mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
WIP: press I for inventory #26
This commit is contained in:
+3
-3
@@ -14,9 +14,9 @@ dliColorsFore
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TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
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TextForegroundColor = $0c
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CashOptionL ;(one zero less than on the screen)
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.by 0,<200,<500,<800,<1000
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.by 0,<200,<800,<1200,<2000
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CashOptionH
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.by 0,>200,>500,>800,>1000
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.by 0,>200,>800,>1200,>2000
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GravityTable .by 10,20,25,30,40
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MaxWindTable .by 5,20,40,70,99
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RoundsTable .by 10,20,30,40,50
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@@ -863,7 +863,7 @@ NamesOfWeapons ;the comment is an index in the tables
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dta d"----------------" ; 44
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dta d"----------------" ; 45
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dta d"----------------" ; 46
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dta d" " ; 47 ; special (no weapon) name for simplify display
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dta d" " ; 47 ; special (no weapon) name to simplify display
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dta d"Heat Guidance " ; 48 ($30)
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dta d"Bal Guidance " ; 49
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+6
-6
@@ -64,14 +64,14 @@ price_Bal_Guidance___ = $ffff ;_49
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price_Horz_Guidance__ = $ffff ;_50
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price_Vert_Guidance__ = $ffff ;_51
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price_Lazy_Boy_______ = $ffff ;_52
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price_Parachute______ = 1100 ;_53
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price_Parachute______ = 800 ;_53
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price_Battery________ = $ffff ;_54
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price_Mag_Deflector__ = $ffff ;_55
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price_Shield_________ = $ffff ;_56
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price_Force_Shield___ = $ffff ;_57
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price_Mag_Deflector__ = 1200 ;_55
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price_Shield_________ = 500 ;_56
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price_Force_Shield___ = 2100 ;_57
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price_Heavy_Shield___ = $ffff ;_58
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price_Super_Mag______ = $ffff ;_59
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price_Auto_Defense___ = $ffff ;_60
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price_Super_Mag______ = 1600 ;_59
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price_Auto_Defense___ = 3000 ;_60
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price_Fuel_Tank______ = $ffff ;_61
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price_Contact_Trigger = $ffff ;_62
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price_White_Flag_____ = $0 ;_63
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+1
-1
@@ -104,7 +104,7 @@ OptionsScreen
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OptionsHere
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; 0123456789012345678901234567890123456789
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dta d"Players : 2 3 4 5 6 "
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dta d"Cash : none 2K 5K 8K 10K "
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dta d"Cash : none 2K 8K 12K 20K "
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dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
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dta d"Wind : 1B 3B 5B 7B 9B "
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dta d"Rounds : 10 20 30 40 50 "
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@@ -1567,4 +1567,14 @@ EndPut4x4
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rts
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.endp
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.proc SetMainScreen
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VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
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mwa #dl dlptrs ; issue #72 (glitches when switches)
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lda dmactls
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and #$fc
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ora #$02 ; 2=normal, 3 = wide screen width
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sta dmactls
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rts
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.endp
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.endif
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+1
-9
@@ -139,8 +139,6 @@ START
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bpl @-
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; mag deflector activated! (test)
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MainGameLoop
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VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
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jsr CallPurchaseForEveryTank
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; issue #72 (glitches when switches)
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@@ -309,13 +307,7 @@ SettingEnergies
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jsr calculatemountains ;let mountains be easy for the eye
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;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
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VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
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mwa #dl dlptrs ; issue #72 (glitches when switches)
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lda dmactls
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and #$fc
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ora #$02 ; 2=normal, 3 = wide screen width
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sta dmactls
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jsr SetMainScreen
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jsr drawmountains ;draw them
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jsr drawtanks ;finally draw tanks
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BIN
Binary file not shown.
+19
-18
@@ -201,12 +201,6 @@ OptionsYLoop
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;-------------------------------------------
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; call of the purchase screens for each tank
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.proc CallPurchaseForEveryTank
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jsr PMoutofScreen
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mwa #PurchaseDL dlptrs
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lda dmactls
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and #$fc
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ora #$02 ; normal screen width
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sta dmactls
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mva #0 TankNr
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@
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@@ -236,12 +230,22 @@ AfterManualPurchase
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; Rest of the data is taken from appropriate tables
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; and during the purchase these tables are modified.
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VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
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jsr PMoutofScreen
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mwa #PurchaseDL dlptrs
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lda dmactls
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and #$fc
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ora #$02 ; normal screen width
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sta dmactls
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mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
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ldx tankNr
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lda TankStatusColoursTable,x
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sta colpf2s
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sta colpf2s
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lda activeWeapon,x
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sta PositionOnTheList
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; we are clearing list of the weapons
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mva #$ff LastWeapon
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mva #$00 WhichList
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@@ -280,7 +284,6 @@ AfterPurchase
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ldx #$00 ; number of the checked weapon
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stx HowManyOnTheList1 ; amounts of weapons (shells, bullets) in both lists
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stx HowManyOnTheList2
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stx PositionOnTheList
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; Creating full list of the available weapons for displaying
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; in X there is a number of the weapon to be checked,
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@@ -559,7 +562,10 @@ ChoosingItemForPurchase
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jsr PutLitteChar ; Places pointer at the right position
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jsr getkey
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ldx escFlag
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seq:rts
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beq @+
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jsr WaitForKeyRelease
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rts
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@
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cmp #$2c ; Tab
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jeq ListChange
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cmp #$0c ; Return
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@@ -717,22 +723,17 @@ LessThan100
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.endp
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.proc PutLitteChar
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; first let's cleat both lists from little chars
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; first let's clear both lists from little chars
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mwa #ListOfWeapons xbyte
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ldx #52 ; there are 52 lines total
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ldy #$00
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EraseLoop
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lda #$00
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sta (xbyte),y
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clc
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lda xbyte
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adc #40
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sta xbyte
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bcc ominx02
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inc xbyte+1
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ominx02
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adw xbyte #40 xbyte
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dex
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bpl EraseLoop
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; now let's check which list is active now
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lda WhichList
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beq CharToList1
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+9
-2
@@ -1040,9 +1040,9 @@ notpressed
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beq notpressed
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lda SKSTAT
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cmp #$ff
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beq checkJoy
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jeq checkJoy
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cmp #$f7 ; SHIFT
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beq checkJoy
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jeq checkJoy
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lda kbcode
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and #%10111111 ; SHIFT elimination
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@@ -1055,6 +1055,13 @@ notpressed
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;---esc pressed-quit game---
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rts
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@
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cmp #$0d ; I
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bne @+
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jsr Purchase
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mva #0 escFlag
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jsr SetMainScreen
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jsr DrawTanks
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@
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cmp #$8e
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jeq CTRLPressedUp
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