Update README.md

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Pecusx
2024-03-05 20:46:33 +01:00
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@@ -38,15 +38,22 @@ Compilation: (requires mads newer than 2023-09-13)
Game source code is split into several parts: Game source code is split into several parts:
- `scorch.asm` is the main game startup code - `scorch.asm` is the main game startup code
- `scorchC64.asm` is the main game startup code for Commodore 64
- `game.asm` - it all happens here - `game.asm` - it all happens here
- `grafproc.asm` - graphics routines like line or circle - `grafproc.asm` - graphics routines like line or circle
- `textproc.asm` - text routines like list of weapons and shop - `textproc.asm` - text routines like list of weapons and shop
- `variables.asm` - all non-zero page variables - `variables.asm` - all non-zero page variables
- `constants.asm` - various tables of constants - `constants.asm` and `constants_top.asm` - various tables of constants
- `display_*.asm` - display lists and text screen definitions
- `ai.asm` - artificial stupidity of computer opponents - `ai.asm` - artificial stupidity of computer opponents
- `weapons.asm` - general arsenal of tankies - `weapons.asm` - general arsenal of tankies
- `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't). - `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't).
Hardware dependent code (In the corresponding folders - 'Atari', 'C64', ...):
- `display_*.asm` - display lists and text screen definitions
- `gr_basic.asm` - graphics primitives (plot, point, soildown, drawmountains, etc.) for faster drawing
- `inputs.asm` - keyboard and joystick routines
- `interrupts.asm` - interrupts routines (DLI on Atari, music and SFX, timers)
- `textproc.asm` - text routines for menus and shop
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. 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.