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Update README.md
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@@ -38,15 +38,22 @@ Compilation: (requires mads newer than 2023-09-13)
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Game source code is split into several parts:
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Game source code is split into several parts:
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- `scorch.asm` is the main game startup code
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- `scorch.asm` is the main game startup code
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- `scorchC64.asm` is the main game startup code for Commodore 64
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- `game.asm` - it all happens here
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- `game.asm` - it all happens here
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- `grafproc.asm` - graphics routines like line or circle
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- `grafproc.asm` - graphics routines like line or circle
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- `textproc.asm` - text routines like list of weapons and shop
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- `textproc.asm` - text routines like list of weapons and shop
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- `variables.asm` - all non-zero page variables
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- `variables.asm` - all non-zero page variables
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- `constants.asm` - various tables of constants
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- `constants.asm` and `constants_top.asm` - various tables of constants
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- `display_*.asm` - display lists and text screen definitions
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- `ai.asm` - artificial stupidity of computer opponents
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- `ai.asm` - artificial stupidity of computer opponents
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- `weapons.asm` - general arsenal of tankies
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- `weapons.asm` - general arsenal of tankies
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- `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't).
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- `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't).
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Hardware dependent code (In the corresponding folders - 'Atari', 'C64', ...):
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- `display_*.asm` - display lists and text screen definitions
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- `gr_basic.asm` - graphics primitives (plot, point, soildown, drawmountains, etc.) for faster drawing
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- `inputs.asm` - keyboard and joystick routines
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- `interrupts.asm` - interrupts routines (DLI on Atari, music and SFX, timers)
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- `textproc.asm` - text routines for menus and shop
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We were trying to use macros, pseudo-ops, and simple graphics primitives as much as possible. This way, it should be relatively easy to port this code to, for example, the C64.
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We were trying to use macros, pseudo-ops, and simple graphics primitives as much as possible. This way, it should be relatively easy to port this code to, for example, the C64.
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