mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
Prepare for C64 port
This commit is contained in:
@@ -0,0 +1,47 @@
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vic_spr0_x = $D000
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vic_spr0_y = $D001
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vic_spr1_x = $D002
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vic_spr1_y = $D003
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vic_spr2_x = $D004
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vic_spr2_y = $D005
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vic_spr3_x = $D006
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vic_spr3_y = $D007
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vic_spr4_x = $D008
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vic_spr4_y = $D009
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vic_spr5_x = $D00A
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vic_spr5_y = $D00B
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vic_spr6_x = $D00C
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vic_spr6_y = $D00D
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vic_spr7_x = $D00E
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vic_spr7_y = $D00F
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vic_spr_hi_x = $D010
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vic_cr1 = $D011
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vic_raster = $D012
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vic_lp_x = $D013
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vic_lp_y = $D014
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vic_spr_ena = $D015
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vic_cr2 = $D016
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vic_spr_exp_y = $D017
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vic_mem = $D018
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vic_irq = $D019
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vic_irq_ena = $D01A
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vic_spr_dp = $D01B
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vic_spr_mcolor = $D01C
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vic_spr_exp_x = $D01D
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vic_spr_ss_col = $D01E
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vic_spr_sd_col = $D01F
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vic_border = $D020
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vic_bg_color0 = $D021
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vic_bg_color1 = $D022
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vic_bg_color2 = $D023
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vic_bg_color3 = $D024
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vic_spr_color1 = $D025
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vic_spr_color2 = $D026
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vic_spr0_color = $D027
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vic_spr1_color = $D028
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vic_spr2_color = $D029
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vic_spr3_color = $D02A
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vic_spr4_color = $D02B
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vic_spr5_color = $D02C
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vic_spr6_color = $D02D
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vic_spr7_color = $D02E
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@@ -0,0 +1,213 @@
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.macro basic_start(addr)
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.word upstartEnd // link address
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.word 10 // line num
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.byte $9e // sys
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?a=0
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?b=0
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?c=0
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?d=0
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?e=0
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?v = %%addr
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ift ?v>=10000
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?a=?v/10000
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?v=?v-(?a*10000)
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eif
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ift ?v>=1000
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?b=?v/1000
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?v=?v-(?b*1000)
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eif
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ift ?v>=100
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?c=?v/100
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?v=?v-(?c*100)
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eif
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ift ?v>=10
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?d=?v/10
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?v=?v-(?d*10)
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eif
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?e=?v%10
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dta ?a+$30,?b+$30,?c+$30,?d+$30,?e+$30
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.byte 0
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upstartEnd
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.word 0 // empty link signals the end of the program
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.endm
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//
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// Switch bank in VIC-II
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//
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// Args:
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// bank: bank number to switch to. Valid values: 0-3.
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//
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.macro SwitchVICBank(bank)
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//
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// The VIC-II chip can only access 16K bytes at a time. In order to
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// have it access all of the 64K available, we have to tell it to look
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// at one of four banks.
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//
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// This is controller by bits 0 and 1 in $dd00 (PORT A of CIA #2).
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//
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// +------+-------+----------+-------------------------------------+
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// | BITS | BANK | STARTING | VIC-II CHIP RANGE |
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// | | | LOCATION | |
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// +------+-------+----------+-------------------------------------+
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// | 00 | 3 | 49152 | ($C000-$FFFF)* |
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// | 01 | 2 | 32768 | ($8000-$BFFF) |
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// | 10 | 1 | 16384 | ($4000-$7FFF)* |
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// | 11 | 0 | 0 | ($0000-$3FFF) (DEFAULT VALUE) |
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// +------+-------+----------+-------------------------------------+
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?bits=%11
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ift (%%bank==0)
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?bits=%11
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eli (%%bank==1)
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?bits=%10
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eli (%%bank==2)
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?bits=%01
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eli (%%bank==3)
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?bits=%00
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eif
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//
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// Set Data Direction for CIA #2, Port A to output
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||||
//
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lda $dd02
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and #%11111100 // Mask the bits we're interested in.
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ora #$03 // Set bits 0 and 1.
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sta $dd02
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//
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// Tell VIC-II to switch to bank
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//
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lda $dd00
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and #%11111100
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ora #?bits
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sta $dd00
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.endm
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//
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// Enter hires bitmap mode (a.k.a. standard bitmap mode)
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//
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.macro SetHiresBitmapMode
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//
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// Clear extended color mode (bit 6) and set bitmap mode (bit 5)
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//
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lda $d011
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and #%10111111
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ora #%00100000
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sta $d011
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//
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// Clear multi color mode (bit 4)
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//
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lda $d016
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and #%11101111
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sta $d016
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.endm
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//
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// Enter hires bitmap mode (a.k.a. standard bitmap mode)
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//
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.macro SetMulticolorBitmapMode
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//
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// Clear extended color mode (bit 6) and set bitmap mode (bit 5)
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//
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lda $d011
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and #%10111111
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ora #%00100000
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sta $d011
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//
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// Clear multi color mode (bit 4)
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//
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lda $d016
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ora #%00010000
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sta $d016
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.endm
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||||
//
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// Switch location of screen memory.
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//
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||||
// Args:
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// address: Address relative to current VIC-II bank base address.
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// Valid values: $0000-$3c00. Must be a multiple of $0400.
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||||
//
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.macro SetScreenMemory(address)
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//
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// The most significant nibble of $D018 selects where the screen is
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// located in the current VIC-II bank.
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||||
//
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// +------------+-----------------------------+
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// | | LOCATION* |
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// | BITS +---------+-------------------+
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// | | DECIMAL | HEX |
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// +------------+---------+-------------------+
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// | 0000XXXX | 0 | $0000 |
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// | 0001XXXX | 1024 | $0400 (DEFAULT) |
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// | 0010XXXX | 2048 | $0800 |
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// | 0011XXXX | 3072 | $0C00 |
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// | 0100XXXX | 4096 | $1000 |
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// | 0101XXXX | 5120 | $1400 |
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// | 0110XXXX | 6144 | $1800 |
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// | 0111XXXX | 7168 | $1C00 |
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// | 1000XXXX | 8192 | $2000 |
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// | 1001XXXX | 9216 | $2400 |
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// | 1010XXXX | 10240 | $2800 |
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// | 1011XXXX | 11264 | $2C00 |
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// | 1100XXXX | 12288 | $3000 |
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// | 1101XXXX | 13312 | $3400 |
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// | 1110XXXX | 14336 | $3800 |
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// | 1111XXXX | 15360 | $3C00 |
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// +------------+---------+-------------------+
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//
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?bits = (%%address / $0400) << 4
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lda $d018
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and #%00001111
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ora #?bits
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sta $d018
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.endm
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//
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// Set location of bitmap.
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//
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// Args:
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// address: Address relative to VIC-II bank address.
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// Valid values: $0000 (bitmap at $0000-$1FFF)
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// $2000 (bitmap at $2000-$3FFF)
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//
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.macro SetBitmapAddress(address)
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//
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// In standard bitmap mode the location of the bitmap area can
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// be set to either BANK address + $0000 or BANK address + $2000
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//
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// By setting bit 3, we can configure which of the locations to use.
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//
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lda $d018
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ift %%address == $0000
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and #%11110111
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eli %%address == $2000
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ora #%00001000
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eif
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sta $d018
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.end
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+546
@@ -0,0 +1,546 @@
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; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
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;C64 8-bit Scorched Earth source code
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||||
;---------------------------------------------------
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;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
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;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
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||||
;Miami & Warsaw 2022, 2023
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;---------------------------------------------------
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.def TARGET = C64 ; :)
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;---------------------------------------------------
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.def XCORRECTION_FOR_PM = 0
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; if 1 - active x position of tanks correction fo PMG
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.def FASTER_GRAF_PROCS = 0
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; if 1 - activates faster graphics routines
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; (direct writes to screen memory - atari only :) )
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;---------------------------------------------------
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||||
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opt h-f+
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org $801
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org [a($801)],$801
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basic_start(START)
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;---------------------------------------------------
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.macro build
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dta d"1.28" ; number of this build (4 bytes)
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.endm
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.macro RMTSong
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lda #:1
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||||
rts ; do nothing in C64
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.endm
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;---------------------------------------------------
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icl 'definitions.asm'
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;---------------------------------------------------
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||||
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||||
FirstZpageVariable = $57
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.zpvar DliColorBack .byte = FirstZpageVariable
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.zpvar GradientNr .byte
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.zpvar GradientColors .word
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.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
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||||
.zpvar JoystickNumber .byte
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.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
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.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
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.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
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||||
.zpvar xdraw .word ;= $64 ;variable X for plot
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||||
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
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.zpvar xbyte .word
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||||
.zpvar ybyte .word
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||||
.zpvar CharCode .byte
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||||
.zpvar fontind .word
|
||||
.zpvar tanknr .byte
|
||||
.zpvar TankSequencePointer .byte
|
||||
.zpvar oldplot .word
|
||||
.zpvar xc .word
|
||||
.zpvar temp .word ;temporary word for the most embeded loops only
|
||||
.zpvar temp2 .word ;same as above
|
||||
.zpvar modify .word ;origially used to replace self-modyfying code
|
||||
.zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine)
|
||||
.zpvar xtempDRAW .word ;same as above for XDRAW routine
|
||||
.zpvar ytempDRAW .word ;same as above for XDRAW routine
|
||||
.zpvar tempor2 .word
|
||||
.zpvar CreditsVScrol .byte
|
||||
;--------------temps used in circle routine
|
||||
.zpvar xi .word ;X (word) in draw routine
|
||||
.zpvar fx .byte
|
||||
.zpvar yi .word ;Y (word) in draw routine
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||||
.zpvar fy .byte
|
||||
.zpvar xk .word
|
||||
.zpvar fs .byte
|
||||
.zpvar yc .byte ;ycircle - temporary for circle
|
||||
.zpvar dx .word
|
||||
.zpvar dy .word
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||||
.zpvar dd .word
|
||||
.zpvar di .word
|
||||
.zpvar dp .word
|
||||
;----------------------------
|
||||
.zpvar UnderTank1 .byte
|
||||
.zpvar UnderTank2 .byte
|
||||
;----------------------------
|
||||
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
|
||||
.zpvar weaponPointer .word
|
||||
.zpvar dliCounter .byte
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar 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, $ff go left) direction of bypassing tanks on screen
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
.zpvar Force_ .byte ; Force is 3 bytes long
|
||||
.zpvar Angle .byte
|
||||
.zpvar Parachute .byte ; are you insured with parachute?
|
||||
.zpvar color .byte
|
||||
.zpvar Erase .byte ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
.zpvar radius .byte
|
||||
.zpvar decimal .word
|
||||
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar FunkyBombCounter .byte
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
|
||||
.zpvar vy_ .word ; 4 bytes
|
||||
.zpvar vx .word
|
||||
.zpvar vx_ .word ; 4 bytes
|
||||
.zpvar HitFlag .byte ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
||||
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
|
||||
.zpvar 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
|
||||
.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
|
||||
|
||||
displayposition = modify
|
||||
LineAddress4x4 = xcircle
|
||||
|
||||
;-----------------------------------------------
|
||||
; libraries
|
||||
;-----------------------------------------------
|
||||
icl 'C64/lib/C64SYS.ASM'
|
||||
icl 'C64/lib/MACRO.ASM'
|
||||
|
||||
;-----------------------------------------------
|
||||
; variable declarations in RAM (no code)
|
||||
;-----------------------------------------------
|
||||
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1)
|
||||
icl 'variables.asm'
|
||||
|
||||
; Game loading address
|
||||
ORG $4000
|
||||
|
||||
WeaponFont
|
||||
ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||
|
||||
|
||||
;--------------------------------------------------
|
||||
; Game Code
|
||||
;--------------------------------------------------
|
||||
FirstSTART
|
||||
jsr MakeDarkScreen
|
||||
|
||||
; one time zero variables in RAM (non zero page)
|
||||
lda #0
|
||||
ldy #OneTimeZeroVariablesCount-1
|
||||
@ sta OneTimeZeroVariables,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; one time zero variables in RAM (zero page)
|
||||
ldy #FirstZpageVariable
|
||||
@ sta $0000,y
|
||||
iny
|
||||
bne @-
|
||||
|
||||
; initialize variables in RAM (non zero page)
|
||||
ldy #initialvaluesCount-1
|
||||
@ lda initialvaluesStart,y
|
||||
sta variablesToInitialize,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; set gradient to the full LGBTIQQAAPP+ flag on start
|
||||
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one)
|
||||
jsr SelectNextGradient.NotWind
|
||||
|
||||
; generate linetables
|
||||
jsr GenerateLineTable
|
||||
|
||||
|
||||
; RMT INIT
|
||||
lda #$f0 ;initial value
|
||||
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
|
||||
|
||||
lda #$ff ;initial value
|
||||
sta sfx_effect
|
||||
|
||||
RMTSong 0
|
||||
|
||||
VMAIN VBLinterrupt,7 ;jsr SetVBL
|
||||
|
||||
mva #2 chactl ; necessary for 5200
|
||||
|
||||
;--------------------------------------------------
|
||||
; Main program of the game
|
||||
icl 'game.asm'
|
||||
;--------------------------------------------------
|
||||
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
; waits for pressing a key and returns pressed value in A
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
@
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
beq checkJoyGetKey ; key not pressed, check Joy
|
||||
cmp #$f7 ; SHIFT
|
||||
beq checkJoyGetKey
|
||||
.ELSE
|
||||
lda SkStatSimulator
|
||||
and #%11111110
|
||||
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
|
||||
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
|
||||
.IF TARGET = 800 ; Select and Option key only on A800
|
||||
bne checkSelectKey
|
||||
checkSelectKey
|
||||
lda CONSOL
|
||||
and #%00000010 ; Select
|
||||
beq SelectPressed
|
||||
lda CONSOL
|
||||
and #%00000100 ; Option
|
||||
.ENDIF
|
||||
bne @-
|
||||
OptionPressed
|
||||
lda #@kbcode._atari ; Option key
|
||||
bne getkeyend
|
||||
SelectPressed
|
||||
lda #@kbcode._tab ; Select key
|
||||
bne getkeyend
|
||||
JoyButton
|
||||
lda #@kbcode._ret ;Return key
|
||||
getkeyend
|
||||
ldy #0
|
||||
sty ATRACT ; reset atract mode
|
||||
mvy #sfx_keyclick sfx_effect
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc getkeynowait
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
lda kbcode
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
mva #128-KeyRepeatSpeed pressTimer ; tricky
|
||||
StillWait
|
||||
bit pressTimer
|
||||
bmi KeyReleased
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
bne StillWait
|
||||
lda STRIG0
|
||||
beq StillWait
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
bne StillWait
|
||||
lda CONSOL
|
||||
and #%00000110 ; Select and Option only
|
||||
cmp #%00000110
|
||||
bne StillWait
|
||||
.ELSE
|
||||
lda SkStatSimulator
|
||||
and #%11111110
|
||||
beq StillWait
|
||||
.ENDIF
|
||||
KeyReleased
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc IsKeyPressed
|
||||
; result: A=0 - yes , A>0 - no
|
||||
;--------------------------------------------------
|
||||
lda SKSTAT
|
||||
and #%00000100
|
||||
beq @+
|
||||
lda #1
|
||||
@ and STRIG0
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DemoModeOrKey
|
||||
; Waits for the key pressed if at least one human is playing.
|
||||
; Otherwise, waits 3 seconds (demo mode).
|
||||
;--------------------------------------------------
|
||||
;check demo mode
|
||||
ldx numberOfPlayers
|
||||
dex
|
||||
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
|
||||
jsr PauseYFrames
|
||||
rts
|
||||
peopleAreHere
|
||||
jmp getkey ; jsr:rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
MakeDarkScreen
|
||||
;--------------------------------------------------
|
||||
jsr PMoutofScreen ; hide P/M
|
||||
mva #0 dmactls ; dark screen
|
||||
; and wait one frame :)
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
lda CONSOL
|
||||
and #%00000101 ; Start + Option
|
||||
sne:mva #$40 escFlag
|
||||
and #%00000001 ; START KEY
|
||||
seq:wait ; or waitRTC ?
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc PauseYFrames
|
||||
; Y - number of frames to wait (divided by 2)
|
||||
; pauses for maximally 510 frames (255 * 2)
|
||||
;--------------------------------------------------
|
||||
@ jsr WaitOneFrame
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc RmtSongSelect
|
||||
; starting song line 0-255 to A reg
|
||||
;--------------------------------------------------
|
||||
cmp #song_ingame
|
||||
bne noingame ; noMusic blocks only ingame song
|
||||
bit noMusic
|
||||
spl:lda #song_silencio
|
||||
noingame
|
||||
mvx #$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
|
||||
mva #0 RMT_blocked
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.proc CopyFromROM
|
||||
;-------------------------------------------------
|
||||
;copy from CART to RAM
|
||||
; trashes: Y
|
||||
; temp: source
|
||||
; temp2: destination
|
||||
; modify: destination-end
|
||||
;usage:
|
||||
; mwa #DisplayCopyRom temp
|
||||
; mwa #display temp2
|
||||
; mwa #DisplayCopyEnd+1 modify
|
||||
; jsr CopyFromROM
|
||||
|
||||
ldy #0
|
||||
@ lda (temp),y
|
||||
sta (temp2),y
|
||||
inw temp
|
||||
inw temp2
|
||||
cpw temp2 modify
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
icl 'C64/interrupts.asm'
|
||||
;----------------------------------------------
|
||||
icl 'constants.asm'
|
||||
;----------------------------------------------
|
||||
icl 'C64/textproc.asm'
|
||||
;----------------------------------------------
|
||||
icl 'grafproc.asm'
|
||||
;----------------------------------------------
|
||||
icl 'weapons.asm'
|
||||
;----------------------------------------------
|
||||
icl 'ai.asm'
|
||||
;----------------------------------------------
|
||||
icl 'artwork/talk.asm'
|
||||
;----------------------------------------------
|
||||
TankFont
|
||||
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
|
||||
;----------------------------------------------
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
;----------------------------------------------
|
||||
;RMT PLAYER loading shenaningans
|
||||
icl 'artwork/sfx/rmtplayr_modified.asm'
|
||||
;-------------------------------------------------
|
||||
.proc CheckTankCheat
|
||||
ldy #$07
|
||||
lda TankNr
|
||||
asl
|
||||
asl
|
||||
asl ; 8 chars per name
|
||||
tax
|
||||
@
|
||||
lda CheatName,y
|
||||
sec
|
||||
sbc tanksnames,x
|
||||
cmp #$27
|
||||
bne NoCheat
|
||||
inx
|
||||
dey
|
||||
bpl @-
|
||||
YesCheat
|
||||
ldx TankNr
|
||||
lda TanksWeaponsTableL,x
|
||||
sta temp
|
||||
lda TanksWeaponsTableH,x
|
||||
sta temp+1
|
||||
lda #99
|
||||
@ iny
|
||||
sta (temp),y
|
||||
cpy #(number_of_weapons - 1)
|
||||
bne @-
|
||||
NoCheat
|
||||
rts
|
||||
.endp
|
||||
CheatName
|
||||
dta d" 008.T"+$27
|
||||
;----------------------------------------------
|
||||
.proc DLIinterruptBFG
|
||||
pha
|
||||
lda dliCounter
|
||||
bne EndofBFGDLI
|
||||
lda dliColorsFore
|
||||
bit random
|
||||
bmi @+
|
||||
lda DliColorBack
|
||||
@ sta COLPF2
|
||||
lda dliColorsFore
|
||||
bit random
|
||||
bmi @+
|
||||
lda DliColorBack
|
||||
@ sta COLPF1
|
||||
EndofBFGDLI
|
||||
inc dliCounter
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc BFGblink
|
||||
SetDLI DLIinterruptBFG ; blinking on
|
||||
ldy #50
|
||||
jsr PauseYFrames
|
||||
SetDLI DLIinterruptGraph ; blinking off
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.IF * > MODUL-1
|
||||
.ECHO *
|
||||
.ERROR 'Code and data too long'
|
||||
.ENDIF
|
||||
.ECHO "Bytes left: ",$b000-*
|
||||
|
||||
|
||||
org $b000 ;address of RMT module
|
||||
MODUL
|
||||
;RMT module is standard Atari binary file already
|
||||
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module
|
||||
MODULEND
|
||||
;----------------------------------------------
|
||||
icl 'constants_top.asm'
|
||||
;----------------------------------------------
|
||||
|
||||
.ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-*
|
||||
.IF 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
|
||||
; "01234567890123456789"
|
||||
.byte " scorch supersystem " ;20 characters title
|
||||
.byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
|
||||
.word FirstSTART
|
||||
.ELSE
|
||||
run FirstSTART
|
||||
.ENDIF
|
||||
Reference in New Issue
Block a user