diff --git a/MANUAL_EN.md b/MANUAL_EN.md index a5d772b..9a7ae60 100644 --- a/MANUAL_EN.md +++ b/MANUAL_EN.md @@ -28,7 +28,7 @@ The [RETURN] key or a joystick button moves to the next screen. ## 2. Entering the name of players and selecting the level 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). At the same time, you can enter the name of the selected player from the keyboard. +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. 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. @@ -53,6 +53,7 @@ The status line shows which player is currently allowed to take a shot and a set * 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, +* "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. @@ -171,7 +172,7 @@ Only these points determine the order in the summary * **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. * **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent. -* **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 letter "A" 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. +* **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. 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. @@ -184,7 +185,7 @@ And of course, activating a weapon when you already have some other weapon activ ## 7. "Other" weapons: -* **Buy me!** - 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 **Buy Me!** price) but also gain. You can get a weapon otherwise not affordable at all! +* **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: diff --git a/MANUAL_PL.md b/MANUAL_PL.md index ee188f9..6e52e46 100644 --- a/MANUAL_PL.md +++ b/MANUAL_PL.md @@ -26,7 +26,7 @@ Wybór opcji klawiszami kursora lub joystickiem. Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu. ## 2. Wprowadzanie nazwy 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). Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza. +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. 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. @@ -52,7 +52,7 @@ W linii statusowej widoczna jest informacja o tym który z graczy aktualnie moż * 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 "A" jeśli aktywna jest **Auto Defense** +* 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. @@ -172,7 +172,7 @@ Tylko te punkty decydują o kolejności w podsumowaniu * **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 dokładnie jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. -* **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 literą "A" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia. +* **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! @@ -187,8 +187,7 @@ Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną ## 7. Bronie 'inne' :) : -* **Buy me!** - tej 'broni' nie można używać 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 **Buy Me!** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać! - +* **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: diff --git a/README.md b/README.md index ff5c14b..b9ad3ec 100644 --- a/README.md +++ b/README.md @@ -51,7 +51,29 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki ## Changelog: -###### Version 1.18 +###### Version 1.20 +2022-11-23 + +It's the final cut. Director's Cut. +We squeezed the code and saved some bytes to add the joystick/controller selection. No more fights for the stick, up to 4 players can have fun with their own manipulators. And the fifth one can still use the keyboard :). +Our most prolific testers Arek and Alex called for a number of fixes. Thank you, guys! +* Players can select their controllers. +* Better Auto Defense symbol in the status line. +* Battery performance in AI and Auto Defense fixed. +* More accurate and faster Laser. +* Boost For Gifts includes a secret, quite powerful weapon. +* Points counting fix-up (edge cases eliminated). +* Long lists in inventory and shop were pointing to a weapon outside the screen. Fixed. +* Lazy Boys now remember the last weapon used. +* Especially for XEGS - SELECT key changes the joystick similarly to TAB. +* Rare P/M glitches fixed. +* ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed. +* Bouncy Castle was bouncing the laser from inside. Fixed. +* Shielded tanks were autodestructing when shooting with angle 0. Fixed. +* Physics of bouncing off the walls was incorrect for some weapons. Fixed. + + +###### Version 1.19 2022-11-04 This is the final round of weapon additions! Also. our beloved testers and players found a number of issues and we were extremely happy to address them. @@ -69,6 +91,7 @@ This is the final round of weapon additions! Also. our beloved testers and playe * Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess). * Soil sedimentation speed after Funky Bomb improved. * Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only. +* A bug in MADS optimization was causing parts of SEPPUKU message to stay on screen. * BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;) diff --git a/ai.asm b/ai.asm index 2bc6970..a6084f0 100644 --- a/ai.asm +++ b/ai.asm @@ -238,6 +238,7 @@ EnoughEnergy sta (temp),y lda #99 sta Energy,x + jsr MaxForceCalculate EnoughEnergy NoBatteries rts @@ -576,6 +577,8 @@ skipThisPlayer ; returns angle and power of shoot tank X (TankNr) ; in the appropriate variables (Angle and Force) ;---------------------------------------------- + lda ActiveWeapon,x + pha ; store active weapon mva #$ff SecondTryFlag ; set initial Angle and Force values lda OptionsTable+2 ; selected gravity @@ -695,6 +698,8 @@ NoHitInSecondLoopR inc NewAngle EndOfSecondLoopR EndOfAim + pla ; and restore active weapon + sta ActiveWeapon,x rts AimSecondTry @@ -786,8 +791,7 @@ NoHitInSecondLoopL ; Angle 1 deg to left and end loop dec NewAngle EndOfSecondLoopL - - rts + jmp EndOfAim SetStartAndFlight ; set start point (virtual barrel end :) ) and make test flight ; xtraj+1 and ytraj+1 set diff --git a/artwork/talk.asm b/artwork/talk.asm index 2a11cd8..34ae5a1 100644 --- a/artwork/talk.asm +++ b/artwork/talk.asm @@ -78,7 +78,7 @@ L73 dta d"OH MAN!" L74 dta d"DOOUGH!" L75 dta d"ANOTHER DAY, ANOTHER BOMB." L76 dta d"THIS IS THE END, MY ONLY FRIEND." -L77 dta d"IT'S ALL OVER." +L77 dta d"VERY FUNNY." L78 dta d"THE FAT LADY SANG." L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?" L80 dta d"I'M GOING DOWN." @@ -89,7 +89,7 @@ L84 dta d"BIF!" L85 dta d"BAM!" L86 dta d"ZONK!" L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..." -L88 dta d"NO... A BUD LIGHT!" +L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..." L89 dta d"WHAT WAS THAT NOISE?" L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS." L91 dta d"ITS JUST ONE OF THOSE DAYS..." @@ -127,7 +127,7 @@ OffensiveTextTableH NumberOfOffensiveTexts=54 NumberOfDeffensiveTexts=60 .endp -hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!", $ff +hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!" hoverFullEnd -hoverEmpty dta d"RUNNING OUT OF EELS", $ff +hoverEmpty dta d"RUNNING OUT OF EELS" hoverEmptyEnd \ No newline at end of file diff --git a/artwork/weapons_AW6_mod.fnt b/artwork/weapons_AW6_mod.fnt index 251c7c7..272cc87 100644 Binary files a/artwork/weapons_AW6_mod.fnt and b/artwork/weapons_AW6_mod.fnt differ diff --git a/constants.asm b/constants.asm index c9972fe..a199743 100644 --- a/constants.asm +++ b/constants.asm @@ -18,27 +18,7 @@ initialvaluesCount = *-initialvaluesstart ; MAX 128 bytes ! ;=================================================================================== ;==========================CONSTANT TABLES, do not erase!=========================== ;=================================================================================== -TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed -;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order -;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3 -TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order -TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3 -TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________ - .BYTE char_tank1___________,char_tank2___________,char_tank3___________ -dliColorsBack - :10 .by $02,$00 -dliColorsFore - .by $0a -CashOptionL ;(one zero less than on the screen) - .by 0,<200,<800,<1200,<2000 -CashOptionH - .by 0,>200,>800,>1200,>2000 -GravityTable .by 10,20,25,30,40 -MaxWindTable .by 5,20,40,70,99 -RoundsTable .by 10,20,30,40,50 -AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity -flyDelayTable .by 255,150,75,35,1 -seppukuTable .by 255, 45,25,15,9 + mountainsDeltaTableH .by 0,1,3,5,7 mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff ;------------------------------------------------ @@ -62,22 +42,22 @@ XtankOffsetGO_H .by 0,0,0,0,0,1 ;-----4x4 texts----- LineTop - dta d"(%%%%%%%%%%%%)", $ff + dta d"(%%%%%%%%%%%%)" ;# - vertical, () * +, % - horizontal LineBottom - dta d"*%%%%%%%%%%%%+", $ff + dta d"*%%%%%%%%%%%%+" LineEmpty - dta d"# #", $ff + dta d"# #" LineHeader2 - dta d"# RESULTS #", $ff + dta d"# RESULTS #" LineGameOver - dta d"# GAME OVER #", $ff + dta d"# GAME OVER #" seppukuText - dta d"# SEPPUKU! #", $ff + dta d"# SEPPUKU! #" areYouSureText - dta d"# SURE? Y/N #", $ff + dta d"# SURE? Y/N #" lineClear - dta d" ", $ff + dta d" " ;----------- pmtableL ; addressess of the P/M memory for 6 tanks @@ -96,7 +76,7 @@ pmtableH .by >(pmgraph+$300) ;----------- sintable - .by 0 + .by 1 .by 4 .by 8 .by 13 @@ -228,7 +208,7 @@ TanksNamesDefault dta d"4th.Tank" dta d"5th.Tank" dta d"6th.Tank" - + WeaponPriceH ; weapons prices (tables with prices of weapons) .by >price_Baby_Missile___ .by >price_Missile________ @@ -510,7 +490,7 @@ NamesOfWeapons ;the comment is an index in the tables dta d"Ton of Dirt " ; 27 dta d"Liquid Dirt " ; 28 dta d"Dirt Charge " ; 29 - dta d"Buy me! " ; 30 + dta d"Best F...g Gifts" ; 30 dta d"Laser " ; 31 ;------defensives dta d"White Flag " ; 32 @@ -573,24 +553,28 @@ keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters) .by $3f,$15,$12,$3a,$2a,$38,$3d,$39 .by $0d,$01,$05,$00,$25,$23,$08,$0a .by $2f,$28,$3e,$2d,$0b,$10,$2e,$16 - .by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b - .by $33,$35,$30,$32,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers + .by $2b,$17 + .by $32,$1f,$1e,$1a,$18,$1d,$1b + .by $33,$35,$30,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers keycodesEnd scrcodes dta d"abcdefgh" dta d"ijklmnop" dta d"qrstuvwx" - dta d"yz123456" - dta d"7890. " ; "-" + dta d"yz" +zero +digits ; decimal constans + dta d"0123456" + dta d"789. " ; "-" +;-------decimal constans +;zero +;digits dta d"0123456789" + ;----------------------------------- gameOverSpritesTop ; end of the Gover sprites by number of players ; 1 2 3 4 5 6 .by 130+7,130+7,136+7,142+7,148+7,154+7 -;-------decimal constans -zero -digits dta d"0123456789" - ;------credits CreditsStart dta d" "* diff --git a/constants_top.asm b/constants_top.asm new file mode 100644 index 0000000..d1df47b --- /dev/null +++ b/constants_top.asm @@ -0,0 +1,26 @@ +; @com.wudsn.ide.asm.mainsourcefile=scorch.asm + + .IF *>0 ;this is a trick that prevents compiling this file alone + +TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed +;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order +;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3 +TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order +TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3 +TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________ + .BYTE char_tank1___________,char_tank2___________,char_tank3___________ +dliColorsBack + :10 .by $02,$00 +dliColorsFore + .by $0a +CashOptionL ;(one zero less than on the screen) + .by 0,<200,<800,<1200,<2000 +CashOptionH + .by 0,>200,>800,>1200,>2000 +GravityTable .by 10,20,25,30,40 +MaxWindTable .by 5,20,40,70,99 +RoundsTable .by 10,20,30,40,50 +AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity +flyDelayTable .by 255,150,75,35,1 +seppukuTable .by 255, 45,25,15,9 +.endif diff --git a/display_main_menu.asm b/display_main_menu.asm index 8484f14..c0f923d 100644 --- a/display_main_menu.asm +++ b/display_main_menu.asm @@ -29,9 +29,9 @@ OptionsScreenEnd ;----------------------------------------------- NameScreen2 - dta d" Tank 01 Name:" + dta d" Tank 1 * 1 Name:" NameAdr - dta d" " + dta d" " NameScreen4 dta d" " NamesOfLevels diff --git a/display_static.asm b/display_static.asm index 92021a5..da4db3c 100644 --- a/display_static.asm +++ b/display_static.asm @@ -32,16 +32,20 @@ NameScreen3 dta d" Human/Atari (difficulty level) " NameScreen5 .IF TARGET = 800 - dta d" " - dta d"TAB"* - dta d" - Player/Difficulty level " + dta d" " + dta d"TAB"* + dta d" - Port nr " + dta d"Joy"* + dta d" - Difficulty " dta d" " dta d"Return"* dta d" - Proceed " .ELIF TARGET = 5200 - dta d" " - dta d"Joy"* - dta d" - Player/Difficulty level " + dta d" " + dta d"(5)"* + dta d" - Port nr " + dta d"Joy"* + dta d" - Difficulty " dta d" " dta d"FIRE"* dta d" - Proceed " diff --git a/grafproc.asm b/grafproc.asm index c5c51da..ff18d03 100644 --- a/grafproc.asm +++ b/grafproc.asm @@ -2021,7 +2021,7 @@ EndPut4x4 .proc SetMainScreen ; mva #0 dmactls - VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen + SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen mwa #dl dlptrs ; issue #72 (glitches when switches) lda #%00111110 ; and #$fc diff --git a/scorch.asm b/scorch.asm index c7effa3..c4d5d62 100644 --- a/scorch.asm +++ b/scorch.asm @@ -15,7 +15,7 @@ ;--------------------------------------------------- .macro build - dta d"1.19" ; number of this build (4 bytes) + dta d"1.20" ; number of this build (4 bytes) .endm .macro RMTSong @@ -28,6 +28,7 @@ ;--------------------------------------------------- FirstZpageVariable = $61 .zpvar DliColorBack .byte = FirstZpageVariable + .zpvar JoystickNumber .byte .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 @@ -86,7 +87,7 @@ FirstZpageVariable = $61 .zpvar decimal .word .zpvar NumberOfPlayers .byte ;current number of players (counted from 1) .zpvar Counter .byte ;temporary Counter for outside loops - .zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte + .zpvar ExplosionRadius .byte .zpvar ResultY .byte .zpvar xcircle .word .zpvar ycircle .word @@ -128,7 +129,7 @@ FirstZpageVariable = $61 ;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65 displayposition = modify - LineAddress4x4 = temp + LineAddress4x4 = xcircle ;----------------------------------------------- ; libraries @@ -269,12 +270,15 @@ FirstSTART ; 5 values in RMT file ; not elegant :( mva #$06 MODUL-6+$967 ; $07 > $06 + ;mva #$06 MODUL-6+$bc3 ; $07 > $06 + ;mva #$06 MODUL-6+$e69 ; $08 > $06 + ;mva #$06 MODUL-6+$ebc ; $08 > $06 + sta MODUL-6+$bc3 ; $07 > $06 + sta MODUL-6+$e69 ; $08 > $06 + sta MODUL-6+$ebc ; $08 > $06 mva #$10 MODUL-6+$a69 ; $12 > $10 - mva #$06 MODUL-6+$bc3 ; $07 > $06 mva #$04 MODUL-6+$bf8 ; $05 > $04 mva #$08 MODUL-6+$e3d ; $0a > $08 - mva #$06 MODUL-6+$e69 ; $08 > $06 - mva #$06 MODUL-6+$ebc ; $08 > $06 NoRMT_PALchange .ELSE mva #$7f SkStatSimulator @@ -350,8 +354,9 @@ MainGameLoop jsr SortSequence ; Hide all (easier than hide last ;) ) tanks - jsr cleartanks + jsr cleartanks ; A=0 sta COLBAKS ; set background color to black + sta JoystickNumber ; set joystick port for player ; here gains and losses should be displayed (dollars) ; finally we have changed our minds and money of players @@ -465,7 +470,6 @@ NoGameOverYet jsr MakeDarkScreen ; issue #72 ; jsr RmtSongSelect ; ????? mva #sfx_silencer sfx_effect - jsr PMoutofscreen jmp MainGameLoop @@ -484,6 +488,7 @@ NoGameOverYet jsr SetPMWidth lda #0 + sta AfterBFGflag ; reset BFG flag sta COLOR2 ; status line "off" sta COLOR1 @@ -626,7 +631,7 @@ CheckNextTankAD jsr AutoDefense @ dex bpl CheckNextTankAD - jsr DrawTanks ; redraw tanks witch new defences + jsr DrawTanks ; redraw tanks with new defences ; ldx TankSequencePointer lda TankSequence,x @@ -670,7 +675,8 @@ RoboTanks jmp AfterManualShooting ManualShooting - + lda JoyNumber,x + sta JoystickNumber ; set joystick port for player jsr WaitForKeyRelease jsr BeforeFire lda escFlag @@ -823,22 +829,29 @@ NoPlayerNoDeath ;clear NoDeathCounter here sta noDeathCounter + mva #sfx_death_begin sfx_effect + ; display defensive text here (well, defensive ; is not the real meaning, it should be pre-death, ; but I am too lazy to change names of variables) ; in X there is a number of tank that died + lda #77 ; mumber of defensive text after BFG! + bit AfterBFGflag ; check BFG flag + bmi TextAfterBFG + ; if BFG then no points for dead tanks ... lda CurrentResult clc adc ResultsTable,x sta ResultsTable,x - inc CurrentResult - - mva #sfx_death_begin sfx_effect + ;inc CurrentResult + ; RandomizeDeffensiveText randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1) +TextAfterBFG sta TextNumberOff + inc CurrentResult ; ... but increase result of winner (BFG) ldy TankTempY mva #$ff plot4x4color jsr DisplayOffensiveTextNr @@ -1087,6 +1100,7 @@ deletePtr = temp ; clean variables lda #0 sta escFlag + sta JoystickNumber tay mwa #variablesStart deletePtr @ tya @@ -1337,22 +1351,29 @@ nextlinedisplay ; cpw DLCreditsAddr #CreditsLastLine ; bne EndOfCreditsVBI mwa #Credits DLCreditsAddr -EndOfCreditsVBI +EndOfCreditsVBI .IF TARGET = 5200 lda SkStatSimulator bmi @+ inc SkStatSimulator @ + lda JoystickNumber ; select port + ora #%00000100 ; Speaker off, Pots enabled + sta CONSOL5200 + center = 114 ;Read analog stick and make it look like a digital stick threshold = 60 - - lda paddl0 ;Read POT0 value (horizontal position) + + lda JoystickNumber + asl + tax + lda paddl0,x ;Read POT0 value (horizontal position) cmp #center+threshold ;Compare with right threshold rol stick0 ;Feed carry into digital stick value cmp #center-threshold ;Compare with left threshold rol stick0 ;Feed carry into digital stick value - lda paddl1 ;Read POT1 value (vertical position) + lda paddl1,x ;Read POT1 value (vertical position) cmp #center+threshold ;Compare with down threshold rol stick0 ;Feed carry into digital stick value cmp #center-threshold ;Compare with down threshold @@ -1362,8 +1383,10 @@ EndOfCreditsVBI eor #2+8 and #$0f sta stick0 - - mva trig0 strig0 ;Move hardware to shadow + + ldx JoystickNumber + lda trig0,x + sta strig0 ;Move hardware to shadow mva chbas chbase @@ -1379,9 +1402,15 @@ EndOfCreditsVBI pla tax pla - rti + rti .ELSE - jmp XITVBV + ; support for joysticks :) + ldx JoystickNumber + lda STICK0,x + sta STICK0 + lda STRIG0,x + sta STRIG0 + jmp XITVBV .ENDIF .endp .IF TARGET = 5200 @@ -1698,11 +1727,21 @@ checkJoyGetKey bne getkeyend notpressedJoyGetKey - ;fire - lda STRIG0 + ;fire + lda STRIG0 + beq JoyButton + .IF TARGET = 800 ; Select key only on A800 + bne checkSelectKey +checkSelectKey + lda CONSOL + and #%00000010 + .ENDIF bne @- - lda #@kbcode._ret ;Return key - +OptionPressed + lda #@kbcode._tab ; Select key + bne getkeyend +JoyButton + lda #@kbcode._ret ;Return key getkeyend ldy #0 sty ATRACT ; reset atract mode @@ -1780,6 +1819,7 @@ peopleAreHere .endp MakeDarkScreen + jsr PMoutofScreen mva #0 dmactls ; dark screen sta dmactl ; and wait one frame :) @@ -1841,8 +1881,22 @@ noingame bne @- rts .endp - - +;-------------------------------------------------- +.macro SetDLI +; SetDLI #WORD +; Initialises Display List Interrupts + LDY # <:1 + LDX # >:1 + jsr _SetDLIproc +.endm +.proc _SetDLIproc + LDA #$C0 + STY VDSLST + STX VDSLST+1 + STA NMIEN + rts +.endp +;-------------------------------------------------- /* ;-------------------------------------------------- .macro randomize floor ceiling ;-------------------------------------------------- @@ -1907,9 +1961,72 @@ TankFont font4x4 ins 'artwork/font4x4s.bmp',+62 ;---------------------------------------------- -;RMT PLAYER and song loading shenaningans +;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 #(last_defensive_____ - first_offensive____) + 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-* @@ -1921,6 +2038,10 @@ MODUL ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module MODULEND ;---------------------------------------------- + icl 'constants_top.asm' +;---------------------------------------------- + + .ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-* .IF target = 5200 .IF * > ROM_SETTINGS-1 .ERROR 'Code and RMT song too long to fit in 5200' diff --git a/scorch.bin b/scorch.bin index dd0e065..cabb737 100644 Binary files a/scorch.bin and b/scorch.bin differ diff --git a/scorch.xex b/scorch.xex index 233331c..7d1c941 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/textproc.asm b/textproc.asm index 6a06c05..1f23598 100644 --- a/textproc.asm +++ b/textproc.asm @@ -33,7 +33,7 @@ mva #$ca COLOR1 mva #$00 COLBAKS ; set color of background - VDLI DLIinterruptOptions ; jsr SetDLI for Options text screen + SetDLI DLIinterruptOptions ; jsr SetDLI for Options text screen ; -------- setup bottom (tanks) line lda NumberOfPlayers @@ -242,6 +242,8 @@ invertme jsr PurchaseAI ; remember to make ActivateAI :) !!! jmp AfterManualPurchase ManualPurchase + lda JoyNumber,x + sta JoystickNumber ; set joystick port for player mva #0 isInventory jsr Purchase ; purchase weapons bit escFlag @@ -293,7 +295,7 @@ AfterManualPurchase GoToActivation mva #$ff LastWeapon - VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen + SetDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen jsr PMoutofScreen mwa #PurchaseDL dlptrs lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off @@ -364,7 +366,7 @@ AfterPurchase cmp IndexesOfWeaponsL1,y beq ?weaponfound iny - cpy #(last_offensive_____ - first_offensive____) ; maxOffensiveWeapons + cpy #(last_offensive_____ - first_offensive____)+1 ; maxOffensiveWeapons bne @- ; not found apparently? ; TODO: check border case (the last weapon) @@ -377,6 +379,7 @@ PositionDefensive ?weaponFound ; weapon index in Y sty positionOnTheList + jsr _MakeOffsetDown ; set list screen offset ; Here we have all we need ; So choose the weapon for purchase ...... @@ -449,18 +452,23 @@ GoDownOffensive sty PositionOnTheList beq MakeOffsetUp MakeOffsetDown + jsr _MakeOffsetDown +EndGoDownX + jmp ChoosingItemForPurchase + +_MakeOffsetDown lda OffsetDL1 clc adc #15 ;if offset+16 is lower than the position then it must =16 cmp PositionOnTheList - bcs EndGoDownX + bcs _EndGoDownX sec lda PositionOnTheList sbc #15 sta OffsetDL1 -EndGoDownX - jmp ChoosingItemForPurchase +_EndGoDownX + rts ; swapping the displayed list and setting pointer to position 0 ListChange @@ -476,6 +484,7 @@ ListChange beq @+ ; inventory jsr calcPosOffensive + jsr _MakeOffsetDown ; set list screen offset jmp ChoosingItemForPurchase @ mva #0 PositionOnTheList @@ -795,11 +804,9 @@ Suprise ; get a random weapon bcc GetRandomDefensive GetRandomOffensive randomize ind_Missile________ last_offensive_____ - cmp #ind_Buy_me_________ - beq GetRandomOffensive + ;cmp #ind_Buy_me_________ ; buy me do not buy buy me :) + ;beq GetRandomOffensive tay -; lda WeaponUnits,y ; check if weapon exist -; beq GetRandomOffensive bne NoSuprise ; Y always <> 0 GetRandomDefensive randomize ind_Battery________ last_defensive_____ @@ -950,7 +957,7 @@ DefActivationEnd cmp IndexesOfWeaponsL2,y beq ?weaponfound iny - cpy #(last_defensive_____ - first_defensive____) ; maxDefensiveWeapon + cpy #(last_defensive_____ - first_defensive____)+1 ; maxDefensiveWeapon bne @- ; not found apparently? ; TODO: check border case (the last weapon) @@ -1078,7 +1085,7 @@ NoArrowDown mwa #NameDL dlptrs lda #%00110001 ; narrow screen width, DL on, P/M off sta dmactls - VDLI DLIinterruptText ; jsr SetDLI for text (names) screen + SetDLI DLIinterruptText ; jsr SetDLI for text (names) screen mva #0 TankNr sta COLBAKS ; set color of background @@ -1088,6 +1095,7 @@ NoArrowDown jsr EnterPlayerName bit escFlag spl:rts + jsr CheckTankCheat inc TankNr lda TankNr cmp NumberOfPlayers @@ -1110,10 +1118,8 @@ NoArrowDown ldx tanknr lda skillTable,x sta difficultyLevel - inx - stx decimal - mwa #(NameScreen2+9) displayposition - jsr displaybyte + lda digits+1,x + sta NameScreen2+7 jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc) ; clear tank name editor field - not necessary @@ -1154,6 +1160,11 @@ LastNameChar CheckKeys + ldx TankNr + lda JoyNumber,x + tax + lda digits+1,x + sta NameScreen2+12 jsr CursorDisplay jsr getkey bit escFlag @@ -1184,7 +1195,7 @@ CheckFurtherX01 ; here we check Tab, Return and Del cmp #@kbcode._ret ; $0c ; Return jeq EndOfNick cmp #@kbcode._tab ; $2c ; Tab - beq ChangeOfLevelUp + beq ChangeOfJoyUp cmp #@kbcode._right ; $7 ;cursor right beq ChangeOfLevelUp cmp #@kbcode._left ; $6 ;cursor left @@ -1212,6 +1223,13 @@ FirstChar lda #0 sta NameAdr,x jmp CheckKeys +ChangeOfJoyUp + ldx TankNr + inc JoyNumber,x + lda JoyNumber,x + and #%00000011 ; max 4 joysticks + sta JoyNumber,x + jmp CheckKeys ChangeOfLevelUp ; change difficulty level of computer opponent inc:lda DifficultyLevel cmp #9 ; 9 levels are possible @@ -1489,7 +1507,7 @@ displayloop cpx #0 bne noleading0 cpy #4 - beq noleading0 ; if 00000 - last 0 must be + beq noleading0 ; if 00000 - last 0 must stay cmp zero bne noleading0 lda #space @@ -1561,7 +1579,7 @@ displayloop1 ;parameters are: ;Y - number of tank above which text is displayed ;fx - length of text - ;textAddress - address of the text + ;LineAddress4x4 - address of the text ;lets calculate position of the text first! ;that's easy because we have number of tank @@ -1633,7 +1651,7 @@ DOTNnotLessThanZero DOTNnoOverflow ;here in temp we have really good x position of text - mwa temp TextPositionX + mwa temp LineXdraw ;now let's get y position ;we will try to put text as low as possible @@ -1663,58 +1681,29 @@ DOTOldLowestValue cpy #$ff bne DOTLowestMountainValueLoop - - sec lda temp2 sbc #(4+9) ;9 pixels above ground (and tanks...) - sta TextPositionY + sta LineYdraw - mva #0 TextCounter - mwa TextAddress temp -DOTNcharloop - ldy TextCounter + jmp TypeLine4x4.noLengthNoColor ; rts - lda (temp),y - and #$3f ;always CAPITAL letters - - sta CharCode4x4 - lda TextCounter - asl - asl - clc - adc TextPositionX - sta dx - lda #0 - adc TextPositionX+1 - sta dx+1 - lda TextPositionY - sta dy - mva #0 dy+1 ; dy is 2 bytes value - jsr PutChar4x4 - - inc TextCounter - lda fx - cmp TextCounter - bne DOTNcharloop - - rts .endp ;-------------------------------------------------------- .proc DisplayOffensiveTextNr ; ldx TextNumberOff lda talk.OffensiveTextTableL,x - sta TextAddress + sta LineAddress4x4 lda talk.OffensiveTextTableH,x - sta TextAddress+1 + 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 TextAddress temp2 + sbw temp LineAddress4x4 temp2 mva temp2 fx jsr Display4x4AboveTank @@ -1731,7 +1720,7 @@ DOTNcharloop lda #0 adc #>Tanksnames sta temp+1 ; TextAddress+1 - mwa temp TextAddress + mwa temp LineAddress4x4 ;find length of the tank's name ldy #7 @@ -1752,15 +1741,19 @@ end_found ;------------------------------- .proc TypeLine4x4 ; ;------------------------------- - ;this routine prints line ending with $ff - ;address in LineAddress4x4 (it is the same as `temp`) + ;this routine prints line of length `fx` + ;address in LineAddress4x4 ;starting from LineXdraw, LineYdraw - lda #$ff + lda #14 ; default length of 4x4 texts + sta fx + +variableLength + lda #$ff ; $ff - visible characters, $00 - clearing staplot4x4color sta plot4x4color - +noLengthNoColor ldy #0 sty LineCharNr @@ -1768,19 +1761,17 @@ staplot4x4color TypeLine4x4Loop ldy LineCharNr - ;mwa LineAddress4x4 temp ; LineAddress4x4 === temp - lda (temp),y - cmp #$ff - beq EndOfTypeLine4x4 - + lda (LineAddress4x4),y + and #$3f ;always CAPITAL letters sta CharCode4x4 mwa LineXdraw dx mva LineYdraw dy mva #0 dy+1 ; dy is 2 bytes value jsr PutChar4x4 ;type empty pixels as well! adw LineXdraw #4 - inc LineCharNr - jmp TypeLine4x4Loop + inc:lda LineCharNr + cmp fx + bne TypeLine4x4Loop EndOfTypeLine4x4 rts @@ -2005,10 +1996,6 @@ TankNameCopyLoop ;it means | mva #$3 ResultLineBuffer+13 - - ;it means end of line - mva #$ff ResultLineBuffer+14 - ;result line display mwa #ResultLineBuffer LineAddress4x4 mwa #((ScreenWidth/2)-(8*4)) LineXdraw @@ -2074,8 +2061,9 @@ FinishResultDisplay mva #0 COLOR1 sta COLBAKS ; set color of background sta CreditsVScrol + sta JoystickNumber ; set joystick port for player mva #TextForegroundColor COLOR2 - VDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen + SetDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen ; make text and color lines for each tank ldx NumberOfPlayers ;we start from the highest (best) tank dex ;and it is the last one @@ -2357,6 +2345,9 @@ EndOfCredits ;displaying name of the defence weapon (if active) ;--------------------- lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse) + bpl @+ + lda #$5e ; Auto Defense symbol +@ sta statusBuffer+80+21 lda #$08 ; ( sta statusBuffer+80+22 @@ -2518,7 +2509,7 @@ AngleDisplay .proc PutTankNameOnScreen ; puts name of the tank on the screen ldy #$00 - lda tanknr + lda TankNr asl asl asl ; 8 chars per name diff --git a/variables.asm b/variables.asm index 1400733..df02f59 100644 --- a/variables.asm +++ b/variables.asm @@ -39,10 +39,10 @@ mountainDeltaL .ds 1 ;.by $ff LineHeader1 .ds 9 ;dta d"# ROUND: " RoundNrDisplay - .ds 7 ;dta d" #", $ff + .ds 5 ;dta d" #", $ff ; 4x4 text buffer ResultLineBuffer - .ds 19 ;dta d" ", $ff + .ds 14 ;dta d" ", $ff linetableL ; = PMGraph + $0300 - (screenHeight+1)*2 .ds (screenHeight+1) linetableH ; = PMGraph + $0300 - (screenHeight+1) @@ -159,6 +159,8 @@ ytankstable ;Y positions of tanks (lower left point) .DS MaxPlayers LowResDistances ; coarse tank positions divided by 4 (to be in just one byte) .DS MaxPlayers +JoyNumber ; Joystick port number (from 0 to 3 or 1) + .DS MaxPlayers ;---------------------------------------------------- TargetTankNr ; Target tank index (for AI routines) .DS 1 @@ -279,6 +281,7 @@ UpNdown .DS 1 temptankX .DS 2 temptankNr .DS 1 +AfterBFGflag .DS 1 ;---------------------------------------------------- ;Variables from textproc.s65 @@ -360,10 +363,6 @@ mountaintable2 ;table of mountains (size=screenwidth) .DS 1 ; additional byte for fallout (sometimes 1 pixel) MountaintableEnd ;good for table clearing ;---------------------------------------------------- -TextPositionX .DS 2 -TextPositionY .DS 1 -TextAddress .DS 2 -TextCounter .DS 1 TextNumberOff .DS 1 ;-------------- TankTempY @@ -380,10 +379,6 @@ CurrentResult ;-------------- AngleTable ;Angle of the barrel of each tank during the round .DS MaxPlayers -;NewAngle ; used in AI - .DS 1 -;previousBarrelAngle -; .DS MaxPlayers EndOfTheBarrelX .ds 2 EndOfTheBarrelY @@ -413,19 +408,12 @@ LineCharNr .DS 1 ;LineYdraw .DS 1 ;----------- -ResultX - .DS 2 -;ResultY .DS 1 ResultOfTankNr .DS 1 ;---------------------------------------------------- ;PutChar4x4 ;---------------------------------------------------- -LoopCounter4x4 .DS 1 -y4x4 .DS 1 -StoreA4x4 .DS 1 -Xcounter4x4 .DS 1 nibbler4x4 .DS 1 CharCode4x4 .DS 1 ;plot4x4color .DS 1 ;1-white, 0-background diff --git a/weapons.asm b/weapons.asm index bb23a23..33612f1 100644 --- a/weapons.asm +++ b/weapons.asm @@ -49,15 +49,29 @@ ExplosionRoutines .word tonofdirt-1 ;Ton_of_Dirt____;_27 .word liquiddirt-1 ;Liquid_Dirt____;_28 .word dirtcharge-1 ;Dirt_Charge____;_29 - .word VOID-1 ;Buy_me_________;_30 + .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 + ; Kill all :) + ldx NumberOfPlayers + dex + lda #$00 +CheckNextTankBFG + cpx TankNr ; not me! + beq @+ + sta Energy,x +@ dex + bpl CheckNextTankBFG + stx AfterBFGflag ; $ff + rts +.endp ; ------------------------ .proc babymissile mva #sfx_baby_missile sfx_effect @@ -1357,8 +1371,8 @@ pressedLeft INC AngleTable,x lda AngleTable,x cmp #180 - jne BeforeFire - lda #1 + jcc BeforeFire + lda #0 sta AngleTable,x jmp BeforeFire @@ -1373,7 +1387,7 @@ CTRLPressedLeft sta AngleTable,x cmp #180-4 jcc BeforeFire - lda #1 + lda #0 sta AngleTable,x jmp BeforeFire @@ -1396,6 +1410,7 @@ pressedTAB jmp BeforeFire CTRLpressedTAB + mva #sfx_purchase sfx_effect ldx TankNr lda ActiveWeapon,x cmp #first_offensive____ ; #0 @@ -1506,7 +1521,7 @@ AfterStrongShoot tay ; A=0 ! adw xtraj+1 #mountaintable temp lda ytraj+1 - cmp (temp),y ; check collision witch mountains + cmp (temp),y ; check collision with mountains bcs ShotUnderGround jsr Flight mva #1 color @@ -1761,6 +1776,8 @@ LaserNoWalls bit TestFlightFlag bmi nowait + bit LaserFlag ; faster laser prepare + bmi nowait lda color beq nonowait ; smoke tracer erases slowly lda tracerflag @@ -1777,7 +1794,7 @@ nowait ; If laser fires, edges of the screen finish "flying" and laser hits. lda ytraj+2 bmi LaserHitEdge - cpw xtraj+1 #screenwidth+1 + cpw xtraj+1 #screenwidth ;+1 bcc LaserNoHitEdge LaserHitEdge mwa xdraw XHit @@ -1859,6 +1876,8 @@ EndOfFlight2 beq JNoDefence cmp #ind_Smoke_Tracer___ beq JNoDefence + cmp #ind_Laser__________ ; Bouncy and Mag not fire by Laser + beq JNoDefence lda ActiveDefenceWeapon,x cmp #ind_Bouncy_Castle__ ; Auto Defence jeq BouncyCastle @@ -2216,7 +2235,7 @@ MIRVcheckCollision ldy #0 lda ytraj+1 - cmp (temp),y ; check collision witch mountains + cmp (temp),y ; check collision with mountains bcs mrHit mrSkipCollisionCheck @@ -2328,6 +2347,11 @@ MakeBump sbc vx+# sta vx+# .endr + ; and bouce feapfrog :) + sec + lda #180 + sbc LeapFrogAngle + sta LeapFrogAngle ; swap angle (LeapFrogAngle) inc FunkyWallFlag rts WrapAndNone @@ -2514,11 +2538,13 @@ StoreMaxAlt mwa #hoverFull LineAddress4x4 mwa #((ScreenWidth/2)-((hoverFullEnd-hoverFull)*2)) LineXdraw ; centering + mva #hoverFullEnd-hoverFull-1 fx ; length sec lda FloatingAlt sbc #12 sta LineYdraw - jsr TypeLine4x4 + jsr TypeLine4x4.variableLength + ldx TankNr ; TankNr in X reg. @@ -2561,6 +2587,7 @@ ReachSky ; display text 4x4 - fuel full (clear text) mwa #hoverFull LineAddress4x4 mwa #((ScreenWidth/2)-((hoverFullEnd-hoverFull)*2)) LineXdraw ; centering + mva #(hoverFullEnd-hoverFull-1) fx ; length sec lda FloatingAlt sbc #12 @@ -2605,15 +2632,15 @@ KeyboardAndJoyCheck ; display text 4x4 - low fuel mwa #hoverEmpty LineAddress4x4 mwa #((ScreenWidth/2)-((hoverEmptyEnd-hoverEmpty)*2)) LineXdraw ; centering + mva #hoverEmptyEnd-hoverEmpty-1 fx ; length sec lda FloatingAlt sbc #12 sta LineYdraw - ;lda #0 - jsr TypeLine4x4 ;.staplot4x4color + jsr TypeLine4x4.variableLength + ldx TankNr - notpressed ; let's animate "engine" jsr DrawTankEngine @@ -2724,6 +2751,7 @@ pressedSpace ; display text 4x4 - low fuel (clear text) mwa #hoverEmpty LineAddress4x4 mwa #((ScreenWidth/2)-((hoverEmptyEnd-hoverEmpty)*2)) LineXdraw ; centering + mva #hoverEmptyEnd-hoverEmpty-1 fx ; length sec lda FloatingAlt sbc #12 @@ -2905,9 +2933,17 @@ CheckCollisionWithTankLoop cmp ydraw bcs OverTheTank ; with or without shield ? - lda ShieldEnergy,x - bne CheckCollisionWithShieldedTank ; tank with shield is bigger :) + lda ActiveDefenceWeapon,x + cmp #ind_Mag_Deflector__ ; first shielded weapon + bcc CheckCollisionWithNotShieldedTank + 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 :) + ;bne CheckCollisionWithShieldedTank ; tank with shield is bigger :) + +CheckCollisionWithNotShieldedTank lda xtankstableH,x cmp xdraw+1 bne @+ @@ -2987,14 +3023,34 @@ CalculateExplosionRange0 ;calculates total horizontal range of explosion by ;"summing up" ranges of all separate explosions - adw xdraw ExplosionRadius WeaponRangeRight - cpw WeaponRangeRight #screenwidth-1 - bcc NotOutOfTheScreenRight + ; WeaponRangeRight = xdraw + ExplosionRadius + clc + lda xdraw + adc ExplosionRadius + sta WeaponRangeRight + lda xdraw+1 + adc #$00 + sta WeaponRangeRight+1 + ; adw xdraw ExplosionRadius WeaponRangeRight ; Pozor! ExplosionRadius is one byte now + ; cpw WeaponRangeRight #screenwidth-1 + cmp #>(screenwidth-1) + bne @+ + lda WeaponRangeRight + cmp #<(screenwidth-1) +@ bcc NotOutOfTheScreenRight mwa #screenwidth-1 WeaponRangeRight NotOutOfTheScreenRight - sbw xdraw ExplosionRadius WeaponRangeLeft - lda WeaponRangeLeft+1 + ; WeaponRangeLeft = xdraw - ExplosionRadius + sec + lda xdraw + sbc ExplosionRadius + sta WeaponRangeLeft + lda xdraw+1 + sbc #$00 + sta WeaponRangeLeft+1 + ; sbw xdraw ExplosionRadius WeaponRangeLeft ; Pozor! ExplosionRadius is one byte now + ; lda WeaponRangeLeft+1 bpl NotOutOfTheScreenLeft lda #0 sta WeaponRangeLeft