mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
opty + purchaseTable fix
This commit is contained in:
+61
-58
@@ -447,16 +447,14 @@ PurchaseMeTable ;weapons good to be purchased by the robot
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; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
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; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
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; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
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; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
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.by %00000000
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.by %00000000
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; "Laser "
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; "Laser ","White Flag ","Battery ","Bal Guidance "
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.by %00000000
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; "Horz Guidance ","Hovercraft ","Lazy Boy ","Parachute "
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.by 0 ; offset to defensives
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.by %00100001
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; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
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; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
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; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
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; "Force Shield ","Super Mag ","Bouncy Castle ","Long Barrel "
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.by %01000011
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.by %11111010
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; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
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; "Nuclear Winter "
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; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
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.by %00000000
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.by %11110100
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PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
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PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
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;the comment is an index in the tables
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;the comment is an index in the tables
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; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
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; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
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@@ -471,16 +469,14 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
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; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
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; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
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; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
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; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
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.by %00000000
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.by %00000000
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; "Laser "
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; "Laser ","White Flag ","Battery ","Bal Guidance "
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.by %00000000
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; "Horz Guidance ","Hovercraft ","Lazy Boy ","Parachute "
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.by 0 ; offset to defensives
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.by %00100000
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; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
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;,"Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
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; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
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;,"Force Shield ","Super Mag ","Bouncy Castle ","Long Barrel "
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.by %01000001
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.by %11011010
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; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
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;"Nuclear Winter "
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; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
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.by %00000000
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.by %10110100
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;-------------------------------------------------
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;-------------------------------------------------
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; Screen codes of icons (chars) representing a given weapon
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; Screen codes of icons (chars) representing a given weapon
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WeaponSymbols
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WeaponSymbols
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@@ -546,43 +542,59 @@ NamesOfWeapons ;the comment is an index in the tables
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dta d"White Flag " ; 33
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dta d"White Flag " ; 33
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dta d"Battery " ; 34
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dta d"Battery " ; 34
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dta d"Bal Guidance " ; 35
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;dta d"Bal Guidance " ; 35
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dta d"Horz Guidance " ; 36
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;-----------------------------------
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dta d"Hovercraft " ; 37
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DefensiveEnergy ; OPTIMIZATION - unused name of the weapon
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dta d"Lazy Boy " ; 38
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.by 00 ; White Flag
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.by 00 ; Heat Guidance
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.by 00 ; Bal Guidance
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.by 00 ; Horz Guidance
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.by 98 ; Let's go!
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.by 00 ; Lazy Boy
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.by 00 ; Parachute
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.by 99 ; Strong Parachute
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.by 99 ; Mag Deflector
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.by 00 ; Shield
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.by 99 ; Heavy Shield
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.by 99 ; Force Shield
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.by 00 ; Super Mag
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.by 99 ; Bouncy Castle
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.by 00 ; Long Barrel
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.by 00 ; Nuclear Winter
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;-----------------------------------
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;dta d"Horz Guidance " ; 36
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;-----------------------------------
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weaponsOfDeath ; weapons used in tank death animations
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dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27 ; OPTIMIZATION - unused name of the weapon
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weaponsOfDeathEnd dta d"Hovercraft " ; 37
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;-----------------------------------
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dta 0 ; ALIGN to 16
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; dta d"Lazy Boy " ; 38
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;-----------------------------------
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joyToKeyTable; OPTIMIZATION - unused name of the weapon
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; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
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.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
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;-----------------------------------
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dta d"Parachute " ; 39 - no energy
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dta d"Parachute " ; 39 - no energy
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dta d"Strong Parachute" ; 40 - with energy (earlier Battery)
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dta d"Strong Parachute" ; 40 - with energy (earlier Battery)
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dta d"Mag Deflector " ; 41 - with shield and energy
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dta d"Mag Deflector " ; 41 - with shield and energy
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dta d"Shield " ; 42 - shield for one shot - no energy
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dta d"Shield " ; 42 - shield for one shot - no energy
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dta d"Heavy Shield " ; 43 - shield with energy
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dta d"Heavy Shield " ; 43 - shield with energy
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dta d"Force Shield " ; 44 - shield with energy and parachute
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dta d"Force Shield " ; 44 - shield with energy and parachute
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dta d"Super Mag " ; 45
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;dta d"Super Mag " ; 45
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;-----------------------------------
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gameOverSpritesTop ; OPTIMIZATION - unused name of the weapon
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; end of the Gover sprites by number of players
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; 1 2 3 4 5 6
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.by 130,130,136,142,148,154
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;-------decimal constans
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zero
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digits dta d"0123456789"
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;-----------------------------------
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dta d"Bouncy Castle " ; 46 - with shield and energy
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dta d"Bouncy Castle " ; 46 - with shield and energy
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dta d"Long Schlong " ; 47
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dta d"Long Schlong " ; 47
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dta d"Nuclear Winter " ; 48
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dta d"Nuclear Winter " ; 48
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DefensiveEnergy = * - 48
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.by 00 ; White Flag
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.by 00 ; Heat Guidance
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.by 00 ; Bal Guidance
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.by 00 ; Horz Guidance
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.by 98 ; Let's go!
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.by 00 ; Lazy Boy
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.by 00 ; Parachute
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.by 99 ; Strong Parachute
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.by 99 ; Mag Deflector
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.by 00 ; Shield
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.by 99 ; Heavy Shield
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.by 99 ; Force Shield
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.by 00 ; Super Mag
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.by 99 ; Bouncy Castle
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.by 00 ; Long Barrel
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.by 00 ; Nuclear Winter
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weaponsOfDeath ; weapons used in tank death animations
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dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
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weaponsOfDeathEnd
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joyToKeyTable
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; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
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.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
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;-----------------------------------
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;-----------------------------------
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keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
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keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
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@@ -598,16 +610,7 @@ scrcodes
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dta d"qrstuvwx"
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dta d"qrstuvwx"
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dta d"yz123456"
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dta d"yz123456"
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dta d"7890. " ; "-"
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dta d"7890. " ; "-"
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;-----------------------------------
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gameOverSpritesTop
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; end of the Gover sprites by number of players
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; 1 2 3 4 5 6
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.by 130,130,136,142,148,154
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;-------decimal constans
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zero
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digits dta d"0123456789"
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nineplus dta d"9"+1
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space dta d" "
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;------credits
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;------credits
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CreditsStart
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CreditsStart
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dta d" "*
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dta d" "*
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@@ -26,6 +26,7 @@ LongBarrel = 20 ; long barrel length
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TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
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TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
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TextForegroundColor = $0A
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TextForegroundColor = $0A
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space = 0 ; space in screencodes
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;character codes for symbols (tank, parachute, etc. )
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;character codes for symbols (tank, parachute, etc. )
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char_parachute_______ = $02
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char_parachute_______ = $02
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BIN
Binary file not shown.
+9
-9
@@ -1454,7 +1454,7 @@ displayloop
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beq noleading0 ; if 00000 - last 0 must be
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beq noleading0 ; if 00000 - last 0 must be
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cmp zero
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cmp zero
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bne noleading0
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bne noleading0
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lda space
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lda #space
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beq displaychar ; space = 0 !
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beq displaychar ; space = 0 !
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noleading0
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noleading0
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inx ; set flag (no leading zeroes to cut)
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inx ; set flag (no leading zeroes to cut)
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@@ -1501,7 +1501,7 @@ TooLittle001 dex
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lda decimalresult
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lda decimalresult
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cmp zero
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cmp zero
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bne decimalend1
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bne decimalend1
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lda space
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lda #space
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sta decimalresult
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sta decimalresult
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decimalend1
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decimalend1
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@@ -2327,7 +2327,7 @@ EndOfCredits
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lda ActiveDefenceWeapon,x
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lda ActiveDefenceWeapon,x
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bne ActiveDefence
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bne ActiveDefence
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; clear brackets
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; clear brackets
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lda #$00 ; space
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lda #space
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sta textbuffer+80+22
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sta textbuffer+80+22
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sta textbuffer+80+39
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sta textbuffer+80+39
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mwa #emptyLine temp
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mwa #emptyLine temp
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@@ -2365,7 +2365,7 @@ ClearingOnly
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;displaying the energy of a tank shield (if exist)
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;displaying the energy of a tank shield (if exist)
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;---------------------
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;---------------------
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; clear (if no shield)
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; clear (if no shield)
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lda #$00 ; space
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lda #space
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sta textbuffer+40+10
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sta textbuffer+40+10
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sta textbuffer+40+11
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sta textbuffer+40+11
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sta textbuffer+40+12
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sta textbuffer+40+12
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@@ -2394,7 +2394,7 @@ NoShieldEnergy
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bmi DisplayLeftWind
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bmi DisplayLeftWind
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lda #$7f ; (tab) char
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lda #$7f ; (tab) char
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sta textbuffer+80+20
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sta textbuffer+80+20
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lda #0 ;space
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lda #space
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sta textbuffer+80+17
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sta textbuffer+80+17
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beq DisplayWindValue
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beq DisplayWindValue
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DisplayLeftWind
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DisplayLeftWind
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@@ -2407,7 +2407,7 @@ DisplayLeftWind
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sta temp+1
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sta temp+1
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lda #$7e ;(del) char
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lda #$7e ;(del) char
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sta textbuffer+80+17
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sta textbuffer+80+17
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lda #0 ;space
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lda #space
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sta textbuffer+80+20
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sta textbuffer+80+20
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DisplayWindValue
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DisplayWindValue
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:4 lsrw temp ;divide by 16 to have a nice value on a screen
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:4 lsrw temp ;divide by 16 to have a nice value on a screen
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@@ -2449,7 +2449,7 @@ AngleToRight
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sta decimal
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sta decimal
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lda #$7f ; (tab) character
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lda #$7f ; (tab) character
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sta textbuffer+40+25
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sta textbuffer+40+25
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lda #0 ;space
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lda #space
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sta textbuffer+40+22
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sta textbuffer+40+22
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beq AngleDisplay
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beq AngleDisplay
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AngleToLeft
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AngleToLeft
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@@ -2460,13 +2460,13 @@ AngleToLeft
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sta decimal
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sta decimal
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lda #$7e ;(del) char
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lda #$7e ;(del) char
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sta textbuffer+40+22
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sta textbuffer+40+22
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lda #0 ;space
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lda #space
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sta textbuffer+40+25
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sta textbuffer+40+25
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beq AngleDisplay
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beq AngleDisplay
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VerticallyUp
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VerticallyUp
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; now we have value 90
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; now we have value 90
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sta decimal
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sta decimal
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lda #0 ;space
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lda #space
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sta textbuffer+40+25
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sta textbuffer+40+25
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sta textbuffer+40+22
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sta textbuffer+40+22
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