@@ -566,7 +559,6 @@ weaponsOfDeath ; weapons used in tank death animations
dta ind_Baby_Digger
dta ind_Digger
dta ind_Heavy_Digger
dta ind_Baby_Sandhog
dta ind_Sandhog
dta ind_Heavy_Sandhog
dta ind_Dirt_Clod
@@ -619,61 +611,68 @@ gameOverSpritesTop
;------credits
CreditsStart
dta d" "*
dta d"You were playin",d"g"*
dta d"Scorc",d"h"*
dta d"Warsaw, Miam",d"i"*
dta d"2000-202",d"3"*
dta d"You were playing"^
dta d"Scorch"^
dta d"Warsaw, Miami"^
dta d"2000-2023"^
dta d" "*
dta d"Programmin",d"g"*
dta d"Tomasz 'Pecus' Peck",d"o"*
dta d"Pawel 'pirx' Kalinowsk",d"i"*
dta d"Programming"^
dta d"Tomasz 'Pecus' Pecko"^
dta d"Pawel 'pirx' Kalinowski"^
dta d" "*
dta d"SFX, Music and Suppor",d"t"*
dta d"Michal 'Miker' Szpilowsk",d"i"*
dta d"SFX, Music and Support"^
dta d"Michal 'Miker' Szpilowski"^
dta d" "*
.IF TARGET = 800
dta d"Additional Musi",d"c"*
dta d"Mario 'Emkay' Kri",d"x"*
dta d"Additional Music"^
dta d"Mario 'Emkay' Krix"^
dta d" "*
.ENDIF
dta d"Code Optimizatio",d"n"*
dta d"Piotr '0xF' Fusi",d"k"*
dta d" "*
dta d"Ar",d"t"*
dta d"Adam Wachowsk",d"i"*
dta d"Art"^
dta d"Adam Wachowski"^
.IF TARGET = 800
dta d"Roman 'xorcerer' Fierfa",d"s"*
.IF CART_VERSION
dta d"Krzysztof 'Kaz' Ziembik"^
.ENDIF
dta d"Roman 'xorcerer' Fierfas"^
.ENDIF
dta d" "*
dta d"Ideas, help and Q",d"A"*
dta d"Bocianu, Probabilitydragon",d","*
dta d"EnderDude, Dracon",d","*
dta d"Beeblebrox, KrzysRog, lopezpb",d","*
dta d"brad-colbert, archon800, nowy80",d","*
dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
dta d"Ideas, help and QA"^
dta d"Piotr '0xF' Fusik, Shanti, Jakub Husak"^
dta d"Bocianu, Probabilitydragon, lopezpb,"^
dta d"ZPH, KrzysRog, EnderDude, Dracon, TDC,"^
dta d"Beeblebrox, brad-colbert, archon800,"^
dta d"nowy80, Irgendwer, Eyvind,"^
dta d"ascrnet, Bobo Cujo, RetroBorsuk"
.IF TARGET = 800
.IF CART_VERSION = 0
dta d","*
dta d"Krzysztof 'Kaz' Ziembik"^
.ELSE
dta d" "*
.ENDIF
.ELIF TARGET = 5200
dta d","*
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
dta d"RB520",d"0"*
dta d"x-usr(1536), Aking, JAC!, phaeron,"^
dta d"RB5200, Krzysztof 'Kaz' Ziembik"^
.ENDIF
dta d" "*
dta d"Additional testin",d"g"*
dta d"Arek and Alex Peck",d"o"*
dta d"Additional testing"^
dta d"Arek and Alex Pecko"^
dta d" "*
dta d"Special thank",d"s"*
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
dta d"Special thanks"^
dta d"Wendell Hicken"^
dta d"for Scorched Earth PC game"^
.IF TARGET = 800
dta d" "*
dta d"Stay tuned for the FujiNet version",d"!"*
dta d"Stay tuned for the FujiNet version!"^
.ENDIF
dta d" "*
dta d" "*
CreditsEnd
.IF TARGET = 800
CreditsLines=40 + 7 ; add 7 for scrollout
CreditsLines=39 + 7 ; add 7 for scrollout
.ELIF TARGET = 5200
CreditsLines=34 + 7; add 7 for scrollout
CreditsLines=33 + 7; add 7 for scrollout
.ENDIF
.IF TARGET = 5200
+47 -38
View File
@@ -1,44 +1,53 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
screenheight = 200
screenBytes = 40
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
screenBytes = 40
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
TankWidth = 8
;----------------------------------------------
; Player/missile memory
PMGraph = $1800 ; real PM start = PMGraph + $0300
; Generated tables
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
PMGraph = $1800 ; real PM start = PMGraph + $0300
display = $2010 ; screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
;----------------------------------------------
margin = 40 ;mountain drawing Y variable margin
MaxPlayers = 6
maxOptions = 9 ;number of all options
PMOffsetX = $2C ; P/M to graphics offset
PMOffsetY = $2A ; P/M to graphics offset
napalmRadius = 10
StandardBarrel = 6 ; standard tank barrel length
LongBarrel = 20 ; long barrel length
margin = 40 ; mountain drawing Y variable margin
MaxPlayers = 6
maxOptions = 9 ; number of all options
PMOffsetX = $2C ; P/M to graphics offset
PMOffsetY = $2A ; P/M to graphics offset
napalmRadius = 10
StandardBarrel = 6 ; standard tank barrel length
LongBarrel = 20 ; long barrel length
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0A
space = 0 ; space in screencodes
KeyRepeatSpeed = 10 ; (max 127 !!!)
KeyRepeatSpeed = 8 ; (max 127 !!!)
FirstKeySpeed = 8 ; additional delay for first keypress
;character codes for symbols (tank, parachute, etc. )
; characters from tanks.fnt (graphics screen)
char_parachute = $02
char_flag = $1e
char_flame = $14
char_clear_flame = $1c
char_digger = $04
char_sandhog = $0c
char_sandhog_offset = char_sandhog - char_digger
char_sandhog_offset = char_sandhog - char_digger
char_tank1 = $20
char_tank2 = $24
char_tank3 = $2c
char_tank4 = $28 ; robotank shape
char_tank4 = $28 ; robotank shape
; characters from weapons.fnt (text mode - menus etc.)
char_TAB = $7f
char_DEL = $7e
char_bracketO = $08 ; (
char_bracketC = $09 ; )
char_computer = $5e ; computer symbol (Auto Defense)
char_joy = $0a ; joystick symbol
char_tank = $0b ; tank symbol
;Weapon prices (*10 on screen)
price_Baby_Missile = 0 ;_00
@@ -63,14 +72,14 @@ price_Heavy_Riot_Bomb = 272 ;_18
price_Baby_Digger = 136 ;_19
price_Digger = 176 ;_20
price_Heavy_Digger = 207 ;_21
price_Baby_Sandhog = 158 ;_22
price_Sandhog = 191 ;_23
price_Heavy_Sandhog = 223 ;_24
price_Dirt_Clod = 104 ;_25
price_Dirt_Ball = 130 ;_26
price_Ton_of_Dirt = 171 ;_27
price_Liquid_Dirt = 330 ;_28
price_Dirt_Charge = 343 ;_29
price_Sandhog = 191 ;_22
price_Heavy_Sandhog = 223 ;_23
price_Dirt_Clod = 104 ;_24
price_Dirt_Ball = 130 ;_25
price_Ton_of_Dirt = 171 ;_26
price_Liquid_Dirt = 330 ;_27
price_Dirt_Charge = 343 ;_28
price_Punch = 208 ;_29
price_Buy_me = 170 ;_30
price_Laser = 277 ;_31
price_White_Flag = $0 ;_32
@@ -113,14 +122,14 @@ ind_Heavy_Riot_Bomb = 18
ind_Baby_Digger = 19
ind_Digger = 20
ind_Heavy_Digger = 21
ind_Baby_Sandhog = 22
ind_Sandhog = 23
ind_Heavy_Sandhog = 24
ind_Dirt_Clod = 25
ind_Dirt_Ball = 26
ind_Ton_of_Dirt = 27
ind_Liquid_Dirt = 28
ind_Dirt_Charge = 29
ind_Sandhog = 22
ind_Heavy_Sandhog = 23
ind_Dirt_Clod = 24
ind_Dirt_Ball = 25
ind_Ton_of_Dirt = 26
ind_Liquid_Dirt = 27
ind_Dirt_Charge = 28
ind_Punch = 29
ind_Buy_me = 30
ind_Laser = 31
last_offensive = ind_Laser
@@ -143,8 +152,8 @@ ind_Auto_Defense = 46
ind_Spy_Hard = 47
last_defensive = ind_Spy_Hard
last_real_defensive = ind_Bouncy_Castle
number_of_offensives = last_offensive - first_offensive +1
number_of_defensives = (last_defensive - first_defensive +1)
number_of_offensives = last_offensive - first_offensive + 1
number_of_defensives = last_defensive - first_defensive + 1
number_of_weapons = number_of_offensives + number_of_defensives
;--------------------------------
; names of RMT instruments (sfx)
@@ -180,9 +189,9 @@ sfx_liquid_dirt = $1b ;2
sfx_battery = $1c ;3
sfx_white_flag = $1d ;4
sfx_long_barrel = $1e
sfx_tank_move = $1f
sfx_tank_move = $1f
sfx_auto_defense= $2b
sfx_lazy_boys = $2c
sfx_lazy_boys = $2c
;--------------------------------
; RMT songs (lines)
;--------------------------------
@@ -191,5 +200,5 @@ song_main_menu = $02
song_ingame = $06
song_round_over = $0b
song_ending_looped = $0e
song_supermarket = $1b
song_inventory = $1d
song_supermarket= $1b
song_inventory = $1d
+82 -52
View File
@@ -15,8 +15,12 @@ START
jsr SetVariablesFromOptions
jsr MakeDarkScreen
bit escFlag
bmi START
bpl @+
lda CONSOL
and #%00000001 ; START KEY
bne START
jmp StartAfterSplash ; reset all game option if Start key pressed (and Esc)
@
jsr EnterPlayerNames
jsr MakeDarkScreen
bit escFlag
@@ -42,6 +46,7 @@ MainGameLoop
jsr RoundInit
jsr MainRoundLoop
mva #$ff MeteorsFlag
bit escFlag
jvs GoGameOver
bmi START
@@ -52,7 +57,7 @@ MainGameLoop
mva #0 TankNr ;
sta COLBAKS ; set background color to black
sta JoystickNumber ; set joystick port for player
jsr SetJoystickPort ; set joystick port for player
; Hide all (easier than hide last ;) ) tanks
jsr cleartanks ; A=0
@@ -186,7 +191,7 @@ eskipzeroing
RmtSong song_ingame
jsr SetPMWidth ; A=0
jsr SetPMWidthAndColors ; A=0
lda #0
sta AfterBFGflag ; reset BFG flag
sta COLOR2 ; status line "off"
@@ -211,10 +216,7 @@ SettingEnergies
sta LASTeXistenZ,x
; anything in eXistenZ table means that this tank exist
; in the given round
lda #<1000
sta MaxForceTableL,x
lda #>1000
sta MaxForceTableH,x
jsr MaxForceCalculate
lda #<350
sta ForceTableL,x
lda #>350
@@ -231,6 +233,15 @@ SettingEnergies
dex
bpl SettingEnergies
; set mountain type if ...
lda RandomMountains
beq noRandomMountains
@ ldy RANDOM
cpy #5
bcs @-
jsr SetVariablesFromOptions.setMountainsType
noRandomMountains
;generating the new landscape
jsr PMoutofScreen ;let P/M disappear
jsr clearscreen ;let the screen be clean
@@ -246,12 +257,15 @@ SettingEnergies
jsr CopyFromROM
jsr SetMainScreen
jsr ColorsOfSprites
jsr drawmountains ;draw them
jsr drawtanks ;finally draw tanks
mva #$00 TankSequencePointer
lda random
;lda #$00 ; allways
sta MeteorsRound ; Turns meteors on or off during the next round.
;---------round screen is ready---------
mva #TextForegroundColor COLOR1 ; status line "on"
@@ -351,9 +365,15 @@ CheckNextTankAD
ldx tankNr
lda TankStatusColoursTable,x
sta COLOR2 ; set color of status line
jsr RandomizeForce.LimitForce
jsr PutTankNameOnScreen
; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen
lda MeteorsRound
bmi @+
; A = 0
sta MeteorsFlag
@
lda SkillTable,x
beq ManualShooting
@@ -361,8 +381,8 @@ RoboTanks
; robotanks shoot here
; TankNr still in X
jsr ArtificialIntelligence
;pause 30
ldx TankNr
; after calliing AI we allways have TankNr in X
;ldx TankNr
jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) )
jsr MoveBarrelToNewPosition
lda kbcode
@@ -377,7 +397,7 @@ RoboTanks
ManualShooting
lda JoyNumber,x
sta JoystickNumber ; set joystick port for player
jsr SetJoystickPort ; set joystick port for player
jsr WaitForKeyRelease
lda #%00000000
sta TestFlightFlag ; set "Test Fight" off
@@ -386,7 +406,10 @@ ManualShooting
spl:rts ; keys Esc or O
AfterManualShooting
mva #$00 plot4x4color
ldy #$00
sty plot4x4color
dey
sty MeteorsFlag ; $ff
jsr DisplayTankNameAbove
; defensive weapons without flight handling
ldx TankNr
@@ -423,24 +446,36 @@ StandardShoot
dec Energy,x ; lower energy to eventually let tanks commit suicide
ShootNow
jsr Shoot
;here we clear offensive text (after a shoot)
ldy TankNr
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
lda ActiveWeapon,x
cmp #ind_Buy_me ; BFG
beq WeponNoFlight ; but with explosion
cmp #ind_Punch ; Punch
beq WeponNoFlight ; but with explosion
lda MeteorsRound
bmi @+
; A = 0
sta MeteorsFlag
@
jsr Shoot ; bullet flight
mva #$ff MeteorsFlag
bit escFlag
spl:rts ; keys Esc or O
lda HitFlag ;0 if missed
beq missed
bne GoExplosion
WeponNoFlight
jsr NoShoot ; no bullet flight
GoExplosion
jsr Explosion
continueMainRoundLoopAfterSeppuku
mva #sfx_silencer sfx_effect
AfterExplode
jsr SoilDown2 ; allways
jsr SoilDown ; allways
NoFallDown2
;here tanks are falling down
mva tankNr tempor2
@@ -464,10 +499,9 @@ missed
sta ActiveWeapon,x
@
;here we clear offensive text (after a shoot)
ldy TankNr
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
;here we clear offensive text (after a shoot) - is cleared !! :)
; ldy TankNr
; jsr DisplayOffensiveTextNr
NextPlayerShoots
;before it shoots, the eXistenZ table must be updated
@@ -567,8 +601,8 @@ TextAfterBFG
sta TextNumberOff
inc CurrentResult ; ... but increase result of winner (BFG)
ldy TankTempY
mva #$ff plot4x4color
jsr DisplayOffensiveTextNr
lda #$ff
jsr DisplayOffensiveTextNr.notZero
; tank flash
ldy TankTempY
mva TankNr temp2 ; not elegant, and probably unnecessary
@@ -579,7 +613,6 @@ TextAfterBFG
;Deffensive text cleanup
;here we clear Deffensive text (after a shoot)
ldy TankTempY
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
; calculate position of the explosion (the post-death one)
@@ -599,9 +632,7 @@ TextAfterBFG
sta ydraw+1 ; there is 0 left in A, so... TODO: bad code above. revisit
;cleanup of the soil fall down ranges (left and right)
sta RangeRight
sta RangeRight+1
mwa #screenwidth RangeLeft
jsr ClearScreenSoilRange
; We are randomizing the weapon now.
; jumping into the middle of the explosion
@@ -649,17 +680,14 @@ NotShooter
clc
adc EnergyDecrease
sta loseL,x
lda loseH,x
adc #$00
sta loseH,x
scc
inc loseH,x
; Energy now, not less than 0
sec
lda Energy,x
cmp EnergyDecrease
bcc ldahashzero
;sec
sbc EnergyDecrease
bpl NotNegativeEnergy
ldahashzero
bcs NotNegativeEnergy
; if less than 0 then 0
lda #0
NotNegativeEnergy
sta Energy,x
@@ -670,7 +698,7 @@ NotNegativeEnergy
adc EnergyDecrease
sta gainL,y
lda gainH,y
adc #$00
adc #0
sta gainH,y
rts
.endp
@@ -684,18 +712,16 @@ NotNegativeEnergy
sty EnergyDecrease
ldy #0 ; if Shield survive then no decrease tank anergy
; Energy cannot be less than 0
sec
lda ShieldEnergy,x
cmp EnergyDecrease
bcc UseAllShieldEnergy
;sec
sbc EnergyDecrease
bpl NotNegativeShieldEnergy ; jump allways
UseAllShieldEnergy
bcs NotNegativeShieldEnergy
; now calculate rest of energy for future tank energy decrease
sec
lda EnergyDecrease
sbc ShieldEnergy,x
tay
; ShieldEnargy less than 0 then .. 0
lda #0
NotNegativeShieldEnergy
sta ShieldEnergy,x
@@ -736,8 +762,7 @@ NotNegativeShieldEnergy
:4 aslw Wind
; decide the direction
lda random
and #$01
beq @+
bmi @+
sec ; Wind = -Wind
.rept 4
lda #$00
@@ -807,14 +832,15 @@ deletePtr = temp
; clean variables
lda #0
sta escFlag
sta JoystickNumber
tay
mwa #variablesStart deletePtr
@ tya
sta (deletePtr),y
inw deletePtr
cpw deletePtr #variablesEnd
cpw deletePtr #ClearedvariablesEnd
bne @-
tya
jsr SetJoystickPort
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
ldy #1
@@ -854,7 +880,7 @@ SetunPlots
sta pmbase
lda #$03 ; P/M on
sta GRACTL
jsr SetPMWidth
jsr SetPMWidthAndColors
lda #%00100001 ; P/M priorities (multicolor players on) - prior=1
sta GPRIOR
jsr PMoutofScreen
@@ -1029,7 +1055,10 @@ MoveBarrel
ldx TankNr
;
mva #1 Erase
bit TestFlightFlag
bmi AIaim
jsr WaitOneFrame
AIaim
jsr DrawTankNr.BarrelChange
mva #0 Erase
lda NewAngle
@@ -1214,6 +1243,7 @@ SetRandomWalls
;8th option (how aggressive are mountains)
ldy OptionsTable+7
setMountainsType
lda mountainsDeltaTableH,y
sta mountainDeltaH
lda mountainsDeltaTableL,y
@@ -1247,8 +1277,8 @@ SetRandomWalls
cmp RoundsInTheGame
beq GameOver4x4
sta decimal
mwa #RoundNrDisplay displayposition
;sta decimal
mwx #RoundNrDisplay displayposition
jsr displaybyte ;decimal (byte), displayposition (word)
mwa #LineHeader1 LineAddress4x4
+248 -235
View File
@@ -32,24 +32,20 @@
; will be needed, because everything is calculated relatively
mwa #$ffff LineLength
mwa xdraw xtempDRAW
mwa ydraw ytempDRAW
; It's a little crazy, but we don't have to check later to see if Y is out of screen
mva ydraw ytempDRAW
mva ydraw+1 ytempDRAW+1
bmi DrawOutOfTheScreen
; if line goes our of the screen we are not drawing it, but...
cpw xdraw #screenwidth
bcs DrawOutOfTheScreen
cpw xbyte #screenwidth
bcs DrawOutOfTheScreen
;cpw ydraw #screenheight
;bcs DrawOutOfTheScreen
;cpw ybyte #screenheight
;bcc DrawOnTheScreen
lda ydraw+1
bmi DrawOutOfTheScreen
lda ybyte+1
bpl DrawOnTheScreen
DrawOutOfTheScreen
;jsr DrawJumpPad
rts
DrawOnTheScreen
; constant parameters
@@ -59,21 +55,25 @@ DrawOnTheScreen
sta XI+1
sta YI
sta YI+1
sta HowToDraw ; reset flags
sta DrawDirFactor ; reset flags
; setting the direction controll bits
cpw ydraw ybyte
bcc LineDown
; here one line up
; we are setting bit 0
mva #1 HowToDraw ;here we can because it's first operation
; we are subctracting Yend from Ybegin (reverse order)
; DY=YI-YK
sbw ydraw ybyte DY
jmp CheckDirectionX
; we are setting bit 7
lda #%10000000
sta HowToDraw ;here we can because it's first operation
bne CheckDirectionX ; JMP
LineDown
; one line down here
; we are setting bit 0
mva #0 HowToDraw ;here we can because it's first operation
; we are clearing bit 7 (it's cleared :) )
; mva #0 HowToDraw ;here we can because it's first operation
; substract Ybegin from Yend (normal order)
; DY=YK-YI
sbw ybyte ydraw DY
@@ -81,22 +81,21 @@ CheckDirectionX
cpw xdraw xbyte
bcc LineRight
; here goes line to the left
; we set bit 1
lda HowToDraw
ora #$02
sta HowToDraw
; substract Xend from Xbegin (reverse)
; DX=XI-XK
sbw xdraw xbyte DX
jmp CheckDirectionFactor
; we set bit 6
lda HowToDraw
ora #%01000000
sta HowToDraw
bne CheckDirectionFactor ; JMP
LineRight
; here goes one line to the right
; we clear bit 0
; we clear bit 6
; we can do nothing because the bit is cleared!
;lda HowToDraw
;and #$FD
;and #%10111111
;sta HowToDraw
; substracting Xbegin from Xend (normal way)
@@ -111,31 +110,33 @@ CheckDirectionFactor
; we already have DX in A
cpw DX DY
bcc SwapXY
; 'a' factor is fire, so we copy parameters
; XK=DX
mwa DX XK
; and clearing bit 2
; and bit 2 clear
; (is not needed because already cleared)
;lda HowToDraw
;and #$FB
;sta HowToDraw
jmp LineParametersReady
bcs NoSwapXY
SwapXY
; not this half of a quarter! - parameters must be swapped
; XK=DY
; DY=DX
; DX=XK - because DY is there so DY and DX are swapped
; YK ... not used
mwa DY XK
mvy DY XK
mvx DY+1 XK+1
; now we have XK in Y and X for optimization
mwa DX DY
mwa XK DX
; DX=XK optimized (4 bytes saved!)
sty DX
stx DX+1
; and let's set bit 2
lda HowToDraw
ora #$04
sta HowToDraw
; and let's set bit 7 of DrawDirFactor
dec DrawDirFactor
; bmi LineParametersReady ; JMP - but we don't need JMP :)
NoSwapXY
; 'a' factor is fire, so we copy parameters
; XK=DX
mwa DX XK
; and clearing bit 7 of DrawDirFactor
; and bit 7 clear
; (is not needed because already cleared)
;lda #0
;sta DrawDirFactor
LineParametersReady
; let's check if length is not zero
lda DX
@@ -191,9 +192,8 @@ drplot ; Our plot that checks how to calculate pixels.
; and YI to temp)
lda HowToDraw
and #$04
bne SwappedXY
bit DrawDirFactor
bmi SwappedXY
mwa XI temp
mwa YI temp2
jmp CheckPlotY
@@ -201,9 +201,8 @@ SwappedXY
mwa XI temp2
mwa YI temp
CheckPlotY
lda HowToDraw
and #01
bne LineGoesUp
bit HowToDraw
bmi LineGoesUp
; here we know that line goes down and we are not changing Y
adw temp2 ytempDRAW ydraw ; YI
jmp CheckPlotX
@@ -211,9 +210,8 @@ LineGoesUp
; line goes up here - we are reversing Y
sbw ytempDRAW temp2 ydraw ; YI
CheckPlotX
lda HowToDraw
and #02
bne LineGoesLeft
bit HowToDraw
bvs LineGoesLeft
; here we know that line goes right and we are not changing X
adw temp xtempDRAW xdraw ; XI
jmp PutPixelinDraw
@@ -228,7 +226,7 @@ PutPixelinDraw
inw LineLength
bit Vdebug
bmi MeasureVisualisation
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
bpl ContinueDraw ; jmp
@
bvc @+
DrawCheck
@@ -325,57 +323,24 @@ EndOfDraw
asl FY
mva FY FS
asl FY
clc
lda FS
; A = FS and C = 0
;clc
;lda FS
adc #3
sta FS
circleloop
lda FX
cmp FY
bcs endcircleloop
jsr splot8
inc XC
clc
lda FX
adc #8
sta FX
lda FS
beq else01
bmi else01
sec
sbc FX
sbc #4
sta FS
jmp endif01
else01
dec YC
sec
lda FY
sbc #8
sta FY
lda FS
sec
sbc FX
sbc #4
clc
adc FY
sta FS
endif01
jmp circleloop
bcc not_endcircleloop
endcircleloop
jsr splot8
mwa xcircle xdraw
mwa ycircle ydraw
rts
.endp
not_endcircleloop
; jsr splot8
;----
.proc splot8
; splot8
; plot xcircle+XC,ycircle+YC
; plot xcircle+XC,ycircle-YC
; plot xcircle-XC,ycircle-YC
@@ -386,7 +351,7 @@ endcircleloop
; plot xcircle-YC,ycircle-XC
; plot xcircle-YC,ycircle+XC
clc
;clc - allways after BCC
lda xcircle
adc XC
sta xdraw
@@ -469,10 +434,40 @@ endcircleloop
lda tempcir+1
sta ydraw+1
jsr plot
;-----
RTS
inc XC
clc
lda FX
adc #8
sta FX
lda FS
beq else01
bmi else01
sec
sbc FX
sbc #4
sta FS
jmp endif01
else01
dec YC
sec
lda FY
sbc #8
sta FY
lda FS
sec
sbc FX
sbc #4
clc
adc FY
sta FS
endif01
jmp circleloop
.endp
;-------------------------------*------------------
.proc placetanks
;--------------------------------------------------
@@ -548,7 +543,7 @@ NotHigherByte02
; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
and #$fe
and #$fe
.ENDIF
; --
sta xtankstableL,x
@@ -591,7 +586,7 @@ UnequalTanks
jsr PMoutofScreen
mva #1 Erase ; erase tanks flag
.endp
;--
;-------------------------------------------------
.proc drawtanks
;-------------------------------------------------
lda TankNr
@@ -646,21 +641,18 @@ No6thTankHide
jmp DoNotDrawTankNr
SkipHidingPM
lda TankShape,x
tax
ldy TankShapesTable,x
ldx TankNr
ldy TankShape,x
lda TankShapesTable,y
tay
lda AngleTable,x
cmp #91 ; left or right tank shape
bcs LeftTank
:2 iny ; right tank
LeftTank
sty CharCode
DrawTankNrX
ldx tanknr
jsr SetupXYdraw
jsr TypeChar
jsr TypeChar.Fast
lda Erase
jne noTankNoPM
; now P/M graphics on the screen (only for 5 tanks)
@@ -711,12 +703,12 @@ NoMissile
ClearPM
cpy temp
bne ZeroesToGo
@ lda (xbyte),y
and #%11110000
ora #%00001111 ; (2 bits set) we set on two pixels in three lines
sta (xbyte),y
dey
dex
@ lda (xbyte),y
and #%11110000
ora #%00001111 ; (2 bits set) we set on two pixels in three lines
sta (xbyte),y
dey
dex
bne @-
ZeroesToGo
lda (xbyte),y
@@ -731,12 +723,12 @@ PMForTank6
ClearPM6
cpy temp
bne ZeroesToGo6
@ lda (xbyte),y
and #%00001111
ora #%11110000 ; (2 bits set) we set on two pixels in three lines
sta (xbyte),y
dey
dex
@ lda (xbyte),y
and #%00001111
ora #%11110000 ; (2 bits set) we set on two pixels in three lines
sta (xbyte),y
dey
dex
bne @-
ZeroesToGo6
lda (xbyte),y
@@ -749,9 +741,8 @@ NoPlayerMissile
noTankNoPM
ldy #$01
lda Erase
beq @+
dey
@ sty color
seq:dey
sty color
; draw defensive weapons like shield ( tank number in X )
; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
ldx TankNr
@@ -771,7 +762,7 @@ noTankNoPM
bne NoShieldDraw
DrawTankSh
jsr DrawTankShield
jmp NoShieldDraw
beq NoShieldDraw ; JMP
DrawTankShieldWihHorns
jsr DrawTankShield
jsr DrawTankShieldHorns
@@ -779,7 +770,7 @@ DrawTankShieldWihHorns
DrawTankShieldBold
jsr DrawTankShield
jsr DrawTankShieldBoldLine
jmp NoShieldDraw
beq NoShieldDraw ; JMP
DrawTankFlag
lda #char_flag ; flag symbol
sta CharCode
@@ -787,14 +778,13 @@ DrawTankFlag
sec
sbc #8
sta ydraw
jsr TypeChar
jsr TypeChar.Fast
NoShieldDraw
BarrelChange
ldy #$01
lda Erase
beq @+
dey
@ sty color
seq:dey
sty color
jsr DrawBarrel
ldx TankNr
DoNotDrawTankNr
@@ -874,7 +864,7 @@ tankflash_loop
inw ydraw
dec temp
bne @-
rts
rts ; Z allways set
.endp
;--------------------------------------------------
.proc DrawTankShieldHorns
@@ -885,15 +875,15 @@ tankflash_loop
.nowarn dew xdraw ; 1 pixel left
sbw ydraw #$0a ; 10 pixels up
jsr plot
.nowarn dew ydraw
.nowarn dew ydraw
inw xdraw
jsr plot
sbw xdraw #$0d ; 13 pixels left
jsr plot
inw xdraw
inw ydraw
jsr plot
rts
jmp plot ; jsr:rts
; rts
.endp
;--------------------------------------------------
.proc DrawTankShieldBoldLine
@@ -901,22 +891,22 @@ tankflash_loop
; this proc draws bold top on shield.
; Symbol of ablative shield ? :)
;--------------------------------------------------
sbw xdraw #$04 ; 5 pixels left
sbw xdraw #$04 ; 5 pixels left
sbw ydraw #$0b ; 11 pixels up
; draw additional top horizontal line of shield ( _ )
mva #6 temp
@
jsr plot
.nowarn dew xdraw
dec temp
jsr plot
.nowarn dew xdraw
dec temp
bne @-
rts
rts ; Z allways set
.endp
;--------------------------------------------------
.proc DrawTankParachute
;Tank number in X
;--------------------------------------------------
lda #char_parachute ; parachute symbol
lda #char_parachute ; parachute symbol
sta CharCode
lda Ytankstable,x
cmp #16
@@ -925,7 +915,7 @@ tankflash_loop
sbc #8
sta ydraw
jsr SetupXYdraw.X
jsr TypeChar
jsr TypeChar.Fast
ToHighToParachute
ldx TankNr
rts
@@ -959,18 +949,18 @@ ToHighToParachute
dec temp
bne @-
sbw xdraw #2 ; 2 pixels left
sbw xdraw #2 ; 2 pixels left
inw ydraw ; 1 pixel down
; draw second horizontal line
mva #3 temp
@
jsr plot
.nowarn dew xdraw
dec temp
jsr plot
.nowarn dew xdraw
dec temp
bne @-
adw xdraw #2 ; 2 pixels right
adw xdraw #2 ; 2 pixels right
inw ydraw ; 1 pixel down
; and last pixel
@@ -1001,14 +991,14 @@ ToHighToParachute
inw xdraw
; plot 6 random color pixels
mva #6 temp
@ lda Erase
eor #%00000001
and random
and #%00000001
sta color
jsr plot
inw xdraw
dec temp
@ lda Erase
eor #%00000001
and random
and #%00000001
sta color
jsr plot
inw xdraw
dec temp
bne @-
; clear last pixel under tank
mva #0 color
@@ -1052,11 +1042,11 @@ NoFallingSound
and #01
beq DoNotClearParachute
; here we clear the parachute
; ldx TankNr
; ldx TankNr
jsr DrawTankParachute
DoNotClearParachute
mva #0 Erase
; ldx TankNr
; ldx TankNr
lda EndOfTheFallFlag ; We only get byte below the tank if still falling
bne NoGroundCheck
; coordinates of the first pixel under the tank
@@ -1068,8 +1058,8 @@ DoNotClearParachute
; time in our lives! Tada! It opens a new chapter!!!
sta ydraw
;
; UnderTank1 ; byte under tank
; UnderTank2 ; byte under tank reversed (for simple check right direction)
; UnderTank1 ; byte under tank
; UnderTank2 ; byte under tank reversed (for simple check right direction)
lda #08
sta temp ; Loop Counter
ByteBelowTank
@@ -1158,9 +1148,8 @@ NotRightEdge
lda XtankstableL,x
adc #1
sta XtankstableL,x
lda XtankstableH,x
adc #0
sta XtankstableH,x
scc
inc XtankstableH,x
mva #%10000000 PreviousFall ; set bit 7 - right
bne EndOfFCycle
FallingLeft
@@ -1179,9 +1168,8 @@ NotLeftEdge
lda XtankstableL,x
sbc #1
sta XtankstableL,x
lda XtankstableH,x
sbc #0
sta XtankstableH,x
scs
dec XtankstableH,x
mva #%01000000 PreviousFall ; set bit 6 - left
bne EndOfFCycle
EndLeftFall
@@ -1247,6 +1235,16 @@ NoParachuteWeapon
beq ThereWasNoParachute
jsr DrawTankParachute
ThereWasNoParachute
lda BlackHole ; if Black Hole option is set ...
beq NotBlackHole
lda Ytankstable,x ; ... and tank has fallen to the bottom ...
cmp #screenheight-1
bcc NotBlackHole
lda #0 ; ... then the tank disappears.
sta eXistenZ,x
sta LastExistenZ,x
sta Energy,x
NotBlackHole
; ldx TankNr
jsr PutTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) )
mva #sfx_silencer sfx_effect
@@ -1270,26 +1268,8 @@ ThereWasNoParachute
rts
.endp
/*
;--------------------------------------------------
drawmountainspixel ; never used ?
;--------------------------------------------------
mwa #0 xdraw
mwa #mountaintable modify
drawmountainspixelloop
ldy #0
lda (modify),y
sta ydraw
sty ydraw+1
jsr plot
inw modify
inw xdraw
cpw xdraw #screenwidth
bne drawmountainspixelloop
rts
*/
;--------------------------------------------------
.proc SoilDown2
.proc SoilDown
;--------------------------------------------------
; how it is supposed to work:
@@ -1327,6 +1307,16 @@ NoClearTanks
sta color
jsr plot
.IF TARGET >= 800
lda FastSoilDown
bne GoFast
lda CONSOL
and #%00000001 ; START KEY
bne @+
GoFast
jmp SoilDownTurbo.NoClearTanks
@
.ENDIF
; First we look for highest pixels and fill with their coordinates
; both tables
@@ -1369,6 +1359,13 @@ FoundPeek1
; main loop starts here
MainFallout2
.IF TARGET >= 800
lda CONSOL
and #%00000001 ; START KEY
bne NoFastDown
jmp SoilDownTurbo.NoClearTanks
NoFastDown
.ENDIF
mwa RangeLeft xdraw
adw RangeLeft #mountaintable temp
adw RangeLeft #mountaintable2 tempor2
@@ -1401,14 +1398,12 @@ FalloutOfLine
ldy #0
lda (temp),y
sta ydraw
lda (temp),y
clc
adc #1
sta (temp),y
sty color
jsr plot.MakePlot
mva #sfx_silencer sfx_effect
ThereIsPixelHere
ColumnIsReady
inw temp
@@ -1418,7 +1413,6 @@ ColumnIsReady
cpw xdraw RangeRight
bcc FalloutOfLine
beq FalloutOfLine
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
spl:rts ; exit if pressed 'Exit keys'
@@ -1429,7 +1423,6 @@ ColumnIsReady
; now correct heights are in the mountaintable
sta color ; Pozor! :) we know - now A=1
NothingToFall
mva #sfx_silencer sfx_effect
jmp DrawTanks
; rts
.endp
@@ -1441,11 +1434,11 @@ NothingToFall
; starting point
getrandomY ;getting random Y coordinate
sec
; sec ; ???
lda random
cmp #screenheight-(margin*4) ;it means that max line=199
bcs getrandomY
clc
; clc ; C is clear
adc #(margin*2)
sta ydraw
sta yfloat+1
@@ -1504,9 +1497,15 @@ OnePart
beq ToBottom
ToTop ;it means substracting
sbw yfloat delta
;sbw yfloat delta
sec
lda yfloat
sbc delta
sta yfloat
lda yfloat+1
sbc delta+1
sta yfloat+1
;lda yfloat+1
cmp #margin
bcs @+
; if smaller than 10
@@ -1515,8 +1514,15 @@ ToTop ;it means substracting
jmp @+
ToBottom
adw yfloat delta
;adw yfloat delta
clc
lda yfloat
adc delta
sta yfloat
lda yfloat+1
adc delta+1
sta yfloat+1
;lda yfloat+1
cmp #screenheight-margin
bcc @+
; if higher than screen
@@ -1539,9 +1545,10 @@ EndDrawing
rts
.endp
/*
/*
;--------------------------------------------------
.proc calculatemountains0
.proc calculatemountains
; Only for testing - makes ground flat (0 pixels)
; and places tanks on it
; remember to remove in final compilation :)
@@ -1555,6 +1562,13 @@ nextPointDrawing
inw xdraw
cpw xdraw #screenwidth
bne nextPointDrawing
; 20 first points - max height!
mwa #mountaintable modify
ldy #20
lda #0
@ sta (modify),y
dey
bpl @-
ldx NumberOfPlayers
dex
SetYofNextTank
@@ -1574,14 +1588,14 @@ SetYofNextTank
ldy #0
ldx #screenheight-1
nextPointChecking
txa
cmp (modify),y
bcc NotHigher
lda (modify),y
tax
txa
cmp (modify),y
bcc NotHigher
lda (modify),y
tax
NotHigher
inw modify
cpw modify #(mountaintable+screenwidth)
inw modify
cpw modify #(mountaintable+screenwidth)
bne nextPointChecking
txa
rts
@@ -1589,19 +1603,26 @@ NotHigher
;--------------------------------------------------------
.proc DisplayOffensiveTextNr ;
ldx TextNumberOff
lda talk.OffensiveTextTableL,x
sta LineAddress4x4
lda talk.OffensiveTextTableH,x
sta LineAddress4x4+1
inx ; the next text
lda talk.OffensiveTextTableH,x
sta temp+1
lda talk.OffensiveTextTableL,x
sta temp ; opty possible
; substract address of the next text from previous to get text length
sbw temp LineAddress4x4 temp2
mva temp2 fx
; all text start from `talk` and end with an inverse.
; we go through the `talk`, count number of inverses.
; if equal to TextNumberOff, it is our text, printit
lda #0
notZero
sta plot4x4color
tya
tax ; save Y
mwa #talk LineAddress4x4
jsr _calc_inverse_display
; now find length of the text
@ iny
lda (LineAddress4x4),y
bpl @-
iny
sty fx
txa ; load Y
tay
;jsr Display4x4AboveTank
;rts
@@ -1645,7 +1666,7 @@ NotHigher
bpl DOTNnotLessThanZero
;less than zero, so should be zero
mwa #0 temp
beq DOTNnoOverflow
beq DOTNnoOverflow ; jmp
DOTNnotLessThanZero
;so check if end larger than screenwidth
@@ -1727,21 +1748,20 @@ DOTOldLowestValue
.endp
;--------------------------------------------------------
.proc DisplayTankNameAbove ;
lda tankNr
.proc DisplayTankNameAbove ; TankNr in X
txa ; TankNr
:3 asl ; *8
clc
adc #<TanksNames
sta temp ; TextAddress
sta LineAddress4x4 ; TextAddress
lda #0
adc #>Tanksnames
sta temp+1 ; TextAddress+1
mwa temp LineAddress4x4
sta LineAddress4x4+1 ; TextAddress+1
;find length of the tank's name
ldy #7
@
lda (temp),y
lda (LineAddress4x4),y
bne end_found
dey
bne @-
@@ -1778,7 +1798,6 @@ TypeLine4x4Loop
ldy LineCharNr
lda (LineAddress4x4),y
and #$3f ;always CAPITAL letters
sta CharCode4x4
mwa LineXdraw dx
mva LineYdraw dy
@@ -1896,7 +1915,7 @@ quit_seppuku
lda ytankstable,x
sta ydraw
mva #0 ydraw+1
X lda XtanksTableL,x
X lda XtanksTableL,x
sta xdraw
lda XtanksTableH,x
sta xdraw+1
@@ -1926,7 +1945,7 @@ X lda XtanksTableL,x
sta yc ; current tank barrel length
lda angleTable,x
sta Angle
jmp DrawBarrelTech
; jmp DrawBarrelTech ; POZOR !
; rts
.endp
@@ -1938,7 +1957,7 @@ X lda XtanksTableL,x
bcc angleUnder90
;over 90
sec
;sec - allways set
sbc #90
tax
; barrel start offset over 90deg
@@ -2045,33 +2064,27 @@ ybarrel
;--------------------------------------------------
lda #$00 ; let all P/M disappear
ldy #7
@ sta hposp0,y
dey
@ sta hposp0,y
dey
bpl @-
;:8 sta hposp0+# ; optimized... but Y!
rts
.endp
;--------------------------------------------------
.proc ColorsOfSprites
.proc SetPMWidthAndColors
lda #%01010101
sta sizem ; all missiles, double width
ldy #3
@ lda TankColoursTable,y ; colours of sprites under tanks
sta PCOLR0,y
dey
@ lda #$00
sta sizep0,y ; P0-P3 widths
lda TankColoursTable,y ; colours of sprites under tanks
sta PCOLR0,y
dey
bpl @-
LDA TankColoursTable+4
STA COLOR3 ; joined missiles (5th tank)
rts
.endp
;--------------------------------------------------
.proc SetPMWidth
lda #%01010101
sta sizem ; all missiles, double width
lda #$00
sta sizep0 ; P0-P3 widths
sta sizep0+1
sta sizep0+2
sta sizep0+3
rts
.endp
.endif
+261 -210
View File
@@ -1,17 +1,24 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
;Atari 8-bit Scorched Earth source code
; @com.wudsn.ide.lng.mainsourcefile=scorch.asm
;Atari 8-bit Scorch source code
;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
;Miami & Warsaw 2022, 2023
;WARNING! requires mads compiled on 2023-09-13 or later
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath}
;---------------------------------------------------
.IFNDEF TARGET
.def TARGET = 800 ; 5200
.ENDIF
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath}
;---------------------------------------------------
.def CART_VERSION = 0
; if 1 - dual splash screen
.def METEORS = 1
; if 1 - meteors on game
.def XCORRECTION_FOR_PM = 0
; if 1 - active x position of tanks correction fo PMG
.def FASTER_GRAF_PROCS = 1
@@ -19,11 +26,11 @@
; (direct writes to screen memory - atari only :) )
;---------------------------------------------------
; OPT r+ ; saves 12 bytes :O
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
;---------------------------------------------------
.macro build
dta d"1.30" ; number of this build (4 bytes)
dta d"1.43" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -34,120 +41,144 @@
;---------------------------------------------------
icl 'definitions.asm'
;---------------------------------------------------
AdditionalZPvariables = $20
.zpvar EplotX .word = AdditionalZPvariables
.zpvar EplotByte .word
.zpvar EplotY .byte
.zpvar Mpoint1X .word ; meteor first point X position
.zpvar Mpoint2X .word ; meteor last point X position
.zpvar Mpoint1Y .byte ; meteor first point Y position
.zpvar Mcounter .byte ; meteor length counter ( $ff - no meteor on sky )
.zpvar Mpoint2Y .byte ; meteor last point Y position
.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
FirstZpageVariable = $57
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar GradientNr .byte
.zpvar GradientColors .word
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
.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)
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 ; = $64 ;variable X for plot
.zpvar ydraw .word ; variable Y for plot
; (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word
.zpvar ybyte .word
.zpvar CharCode .byte
.zpvar fontind .word
.zpvar tanknr .byte
.zpvar TankSequencePointer .byte
.zpvar oldplot .word
.zpvar xc .word
.zpvar temp .word ;temporary word for the most embeded loops only
.zpvar temp2 .word ;same as above
.zpvar modify .word ;origially used to replace self-modyfying code
.zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ;same as above for XDRAW routine
.zpvar ytempDRAW .word ;same as above for XDRAW routine
.zpvar temp .word ; temporary word for the most embeded loops only
.zpvar temp2 .word ; same as above
.zpvar modify .word ; origially used to replace self-modyfying code
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ; same as above for XDRAW routine
.zpvar ytempDRAW .word ; same as above for XDRAW routine
.zpvar tempor2 .word
.zpvar CreditsVScrol .byte
;--------------temps used in circle routine
.zpvar xi .word ;X (word) in draw routine
.zpvar xi .word ; X (word) in draw routine
.zpvar fx .byte
.zpvar yi .word ;Y (word) in draw routine
.zpvar yi .word ; Y (word) in draw routine
.zpvar fy .byte
.zpvar xk .word
.zpvar fs .byte
.zpvar yc .byte ;ycircle - temporary for circle
.zpvar yc .byte ; ycircle - temporary for circle
.zpvar dx .word
.zpvar dy .word
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
;----------------------------
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
;----------------------------
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
.zpvar weaponPointer .word
.zpvar dliCounter .byte
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
.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
.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, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte
.zpvar Erase .byte ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
.zpvar radius .byte
.zpvar decimal .word
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
.zpvar Counter .byte ;temporary Counter for outside loops
.zpvar ExplosionRadius .byte
.zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte
.zpvar Erase .byte ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
.zpvar radius .byte
.zpvar decimal .word
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
.zpvar Counter .byte ; temporary Counter for outside loops
.zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
.zpvar vy_ .word ; 4 bytes
.zpvar vx .word
.zpvar vx_ .word ; 4 bytes
.zpvar HitFlag .byte ;$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 XHit .word
.zpvar delta .word
.zpvar HowMuchToFall .byte
.zpvar magic .word
.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 gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
.zpvar isInventory .byte
.zpvar DifficultyLevel .byte
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; reuse variable!
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
.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
HotNapalmFlag = FunkyBombCounter ; variable reuse!
displayposition = modify
LineAddress4x4 = xcircle
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
;-----------------------------------------------
; libraries
@@ -155,29 +186,16 @@ FirstZpageVariable = $57
.IF TARGET = 800
icl 'Atari/lib/ATARISYS.ASM'
icl 'Atari/lib/MACRO.ASM'
icl 'artwork/splash_v2/splash.asm' ; splash screen and musix
icl 'artwork/splash_v2/splash.asm' ; new splash screen and musix
.IF CART_VERSION
icl 'artwork/splash_v1/splash.asm' ; old splash screen (plays music from new splash)
.ENDIF
; icl 'Atari/Manual/manual.asm' ; manuals display
.ELIF TARGET = 5200
OPT h-f+ ; no headers, single block --> cart bin file
icl 'Atari/lib/5200SYS.ASM'
icl 'Atari/lib/5200MACRO.ASM'
.enum @kbcode
/*
_0
_1
_2
_3
_4
_5
_6
_7
_8
_9
_asterisk = $0a
_hash = $0b
_start = $0c
_pause = $0d
_reset = $0e
*/
_space = $00
_Y = $01
_up = $02
@@ -189,20 +207,20 @@ FirstZpageVariable = $57
_down = $08
_I = $09
_esc = $0a
_ret = $fb ;$0b ;not used in 5200
_del = $fc ;$0c ;not used in 5200
_help = $0b ; Visual Debug in 5200
_del = $fc ; $0c ;not used in 5200
_M = $0d
_S = $0e
_atari = $fd ; not used in 5200
_none = $0f
_ret = $fd ; not used in 5200
_none = $0f
.ende
.ENDIF
;-----------------------------------------------
; variable declarations in RAM (no code)
;-----------------------------------------------
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1)
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables)
icl 'variables.asm'
; Game loading address
@@ -237,22 +255,21 @@ StatusBufferCopyEnd
icl 'Atari/display_static.asm'
;----------------------------------------------
;--------------------------------------------------
; Game Code
;--------------------------------------------------
FirstSTART
.IF TARGET = 5200
; start in 5200 diagnostic mode
; move original startup procedure to RAM
; start in 5200 diagnostic mode
; move original startup procedure to RAM
Modified5200Splash = $2100 ; apparently there is some free space here
; check kernel version
; check kernel version
Atari5200KernelByte = $fff8
; $32 - 4 joy
; $00 - 2 joy
; $ff - Altirra kernel
; $32 - 4 joy
; $00 - 2 joy
; $ff - Altirra kernel
lda Atari5200KernelByte
beq rom2joy
@@ -282,9 +299,9 @@ rom2joy
splash_year = splash_text + $1e
splash_copyright = splash_text + $14
ldy #19 ; 20 characters
@ lda NewSplashText,y
sta splash_copyright,y
dey
@ lda NewSplashText,y
sta splash_copyright,y
dey
bpl @-
; splash screen delay. maybe add fire to speed up?
@@ -292,30 +309,35 @@ rom2joy
bne @-
no5200splash
.ENDIF
StartAfterSplash
jsr MakeDarkScreen
; one time zero variables in RAM (non zero page)
lda #0
ldy #OneTimeZeroVariablesCount-1
@ sta OneTimeZeroVariables,y
@ sta OneTimeZeroVariables,y
dey
bpl @-
; one time zero variables in RAM (zero page)
ldy #FirstZpageVariable
@ sta $0000,y
iny
@ sta $0000,y
iny
bne @-
; initialize variables in RAM (non zero page)
ldy #initialvaluesCount-1
@ lda initialvaluesStart,y
@ lda initialvaluesStart,y
sta variablesToInitialize,y
dey
bpl @-
; set gradient to the full LGBTIQQAAPP+ flag on start
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one)
.IF CART_VERSION = 1
mva #$ff GradientNr ; #1 to set gradient number 2 :) (next one) - 0 (B/W)
.ELSE
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) - 1 (polish rainbow)
.ENDIF
jsr SelectNextGradient.NotWind
; generate linetables
@@ -323,10 +345,12 @@ no5200splash
.IF TARGET = 800
; pokeys init
lda #3 ; stereo
lda #3 ; stereo (pseudo)
sta POKEY+$0f ; stereo
sta POKEY+$1f ; stereo
.IF CART_VERSION = 0
sta COLDST ; Cold start after Reset key
.ENDIF
lda PAL
and #%00001110
bne NoRMT_PALchange
@@ -352,28 +376,39 @@ NoRMT_PALchange
; RMT INIT
lda #$f0 ;initial value
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
lda #$f0 ; initial value
sta RMTSFXVOLUME ; sfx note volume * 16 (0,16,32,...,240)
lda #$ff ;initial value
lda #$ff ; initial value
sta sfx_effect
sta Mcounter
sta MeteorsFlag
RMTSong 0
.IF TARGET = 5200
mva #$0f STICK0
mva #$04 CONSOL5200 ;Speaker off, Pots enabled, port #1 selected
mwa #kb_continue VKEYCNT ;Keyboard handler
mva #$0f STICK0
mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
mwa #kb_continue VKEYCNT ; Keyboard handler
.ENDIF
VMAIN VBLinterrupt,7 ;jsr SetVBL
VMAIN VBLinterrupt,7 ; jsr SetVBL
mva #2 chactl ; necessary for 5200
mva #2 chactl ; necessary for 5200
;--------------------------------------------------
; Main program of the game
icl 'game.asm'
;--------------------------------------------------
.proc SetJoystickPort
sta JoystickNumber
.IF TARGET = 800 ; second joy button state update only on A800
jsr WaitOneFrame ; is necessary for update shadow registers (PADDL0) in VBI
jmp GetKey.Check2button ; update state second joy button
.ELSE
rts
.ENDIF
.endp
;--------------------------------------------------
.proc GetKey
@@ -386,19 +421,19 @@ getKeyAfterWait
.IF TARGET = 800
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
bne checkJoyGetKey ; key not pressed, check Joy
bne checkJoyGetKey ; key not pressed, check Joy
.ENDIF
lda kbcode
cmp #@kbcode._none
beq checkJoyGetKey
and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC
and #$3f ; CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC
bne getkeyend
mvy #$80 escFlag
bne getkeyend
@@ -418,30 +453,42 @@ checkJoyGetKey
notpressedJoyGetKey
;fire
lda STRIG0
beq JoyButton
.IF TARGET = 800 ; Select and Option key only on A800
beq JoyButton
.IF TARGET = 800 ; Second joy button , Select and Option key only on A800
jsr Check2button
bcc SecondButton
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010 ; Select
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
and #%00000100 ; Option
.ENDIF
bne getKeyAfterWait
OptionPressed
lda #@kbcode._atari ; Option key
lda #@kbcode._atari ; Option key
bne getkeyend
SecondButton
SelectPressed
lda #@kbcode._tab ; Select key
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
lda #@kbcode._ret ;Return key
lda #@kbcode._ret ; Return key
getkeyend
ldy #0
sty ATRACT ; reset atract mode
sty ATRACT ; reset atract mode
mvy #sfx_keyclick sfx_effect
rts
.IF TARGET = 800 ; Second joy button only on A800
Check2button
lda PADDL0
and #$c0
eor #$C0
cmp PaddleState
sta PaddleState
rts
.ENDIF
.endp
;--------------------------------------------------
@@ -449,17 +496,20 @@ getkeyend
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
and #$3f ; CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
mva #128-KeyRepeatSpeed pressTimer ; tricky
lda #128-KeyRepeatSpeed ; tricky
sec
sbc FirstKeypressDelay ; tricky 2 :)
sta pressTimer
StillWait
bit pressTimer
bmi KeyReleased
bmi KeyAutoReleased
lda STICK0
and #$0f
cmp #$0f
@@ -471,7 +521,7 @@ StillWait
cmp #$ff
bne StillWait
lda CONSOL
and #%00000110 ; Select and Option only
and #%00000110 ; Select and Option only
cmp #%00000110
bne StillWait
.ELIF TARGET = 5200
@@ -480,6 +530,10 @@ StillWait
beq StillWait
.ENDIF
KeyReleased
mva #FirstKeySpeed FirstKeypressDelay
rts
KeyAutoReleased ; autorepeat
mva #0 FirstKeypressDelay
rts
.endp
;--------------------------------------------------
@@ -490,7 +544,7 @@ KeyReleased
and #%00000100
beq @+
lda #1
@ and STRIG0
@ and STRIG0
rts
.endp
;--------------------------------------------------
@@ -501,13 +555,12 @@ KeyReleased
;check demo mode
ldx numberOfPlayers
dex
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
lda skillTable,x
beq peopleAreHere
dex
bpl checkForHuman
; no people, just wait a bit
;pause 150
ldy #75
jmp PauseYFrames
; rts
@@ -518,15 +571,15 @@ peopleAreHere
;--------------------------------------------------
MakeDarkScreen
;--------------------------------------------------
jsr PMoutofScreen ; hide P/M
mva #0 dmactls ; dark screen
jsr PMoutofScreen ; hide P/M
mva #0 dmactls ; dark screen
; and wait one frame :)
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
lda CONSOL
and #%00000001 ; START KEY
seq:wait ; or waitRTC ?
and #%00000001 ; START KEY
seq:wait ; or waitRTC ?
rts
.endp
@@ -535,9 +588,9 @@ MakeDarkScreen
; Y - number of frames to wait (divided by 2)
; pauses for maximally 510 frames (255 * 2)
;--------------------------------------------------
@ jsr WaitOneFrame
jsr WaitOneFrame
dey
@ jsr WaitOneFrame
jsr WaitOneFrame
dey
bne @-
rts
.endp
@@ -553,28 +606,28 @@ MakeDarkScreen
; Select and Option
lda CONSOL
and #%00000101 ; Start + Option
and #%00000101 ; Start + Option
beq QuitToGameover
lda SKSTAT
cmp #$ff
jeq nokeys
cmp #$f7 ; SHIFT
cmp #$f7 ; SHIFT
jeq nokeys
lda kbcode
and #%10111111 ; SHIFT elimination
and #%10111111 ; SHIFT elimination
cmp #@kbcode._O ; $08 ; O
cmp #@kbcode._O ; $08 ; O
bne CheckEsc
jsr AreYouSure
bit escFlag
bpl nokeys
;---O pressed-quit game to game over screen---
QuitToGameover
mva #$C0 escFlag ; bits 7 and 6 set
mva #$C0 escFlag ; bits 7 and 6 set
rts
CheckEsc
cmp #@kbcode._esc ; 28 ; ESC
cmp #@kbcode._esc ; 28 ; ESC
bne nokeys
DisplayAreYouSure
jsr AreYouSure
@@ -587,15 +640,15 @@ nokeys
;--------------------------------------------------
.proc ShellDelay
;--------------------------------------------------
lda CONSOL
and #%00000001 ; START KEY
ldy flyDelay
Y lda CONSOL
and #%00000001 ; START KEY
beq noShellDelay
ldx flyDelay
DelayLoop
lda VCOUNT
@ cmp VCOUNT
@ cmp VCOUNT
beq @-
dex
dey
bne DelayLoop
noShellDelay
rts
@@ -605,15 +658,15 @@ noShellDelay
.proc RmtSongSelect
; starting song line 0-255 to A reg
;--------------------------------------------------
cmp #song_ingame
bne noingame ; noMusic blocks only ingame song
cmp #song_main_menu
beq noingame ; noMusic blocks only ingame songs
bit noMusic
spl:lda #song_silencio
noingame
mvx #$ff RMT_blocked
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
jsr RASTERMUSICTRACKER ;Init
ldx #<MODUL ; low byte of RMT module to X reg
ldy #>MODUL ; hi byte of RMT module to Y reg
jsr RASTERMUSICTRACKER ; Init
mva #0 RMT_blocked
rts
.endp
@@ -657,7 +710,7 @@ noingame
icl 'artwork/talk.asm'
;----------------------------------------------
TankFont
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
;----------------------------------------------
font4x4
ins 'artwork/font4x4s.bmp',+62
@@ -670,16 +723,15 @@ font4x4
lda TankNr
asl
asl
asl ; 8 chars per name
asl ; 8 chars per name
tax
@
lda CheatName,y
sec
sbc tanksnames,x
cmp #$27
bne NoCheat
inx
dey
@ lda CheatName,y
sec
sbc tanksnames,x
cmp #$27
bne NoCheat
inx
dey
bpl @-
YesCheat
ldx TankNr
@@ -688,9 +740,9 @@ YesCheat
lda TanksWeaponsTableH,x
sta temp+1
lda #99
@ iny
sta (temp),y
cpy #(number_of_weapons - 1)
@ iny
sta (temp),y
cpy #(number_of_weapons - 1)
bne @-
NoCheat
rts
@@ -704,14 +756,12 @@ CheatName
bne EndofBFGDLI
lda dliColorsFore
bit random
bmi @+
lda DliColorBack
@ sta COLPF2
smi:lda DliColorBack
sta COLPF2
lda dliColorsFore
bit random
bmi @+
lda DliColorBack
@ sta COLPF1
smi:lda DliColorBack
sta COLPF1
EndofBFGDLI
inc dliCounter
pla
@@ -719,10 +769,10 @@ EndofBFGDLI
.endp
; ------------------------
.proc BFGblink
SetDLI DLIinterruptBFG ; blinking on
SetDLI DLIinterruptBFG ; blinking on
ldy #50
jsr PauseYFrames
SetDLI DLIinterruptGraph ; blinking off
SetDLI DLIinterruptGraph ; blinking off
rts
.endp
;--------------------------------------------------
@@ -733,25 +783,26 @@ EndofBFGDLI
.ECHO "Bytes left: ",$b000-*
org $b000 ;address of RMT module
org $b000 ; address of RMT module
MODUL
;RMT module is standard Atari binary file already
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module
; RMT module is standard Atari binary file already
; include music RMT module:
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6
MODULEND
;----------------------------------------------
icl 'constants_top.asm'
;----------------------------------------------
.ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-*
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
.IF TARGET = 800
run FirstSTART
.ELIF TARGET = 5200
.IF * > ROM_SETTINGS-1
.ERROR 'Code and RMT song too long to fit in 5200'
.ENDIF
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789"
.byte " scorch supersystem " ;20 characters title
.byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
.byte " scorch supersystem " ; 20 characters title
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
.word FirstSTART
.ENDIF
BIN
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+16 -5
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@@ -24,7 +24,7 @@
;---------------------------------------------------
.macro build
dta d"1.28" ; number of this build (4 bytes)
dta d"1.43" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -35,11 +35,16 @@
icl 'definitions.asm'
;---------------------------------------------------
FirstZpageVariable = $58 ; $57
FirstZpageVariable = $52 ; $57
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
.zpvar GradientNr .byte
.zpvar GradientColors .word
.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 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
@@ -135,6 +140,7 @@ FirstZpageVariable = $58 ; $57
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
.zpvar DrawDirFactor .byte
.zpvar gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
@@ -181,8 +187,9 @@ FirstSTART
DisplayCopyPurchaseStart = 0
displayC64 = $2000 ; graphics screen memory start
StartAfterSplash
SEI ; disable IRQ
LDA #$36
LDA #$36
STA $0001 ; Turn Off BASIC ROM
LDA #<NMI ;
STA $0318 ; change NMI vector
@@ -235,6 +242,9 @@ FirstSTART
icl 'game.asm'
;--------------------------------------------------
.proc SetJoystickPort
rts
.endp
;--------------------------------------------------
.proc GetKey
@@ -331,7 +341,8 @@ MakeDarkScreen
.endp
;--------------------------------------------------
.proc ShellDelay
ldx flyDelay
ldy flyDelay
Y
DelayLoop
lda $d012
@ cmp $d012
@@ -339,7 +350,7 @@ DelayLoop
lda $d012
@ cmp $d012
beq @-
dex
dey
bne DelayLoop
noShellDelay
rts
BIN
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+14 -16
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@@ -100,10 +100,6 @@ LASTeXistenZ ; eXistenZ before shoot
ResultsTable ;the results in the gameeeeee
.DS MaxPlayers
TempResults
.DS MaxPlayers
;DirectHitsH ; one byte enough
; .DS MaxPlayers
DirectHits
.DS MaxPlayers
EarnedMoneyH
@@ -166,6 +162,8 @@ TankShape ; Tank shape number (from 0 to 2)
;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines)
.DS 1
FirstTargetTankNr ; Target tank index (for AI routines)
.DS 1
SecondTryFlag ; For precise AI aiming
.DS 1
;----------------------------------------------------
@@ -272,7 +270,6 @@ char1 .DS [8]
char2 .DS [8]
;color .DS 1
ybit .DS 1
tempbyte01 .DS 1
;delta .DS 2
yfloat .DS 2
deltaX .DS 1
@@ -287,9 +284,9 @@ AfterBFGflag .DS 1
; tables with indexes of weapons on the right lists
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
IndexesOfWeaponsL1
.ds (last_offensive - first_offensive +1)
.ds (number_of_offensives)
IndexesOfWeaponsL2
.ds (last_defensive - first_defensive +1)
.ds (number_of_defensives)
;----------------------------------------------------
; variables storing amount of weapons on the first and second
@@ -378,8 +375,6 @@ previousAngle
.DS MaxPlayers
previousEnergyL
.DS MaxPlayers
previousLeftRange
.DS MaxPlayers
previousEnergyH
.DS MaxPlayers
RandBoundaryLow
@@ -409,15 +404,11 @@ CharCode4x4 .DS 1
;plot4x4color .DS 1 ;1-white, 0-background
; This is moved from display.asm to be easier to relocate
ListOfWeapons
; 0123456789012345678901234567890123456789
; :number_of_offensives dta d" "
;:32 dta d" "
.ds 32*32
; 01234567890123456789012345678901
.ds number_of_offensives*32
ListOfWeapons1End
ListOfDefensiveWeapons
; :number_of_defensives dta d" "
;:16 dta d" "
.ds 16*32
.ds number_of_defensives*32
ListOfDefensiveWeaponsEnd ;constant useful when clearing
track_variables
trackn_db .ds TRACKS
@@ -454,6 +445,13 @@ trackn_audctl .ds TRACKS
v_aspeed .ds 1
track_endvariables
ClearedvariablesEnd
; These tebles are at the beginning of memory pages becouse ....
bittable1_long
.ds $100
bittable2_long
.ds $100
; .... variablesEnd is aligned to PMGraph + $0300 in scorch.asm (before include this file)
variablesEnd
;----------------------------------------------------
+284 -116
View File
@@ -15,10 +15,10 @@
.endp
.proc ExplosionDirect
asl
tax
lda ExplosionRoutines+1,x
tay
lda ExplosionRoutines+1,y
pha
lda ExplosionRoutines,x
lda ExplosionRoutines,y
pha
rts
ExplosionRoutines
@@ -28,12 +28,12 @@ ExplosionRoutines
.word nuke-1 ;Nuke ;_03
.word leapfrog-1 ;LeapFrog ;_04
.word funkybomb-1 ;Funky_Bomb ;_05
.word mirv-1 ;MIRV ;_06
.word BFG.mirv-1 ;MIRV ;_06
.word deathshead-1 ;Death_s_Head ;_07
.word napalm-1 ;Napalm ;_08
.word hotnapalm-1 ;Hot_Napalm ;_09
.word tracer-1 ;Tracer ;_10
.word tracer-1 ;Smoke_Tracer ;_11
.word BFG.tracer-1 ;Tracer ;_10
.word BFG.tracer-1 ;Smoke_Tracer ;_11
.word babyroller-1 ;Baby_Roller ;_12
.word roller-1 ;Roller ;_13
.word heavyroller-1 ;Heavy_Roller ;_14
@@ -44,21 +44,18 @@ ExplosionRoutines
.word babydigger-1 ;Baby_Digger ;_19
.word digger-1 ;Digger ;_20
.word heavydigger-1 ;Heavy_Digger ;_21
.word babysandhog-1 ;Baby_Sandhog ;_22
.word sandhog-1 ;Sandhog ;_23
.word heavysandhog-1 ;Heavy_Sandhog ;_24
.word dirtclod-1 ;Dirt_Clod ;_25
.word dirtball-1 ;Dirt_Ball ;_26
.word tonofdirt-1 ;Ton_of_Dirt ;_27
.word liquiddirt-1 ;Liquid_Dirt ;_28
.word dirtcharge-1 ;Dirt_Charge ;_29
.word sandhog-1 ;Sandhog ;_22
.word heavysandhog-1 ;Heavy_Sandhog ;_23
.word dirtclod-1 ;Dirt_Clod ;_24
.word dirtball-1 ;Dirt_Ball ;_25
.word tonofdirt-1 ;Ton_of_Dirt ;_26
.word liquiddirt-1 ;Liquid_Dirt ;_27
.word dirtcharge-1 ;Dirt_Charge ;_28
.word punch-1 ;Baby_Sandhog ;_29
.word BFG-1 ;Buy_me ;_30
.word laser-1 ;Laser ;_31
VOID
tracer
rts
.endp
.proc BFG
mva #sfx_plasma_2_2 sfx_effect
jsr BFGblink
@@ -73,39 +70,44 @@ CheckNextTankBFG
@ dex
bpl CheckNextTankBFG
stx AfterBFGflag ; $ff
VOID
tracer
mirv
rts
.endp
; ------------------------
.proc babymissile
mva #11 ExplosionRadius
lda #11 ; ExplosionRadius
GoBabyMissileSFX
sta ExplosionRadius
mva #sfx_baby_missile sfx_effect
GoXmissile
jmp xmissile
.endp
; ------------------------
.proc missile ;
mva #17 ExplosionRadius
lda #17 ; ExplosionRadius
bne babymissile.GoBabyMissileSFX
; jmp xmissile
.endp
; ------------------------
.proc babynuke
mva #25 ExplosionRadius
lda #25 ; ExplosionRadius
GoBabyNukeSFX
sta ExplosionRadius
mva #sfx_nuke sfx_effect ; allways <>0
bne babymissile.GoXmissile
; jmp xmissile
.endp
; ------------------------
.proc nuke
mva #30 ExplosionRadius
lda #30 ; ExplosionRadius
bne babynuke.GoBabyNukeSFX
; jmp xmissile
.endp
; ------------------------
.proc leapfrog
mva #17 ExplosionRadius
lda #17 ; ExplosionRadius
; mva #sfx_baby_missile sfx_effect
; jsr xmissile
jsr babymissile.GoBabyMissileSFX
@@ -115,7 +117,7 @@ GoBabyNukeSFX
SecondRepeat
; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil
jsr SoilDown2
jsr SoilDown
; it looks like force is divided by 4 here BUT"
; in Flight routine force is multiplied by 2 and left
@@ -138,9 +140,9 @@ EndOfLeapping
rts
.endp
; ------------------------
.proc mirv ; the whole mirv is performed by Flight routine
rts
.endp
;.proc mirv ; the whole mirv is performed by Flight routine
; rts
;.endp
; ------------------------
.proc funkybomb ;
mva #sfx_baby_missile sfx_effect
@@ -151,7 +153,7 @@ EndOfLeapping
jsr CalculateExplosionRange0
jsr xmissile.NoRangeCalc
jsr SoilDown2
jsr SoilDown
;
jsr cleartanks ; maybe not?
mva #1 color
@@ -205,13 +207,10 @@ NoWallsInFunky
; ------------------------
.proc deathshead
mva #30 ExplosionRadius
mva #sfx_nuke sfx_effect
jsr GoXmissileWithSaveXYdraw
sbw xdraw #34
mva #sfx_nuke sfx_effect
jsr GoXmissileWithSaveXYdraw
adw xdraw #68
mva #sfx_nuke sfx_effect
jsr GoXmissileWithSaveXYdraw
sbw xdraw #34
;
@@ -219,20 +218,18 @@ NoWallsInFunky
;jsr CalculateExplosionRange
cpw ydraw #screenHeight
bcs NoUpperCircle
mva #sfx_nuke sfx_effect
jsr GoXmissileWithSaveXYdraw
NoUpperCircle
adw ydraw #68
;jsr CalculateExplosionRange
cpw ydraw #screenHeight
bcs NoLowerCircle
mva #sfx_nuke sfx_effect
jsr GoXmissileWithSaveXYdraw
NoLowerCircle
mva #sfx_silencer sfx_effect
rts
GoXmissileWithSaveXYdraw
mva #sfx_nuke sfx_effect
mwa xdraw tempXROLLER
mwa ydraw modify
jsr xmissile
@@ -242,16 +239,17 @@ GoXmissileWithSaveXYdraw
.endp
; ------------------------
.proc napalm
mva #0 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
lda #0 ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
beq xnapalm
.endp
; ------------------------
.proc hotnapalm
mva #1 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
lda #1 ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
; jmp xnapalm
.endp
; ------------------------
.proc xnapalm
sta HotNapalmFlag
mva #sfx_napalm sfx_effect
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange
@@ -294,18 +292,8 @@ LastNapalmRepeat
lda #char_clear_flame ; clear flame symbol
PutFlameChar
sta CharCode
; check coordinates
cpw xdraw #(screenwidth-7)
bcs CharOffTheScreen
lda ydraw
cmp #7
bcc CharOffTheScreen
cmp #(screenHeight-1)
bcs CharOffTheScreen
jsr TypeChar
CharOffTheScreen
adw xdraw #4 ; reverse half character correction (we need positon of character center)
adw xdraw #1 ; next char 1 pixels to right
adw xdraw #5 ; reverse half character correction (4 px - we need positon of character center) and next char 1 pixels to righ
inc magic+1
lda magic+1
cmp #(2*napalmRadius+1) ; 10 pixels on left, 10 pixels on right and 1 in center
@@ -355,45 +343,47 @@ TankOutOfFire
EndNurnedCheckLoop
dex
bpl BurnedCheckLoop
mva #sfx_silencer sfx_effect
rts
.endp
; ------------------------
.proc babyroller
mva #11 ExplosionRadius
lda #11 ; ExplosionRadius
GoRoller
sta ExplosionRadius
jmp xroller
.endp
; ------------------------
.proc roller ;
mva #21 ExplosionRadius
lda #21 ; ExplosionRadius
bne babyroller.GoRoller ; 1 byte saved
; jmp xroller
.endp
; ------------------------
.proc heavyroller
mva #30 ExplosionRadius
lda #30 ; ExplosionRadius
bne babyroller.GoRoller ; 1 byte saved
; jmp xroller
.endp
; ------------------------
.proc riotbomb
mva #17 ExplosionRadius
lda #17 ; ExplosionRadius
GoRiotBomb
sta ExplosionRadius
jsr CalculateExplosionRange
jmp xriotbomb
.endp
; ------------------------
.proc heavyriotbomb
mva #29 ExplosionRadius
lda #29 ; ExplosionRadius
bne riotbomb.GoRiotBomb ; 4 bytes saved - optimization :)
; jsr CalculateExplosionRange
; jmp xriotbomb
.endp
; ------------------------
.proc babydigger
mva #1 diggery ; how many branches (-1)
lda #1 ; diggery ; how many branches (-1)
GoBabydiggerSFX
sta diggery
mva #sfx_digger sfx_effect
mva #0 sandhogflag
mva #13 DigLong
@@ -401,28 +391,29 @@ GoBabydiggerSFX
.endp
; ------------------------
.proc digger ;
mva #3 diggery ; how many branches (-1)
lda #3 ; diggery ; how many branches (-1)
bne babydigger.GoBabydiggerSFX
.endp
; ------------------------
.proc heavydigger
mva #7 diggery ; how many branches (-1)
lda #7 ; diggery ; how many branches (-1)
bne babydigger.GoBabydiggerSFX
.endp
; ------------------------
.proc babysandhog
mva #1 diggery ; how many branches (-1)
lda #1 ; diggery ; how many branches (-1)
bne heavysandhog.GoHeavysandhogSFX
.endp
; ------------------------
.proc sandhog
mva #3 diggery ; how many branches (-1)
lda #3 ; diggery ; how many branches (-1)
bne heavysandhog.GoHeavysandhogSFX
.endp
; ------------------------
.proc heavysandhog
mva #5 diggery ; how many branches (-1)
lda #5 ; diggery ; how many branches (-1)
GoHeavysandhogSFX
sta diggery
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
mva #13 DigLong
@@ -445,7 +436,6 @@ WriteToBranches
dex
bpl WriteToBranches
jsr DiggerCharacter ; start character
adw xdraw #4
lda DigLong
; looks strange, but it is (DigLong+2)*4
@@ -466,38 +456,28 @@ diglewy ; even branches go left
lda digtabxL,x
sbc #$04
sta digtabxL,x
lda digtabxH,x
sbc #$00
sta digtabxH,x
scs
dec digtabxH,x
jmp DigRandomize
DigRight ; odd go right (everytime 4 pixels)
clc
lda digtabxL,x
adc #$04
sta digtabxL,x
lda digtabxH,x
adc #$00
sta digtabxH,x
scc
inc digtabxH,x
DigRandomize
lda random
and #$87
;and #$87
bmi DigUp
DigDown
and #$07
clc
adc digtabyL,x
sta digtabyL,x
lda digtabyH,x
adc #$00
sta digtabyH,x
;crashing bug here - if too much added to digtaby, it gets over screenheight and starts writing over random areas
;WARNING! fix for 1 byte screenheight. TODO
lda digtabyL,x
cmp #screenheight
bcc @+ ; branch if less
lda #screenheight-1
sta digtabyL,x
@ jmp DigCalculateNext
scc
inc digtabyH,x
jmp DigCalculateNext
DigUp
and #$07
sta temp
@@ -505,9 +485,8 @@ DigUp
lda digtabyL,x
sbc temp
sta digtabyL,x
lda digtabyH,x
sbc #$00
sta digtabyH,x
scs
dec digtabyH,x
DigCalculateNext
dex
bpl CalculateBranches
@@ -530,7 +509,6 @@ DigDrawing
dec:lda DigLong
jpl BranchNotFinished
DoNotPutDig
mva #sfx_silencer sfx_effect
rts
DiggerCharacter
lda random
@@ -545,22 +523,23 @@ DiggerCharacter
.endp
; ------------------------
.proc dirtclod
mva #12 ExplosionRadius
lda #12 ; ExplosionRadius
bne xdirt
.endp
; ------------------------
.proc dirtball
mva #22 ExplosionRadius
lda #22 ; ExplosionRadius
bne xdirt
.endp
; ------------------------
.proc tonofdirt
mva #31 ExplosionRadius
lda #31 ; ExplosionRadius
; jmp xdirt
.endp
; -----------------
.proc xdirt ;
; -----------------
sta ExplosionRadius
jsr CalculateExplosionRange
mva #sfx_dirt_charge sfx_effect
lda #1
@@ -575,7 +554,6 @@ dirtLoop
lda radius
cmp ExplosionRadius
bne dirtLoop
mva #sfx_silencer sfx_effect
rts
.endp
; ------------------------
@@ -681,7 +659,7 @@ ToHighFill
; in xdraw and ydraw we have hit point coordinates
; from Shoot/Flight procedures (invisible flight)
; ------------------------
ldx TankNr
; ldx TankNr
lda AngleTable,x
tay
@@ -785,7 +763,7 @@ DistanceCheckLoop
adc #3 ;measure from middle of the tank
sta xbyte
lda XtankstableH,x
clc
; clc ; ops :)
adc #0 ;measure from middle of the tank
sta xbyte+1
lda Ytankstable,x
@@ -849,7 +827,6 @@ TankIsNotWithinTheRange
EndOfDistanceCheckLoop
dex
jpl DistanceCheckLoop
mva #sfx_silencer sfx_effect
rts
.endp
; -----------------
@@ -1052,6 +1029,151 @@ EndOfTheDirt
mwa ycircle ydraw
rts
.endp
; --------------------------------------------------
.proc punch ;
; --------------------------------------------------
;
; calculate radius from Force
lda ForceTableL,x
sta temp
lda ForceTableH,x
sta temp+1
ldy #3 ; ExplosionRadius = Force/16
@ lsr temp+1
ror temp
dey
bpl @-
clc
lda temp
pha ; store radius
adc #4 ; add margins for SoliDown
sta ExplosionRadius
; fixed radius
; mva #36 ExplosionRadius
jsr CalculateExplosionRange
mva #sfx_baby_missile sfx_effect
lda ytankstable,x
cmp #13+15 ; Check if tank is too high (13 - tank with shield, 15 - Jump)
bcc TooHighNoJump
; Jump
; 15 pixels up
mva #15 ExplosionRadius
@ jsr ClearTankNr
dec ytankstable,x
jsr PutTankNr
lda ExplosionRadius
cmp #5
bcs Physics
jsr WaitOneFrame
Physics
dec ExplosionRadius
bne @-
; and down
mva #15 ExplosionRadius
@ jsr ClearTankNr
inc ytankstable,x
jsr PutTankNr
dec ExplosionRadius
bne @-
TooHighNoJump
mva #sfx_dirt_chrg_s sfx_effect
; calculate radius from Force
pla ; restore radius
sta ExplosionRadius
; fixed radius
; mva #32 ExplosionRadius
CheckRange
; punch all (not dead :) tanks in range
ldx TankNr
ldy NumberOfPlayers
dey
CheckingNextTank
lda eXistenZ,y
beq DeadTank
cpy TankNr
beq Myself
; it's not dead tank - check range
mva #0 temp2 ; tank direction (0 - on right side, $ff - on left side)
sec
lda xtankstableL,y
sbc xtankstableL,x
sta temp
lda xtankstableH,y
sbc xtankstableH,x
sta temp+1
bpl RightSide
dec temp2 ; on left side flag
lda temp
eor #$ff
sta temp
lda temp+1
eor #$ff
sta temp+1
RightSide
bne TooFar
lda temp
cmp ExplosionRadius
bcs TooFar
; tank in range!
phy
phx
sty TankNr
bit temp2
bmi PunchLeft
PunchRight
jsr ClearTankNr
lda XtanksTableH,x
cmp #>(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
bne @+
lda XtanksTableL,x
cmp #<(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
@ bcs RightEdge
inc xtankstableL,x
bne @+
inc xtankstableH,x
RightEdge
@ jsr PutTankNr
jmp TankPunched
PunchLeft
jsr ClearTankNr
lda XtanksTableH,x
bne NotLeftEdge
lda XtanksTableL,x
cmp #3 ; 2 pixels correction due to a barrel wider than tank
bcc LeftEdge
NotLeftEdge
lda xtankstableL,x
bne @+
dec xtankstableH,x
@ dec xtankstableL,x
LeftEdge
jsr PutTankNr
TankPunched
plx
ply
stx TankNr
TooFar
Myself
DeadTank
dey
jpl CheckingNextTank
dec ExplosionRadius
jne CheckRange
ldy #10
jsr PauseYFrames
rts
.endp
;--------------------------------------------------
.proc BeforeFire ;TankNr (byte)
;--------------------------------------------------
@@ -1118,7 +1240,7 @@ notpressed
lda kbcode
and #%10111111 ; SHIFT elimination
cmp #@kbcode._A ; $3f ; A
bne @+
callActivation
@@ -1163,14 +1285,24 @@ NoSpyHard
jumpFromStick
.IF TARGET = 800
cmp #$80|17 ; Ctrl+Help
cmp #$80|@kbcode._help ; Ctrl+Help
bne NoVdebugSwitch
.ELSE
cmp #@kbcode._help ; Help (# in A5200)
bne NoVdebugSwitch
sta pressTimer ; reset 0+@kbcode._help (tricky)
jsr WaitForKeyRelease.StillWait
lda pressTimer
cmp #(25+@kbcode._help) ; 1/2s - long press only
bcc NoVdebugSwitch
.ENDIF
lda Vdebug
eor #$ff
sta Vdebug
mva #sfx_long_barrel sfx_effect
jmp ReleaseAndLoop
NoVdebugSwitch
.ENDIF
and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._up ; $e
jeq pressedUp
@@ -1209,6 +1341,11 @@ checkJoy
lda joyToKeyTable,y
jmp jumpFromStick
notpressedJoy
.IF TARGET = 800
;second fire only Atari 800
jsr GetKey.Check2button
jcc pressedTAB
.ENDIF
;fire
lda STRIG0
jeq pressedSpace
@@ -1445,8 +1582,8 @@ RandomizeOffensiveText
sta TextNumberOff
ldy TankNr
mva #$ff plot4x4color
jsr DisplayOffensiveTextNr
lda #$ff
jsr DisplayOffensiveTextNr.notZero
AfterOffensiveText
mva #0 LaserFlag ; $ff - Laser
@@ -1455,6 +1592,8 @@ AfterOffensiveText
cmp #ind_Laser ; laser
bne NotStrongShoot
; Laser: (not)very strong - invisible - shot for laser beam end coordinates
bit TestFlightFlag
bmi @+ ; visible if Lazy Darwin
bit Vdebug
bmi @+
mva #0 color
@@ -1494,14 +1633,42 @@ AfterStrongShoot
bcs ShotUnderGround
jsr Flight
mva #1 color
rts
bne ClearOffensiveText
ShotUnderGround
mwa xtraj+1 xdraw ; but why not XHit and YHit !!!???
mwa ytraj+1 ydraw
mva #$ff HitFlag
rts
;here we clear offensive text (after a shoot) - clear only if no test flight (Lazy Darvin)
ClearOffensiveText
bit TestFlightFlag
bmi @+
ldy TankNr
jmp DisplayOffensiveTextNr
@
; rts
.endp
;--------------------------------------------------
.proc NoShoot ;TankNr (byte)
;--------------------------------------------------
; This is "Shoot" procedure for weapons that do not require a flying bullet.
; Shoots tank nr X !!! :)
; set the ending coordinates of bullet with correction
ldy #0
clc
lda xtankstableL,x
adc #4 ; tank "center" :)
sta xdraw ; but why not XHit and YHit !!!???
tya ;0
adc xtankstableH,x
sta xdraw+1
lda ytankstable,x
sta ydraw
sty ydraw+1 ;0
dey ; $ff
sty HitFlag
rts
.endp
;--------------------------------------------------
.proc Flight ; Force(byte.byte), Wind(0.word)
; Angle(byte) 128=0, 255=maxright, 0=maxleft
@@ -1802,7 +1969,8 @@ SkipCollisionCheck
bvc NoTestFlight
bit Vdebug
bpl NoUnplot
jsr WaitOneFrame ; visualize AI targeting
ldy #20 ; delay for visualize AI targeting
jsr ShellDelay.Y
jmp YesUnPlot
NoTestFlight
lda tracerflag
@@ -2100,13 +2268,10 @@ mrLoopi
jsr ShellDelay
;
phx
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
bpl ExitnotPressed
plx
rts ; exit if pressed 'Exit keys'
ExitnotPressed
plx
;
MIRVdoNotChangeY
@@ -2297,14 +2462,12 @@ MIRValreadyAll
mwa ycircle ydraw
; we must do it manually because of the VOID pointer
;first clean the offensive text...
ldy TankNr
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
; temporary removing tanks from the screen (otherwise they will fall down with soil)
jsr SoilDown2
jsr SoilDown
mva #$ff HitFlag ; but why ??
rts
.endp
@@ -2392,7 +2555,7 @@ NoWall
; -------------------------------------------------
jsr PrepareAIShoot.WepTableToTemp
jsr UseBattery
jmp TosserDefensives
jmp GetBestDefensive
; rts
.endp
; -------------------------------------------------
@@ -2465,11 +2628,11 @@ EndLazy
.proc LazyAim
; aiming proc for Lazy ... weapons
; as proc for memory optimisation
; Y - target tan nr
; Y - target tank nr
; A - target direction
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
jsr TakeAimExtra ; direction still in A (0 - left, >0 - right)
lda Force
sta ForceTableL,x
lda Force+1
@@ -2560,7 +2723,7 @@ ReachSky
adc #0
sta RangeRight+1
; hide tanks and ...
jsr SoilDown2
jsr SoilDown
jsr ClearScreenSoilRange
ldx TankNr
@@ -2724,7 +2887,11 @@ CheckCollisionWithTankLoop
tay
lda xtankstableH,x
sbc #0
bpl GreaterThanZero
; bmi ShieldOverLeftEdge ; I do not know whether to check it. Probably not :) !!!
ldy #0
tya
GreaterThanZero
cmp xdraw+1
bne @+
cpy xdraw
@@ -2772,7 +2939,6 @@ ItIsMe
ldx TankNr
mva #sfx_shield_off sfx_effect
jsr ClearTankNr
mva #0 Erase
; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
@@ -2782,19 +2948,21 @@ ItIsMe
.ENDIF
; --
GoDown
mwa #mountaintable temp
mvy #0 Erase ; Y=0
; mwa #mountaintable temp
clc
lda temp
lda #<mountaintable
adc XtankstableL,x
sta temp
lda temp+1
lda #>mountaintable
adc XtankstableH,x
sta temp+1
adw temp #4 ; center of the tank
ldy #0
;ldy #0
lda (temp),y
sta OverTankDir ; not elegant!!! Reuse as height of tank flight
tay
dey ; 1 pixel up!
sty OverTankDir ; not elegant!!! Reuse as height of tank flight
FloatDown
lda ytankstable,x
cmp OverTankDir
@@ -2825,7 +2993,7 @@ NotHighest
; calculate range
jsr CalculateSoildown
; hide tanks and ...
jsr SoilDown2
jsr SoilDown
ldx TankNr
rts
@@ -2887,7 +3055,7 @@ CheckCollisionWithTankLoop
lda ActiveDefenceWeapon,x
cmp #ind_Mag_Deflector ; first shielded weapon
bcc CheckCollisionWithNotShieldedTank
cmp #ind_Bouncy_Castle +1 ; last shielded weapon
cmp #ind_Bouncy_Castle+1 ; last shielded weapon
bcc CheckCollisionWithShieldedTank ; tank with shield is bigger :)
;lda ShieldEnergy,x ; there is wrong method to check shield :)