; @com.wudsn.ide.asm.mainsourcefile=scorch.asm ;Atari 8-bit Scorched Earth source code ;--------------------------------------------------- ;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski ;Warsaw 2000,2001,2002,2003,2009,2012,2013 ;Miami&Warsaw 2022 ;you can contact us at pecus@poczta.fm or pirx@5oft.pl ;home page of this project is https://github.com/pkali/scorch_src ;this source code was compiled under OMC65 crossassembler ;(https://github.com/pkali/omc65) ;and on 2012-06-21 translated to mads ; ;game source code is split into 5+2 parts: ;scorch.asm is the main game code (with many assorted routines) ;grafproc.asm - graphics routines like line or circle ;textproc.asm - text routines like list of weapons and shop ;variables.asm - all non-zero page variables and constans ;display.asm - display lists and text screen definitions ;ai.asm - artificial stupidity of computer opponents ;weapons.asm - general arsenal of tankies ;we were trying to use as much macros and pseudoops as possible ;they are defined in atari.hea and macro.hea files together with many ;atari constans. This way it shoud be relatively easy to ;port this code to e.g. C64 ; ;After those N years of working on this piece of code ;we are sure it would be much wiser to write it in C, Action! ;or MadPascal but on the other hand it is so much fun to type 150 chars ;where you want to have y=ax+b :) ; ;originally most variables were in Polish, comments were sparse ;but we wanted to release this piece of code to public ;and due to being always short of time/energy (to finish the game) ;we decided it must go in 'English' to let other people work on it .macro build dta d"141" ; number of this build (3 bytes) .endm icl 'definitions.asm' icl 'artwork/sfx/rmt_feat.asm' .zpvar xdraw .word = $80 ;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 .zpvar ybyte .word .zpvar CharCode .byte .zpvar fontind .word .zpvar tanknr .byte .zpvar TankSequencePointer .byte .zpvar oldplot .word .zpvar xc .word .zpvar temp .word ;temporary word for the most embeded loops only .zpvar temp2 .word ;same as above .zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine) .zpvar xtempDRAW .word ;same as above for XDRAW routine .zpvar ytempDRAW .word ;same as above for XDRAW routine ;--------------temps used in circle routine .zpvar xi .word ;X (word) in draw routine .zpvar fx .byte ;circle drawing variables .zpvar yi .word ;Y (word) in draw routine .zpvar fy .byte .zpvar xk .word .zpvar fs .byte .zpvar yc .byte ;ycircle - temporary for circle .zpvar dx .word .zpvar tempor2 .byte .zpvar dy .word .zpvar dd .word .zpvar di .word .zpvar dp .word .zpvar modify .word .zpvar weaponPointer .word .zpvar dliCounter .byte ;* RMT ZeroPage addresses .zpvar p_tis .word .zpvar p_trackslbstable .word .zpvar p_trackshbstable .word .zpvar p_song .word .zpvar ns .word .zpvar nr .word .zpvar nt .word .zpvar reg1 .byte .zpvar reg2 .byte .zpvar reg3 .byte .zpvar tmp .byte IFT FEAT_COMMAND2 .zpvar frqaddcmd2 .byte EIF p_instrstable = p_tis displayposition = modify ;------------------------------- icl 'lib/atari.hea' icl 'lib/macro.hea' icl 'artwork/HIMARS14.asm' ;Game loading address ORG $3000 WeaponFont ins 'artwork/weapons_AW5.fnt' ; 'artwork/weapons.fnt' ;----------------------------------------------- ;Screen displays go here to avoid crossing 4kb barrier ;----------------------------------------------- icl 'display.asm' ;---------------------------------------------- ;-------------------------------------------------- ; Game Code ;-------------------------------------------------- START ; Startup sequence jsr Initialize jsr Options ;startup screen lda escFlag bne START jsr EnterPlayerNames jsr RandomizeSequence ; for the round #1 shooting sequence is random MainGameLoop VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen jsr CallPurchaseForEveryTank ; issue #72 (glitches when switches) mva #0 dmactl lda dmactls and #$fc ;ora #$02 ; 2=normal, 3 = wide screen width, 0 = no screen sta dmactls jsr GetRandomWind jsr RoundInit jsr MainRoundLoop mva #0 TankNr ; jsr SortSequence ; Hide all (easier than hide last ;) ) tanks mva #1 Erase jsr drawtanks mva #0 Erase jsr PMoutofScreen ;let P/M disappear ; here gains and losses should be displayed (dollars) ; finally we have changed our minds and money of players ; is displayed only in weapons shop ; Results are number of other deaths ; before the player dies itself jsr DisplayResults ;check demo mode ldx numberOfPlayers dex checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE lda skillTable,x beq peopleAreHere dex bpl checkForHuman ; no people, just wait a bit pause 150 jmp noKey peopleAreHere jsr getkey noKey ldx NumberOfPlayers dex CalculateGains ; add gains and substract losses ; gain is what player gets for lost energy of opponents ; energy lost by opponents is added during Round and ; little below in source, multiplied by 2 to get "dollars". ; By analogy, loss is energy that given player losses during ; each Round. ; Important! If player has 10 energy and gets a central hit ; from nuke that would take 90 energy points, his loss ; is 90, not 10 ; add gain * 2 asl gainL,x rol gainH,x clc lda moneyL,x adc gainL,x sta moneyL,x lda moneyH,x adc gainH,x sta moneyH,x ; substract loose ; if loose is greater than money then zero money lda moneyH,x cmp looseH,x bcc zeromoney bne substractloose lda moneyL,x cmp looseL,x bcc zeromoney substractloose sec lda moneyL,x sbc looseL,x sta moneyL,x lda moneyH,x sbc looseH,x sta moneyH,x jmp skipzeroing zeromoney lda #0 sta moneyL,x sta moneyH,x skipzeroing dex bpl CalculateGains lda GameIsOver jne START inc CurrentRoundNr mva #0 dmactl ; issue #72 mva #sfx_silencer sfx_effect jmp MainGameLoop ;-------------------------------------------------- .proc RoundInit ;-------------------------------------------------- ; at the beginning of each Round we set energy ; of all players to 99 ; the maximum shooting energy to 990 (it is 10*energy) ; the default shooting energy to 350 ; the shooting angle is randomized ; of course gains an looses are zeroed ;jsr StatusDisplay lda #0 tax @ sta previousAngle,x inx cpx #(singleRoundVarsEnd-PreviousAngle) bne @- ldx #5 SettingEnergies lda #$00 sta gainL,x sta gainH,x sta looseL,x sta looseH,x lda #99 sta Energy,x sta eXistenZ,x sta LASTeXistenZ,x ; anything in eXistenZ table means that this tank exist ; in the given round lda #<1000 sta MaxEnergyTableL,x lda #>1000 sta MaxEnergyTableH,x lda #<350 sta EnergyTableL,x lda #>350 sta EnergyTableH,x ;lda #(255-45) ;it does not look good when all tanks have ;barrels pointing the same direction ;so it would be nice to have more or less random ;angles jsr RandomizeAngle sta AngleTable,x dex bpl SettingEnergies mva #0 CurrentResult ;generating the new landscape jsr PMoutofScreen ;let P/M disappear jsr clearscreen ;let the screen be clean jsr placetanks ;let the tanks be evenly placed jsr calculatemountains ;let mountains be easy for the eye ;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen mwa #dl dlptrs ; issue #72 (glitches when switches) lda dmactls and #$fc ora #$02 ; 2=normal, 3 = wide screen width sta dmactls jsr drawmountains ;draw them jsr drawtanks ;finally draw tanks mva #0 TankSequencePointer ;--------------------round screen is ready--------- rts .endp ;-------------------------------------------------- .proc MainRoundLoop ; here we must check if by a chance there is only one ; tank with energy greater than 0 left ldy #0 ; in Y - number of tanks with energy greater than zero ldx NumberOfPlayers dex CheckingIfRoundIsFinished lda eXistenZ,x beq NoEnergy iny NoEnergy dex bpl CheckingIfRoundIsFinished cpy #2 ; is it less than 2 tanks have energy >0 ? bcs DoNotFinishTheRound ;points for the last living tank ldx NumberOfPlayers dex WhichTankWonLoop lda eXistenZ,x bne ThisOneWon dex bpl WhichTankWonLoop ;error here!!! ;stop ; somehow I believed program will be never here ; but it was a bad assumption ; god knows when there is such a situation ; (we've got a SITUATION here, if you know what I mean) ; there are two tanks left. ; one of them is killed by the second tank ; second tank explodes and kills the first one. ; and code lands here... ; looks like no one won! rts ThisOneWon lda CurrentResult clc adc ResultsTable,x sta ResultsTable,x rts ; this Round is finished DoNotFinishTheRound ; Seppuku here lda noDeathCounter cmp seppukuVal bcc @+ mva #0 noDeathCounter mva #sfx_seppuku sfx_effect jsr DisplaySeppuku jmp Seppuku ;ldx TankNr @ ldx TankSequencePointer lda TankSequence,x sta TankNr tax lda Energy,x ;skip if no energy jeq NextPlayerShoots mva #1 color ;to display flying point lda TankStatusColoursTable,x sta colpf2s ; set color of status line lda SkillTable,x beq ManualShooting RoboTanks ; robotanks shoot here jsr ArtificialIntelligence jsr MoveBarrelToNewPosition jsr StatusDisplay ;all digital values like force, angle, wind, etc. jsr PutTankNameOnScreen ; let's move the tank's barrel so it points the right ; direction jmp AfterManualShooting ManualShooting jsr WaitForKeyRelease jsr BeforeFire AfterManualShooting inc noDeathCounter jsr DecreaseWeaponBeforeShoot jsr StatusDisplay ldx TankNr dec Energy,x ; lower energy to eventually let tanks commit suicide ShootNow jsr Shoot lda HitFlag ;0 if missed beq missed lda #0 sta FallDown1 sta FallDown2 jsr Explosion continueMainRoundLoopAfterSeppuku ;here we clear offensive text (after a shoot) ldy TankNr mva #0 plot4x4color jsr DisplayOffensiveTextNr AfterExplode ldy WeaponDepleted bne @+ ldx TankNr tya sta ActiveWeapon,x @ ;temporary tanks removal (would fall down with soil) mva TankNr tempor2 mva #1 Erase jsr drawtanks mva tempor2 TankNr mva #0 Erase lda FallDown2 beq NoFallDown2 jsr SoilDown2; NoFallDown2 ;here tanks are falling down mva tankNr tempor2 mva #0 TankNr TanksFallDown jsr TankFalls inc:lda TankNr cmp NumberOfPlayers bne TanksFallDown mva tempor2 TankNr missed ;here we clear offensive text (after a shoot) ;shit -- it's second time, but it must be like this ldy TankNr mva #0 plot4x4color jsr DisplayOffensiveTextNr NextPlayerShoots mva #1 Erase jsr drawtanks ;before it shoots, the eXistenZ table must be ;updated accordingly to actual energy (was forgotten, sorry to ourselves) ldx #5 SeteXistenZ lda Energy,x sta eXistenZ,x sta L1 ;DATA L1,L2 ;Multiplication 8bit*8bit, ;result 16bit ;this algiorithm is a little longer than in Ruszczyc 6502 book ;but it is faster LDy #8 LDA #0 CLC LP0 ror ROR L1 BCC B0 CLC ADC #10 ; multiplication by 10 (L2) B0 DEY BNE LP0 ror ROR L1 STA MaxEnergyTableH,x lda L1 sta MaxEnergyTableL,x dex bpl SeteXistenZ ;was setup of maximum energy for players mva #0 Erase jsr drawtanks ;inc TankNr ;lda TankNr inc:lda TankSequencePointer cmp NumberOfPlayers bne PlayersAgain mva #0 TankSequencePointer PlayersAgain ; In LASTeXistenZ there are values of eXistenZ before shoot ; from the next tank. ; Now it must be checked if by a chance something that had ; LASTeXistenZ>0 is not equal to 0 right now, ; because it means this tank died during this round. ; Most important thing is: ; after each explosion of the tank these operations must be ; performed from the beginning! ; (it is made by another jump into the after explosion routines) ; It is because exploding tank can destroy their neighbours, ; additionally this tank just have had LASTeXistenZ set to 0, ; otherwise it would explode again and again. ; OK, text how to do it is ready, now comes coding . ; Aaaah! - in the main loop we have to set eXistenZ and LASTeXistenZ mva #sfx_next_player sfx_effect ldx NumberOfPlayers dex CheckingPlayersDeath lda LASTeXistenZ,x beq NoPlayerNoDeath lda eXistenZ,x beq PlayerXdeath NoPlayerNoDeath dex bpl CheckingPlayersDeath ; if processor is here it means there are no more explosions jmp MainRoundLoop .endp ;--------------------------------- .proc Seppuku lda #0 sta FallDown1 sta FallDown2 lda #1 ; Missile jsr ExplosionDirect jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku .endp ;--------------------------------- PlayerXdeath ; this tank should not explode anymore: ; there is 0 in A, and Tank Number in X, so... sta LASTeXistenZ,x ; save x somewhere stx TankTempY ;clear NoDeathCounter here sta noDeathCounter ; 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 CurrentResult clc adc ResultsTable,x sta ResultsTable,x inc CurrentResult mva #sfx_death_begin sfx_effect ;RandomizeDeffensiveText randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1) sta TextNumberOff ldy TankTempY mva #1 plot4x4color jsr DisplayOffensiveTextNr PAUSE 75 ;Deffensive text cleanup ;here we clear Deffensive text (after a shoot) ldy TankTempY mva #0 plot4x4color jsr DisplayOffensiveTextNr ; calculate position of the explosion (the post-death one) ldx TankTempY clc lda xtankstableL,x adc #4 ; more or less in the middle of the tank sta xdraw lda xtankstableH,x adc #0 sta xdraw+1 sec lda ytankstable,x sbc #4 sta ydraw lda #0 sta ydraw+1 ; there is 0 left in A, so... TODO: bad code above. revisit when transitioning ydraw to byte ;cleanup of the soil fall down ranges (left and right) sta RangeRight sta RangeRight+1 sta FallDown1 sta FallDown2 mwa #screenwidth RangeLeft ; We are randomizing the weapon now. ; jumping into the middle of the explosion ; routine MetodOfDeath lda random and #%00011111 ; range 0-31 cmp #20 ; we have 20 weapons in table (from 0 to 19) bcs MetodOfDeath tay lda weaponsOfDeath,y jsr ExplosionDirect mva #sfx_silencer sfx_effect ; jump to after explosion routines (soil fallout, etc.) ; After going through these routines we are back ; to checking if a tank exploded and maybe we have ; a deadly shot here again. jmp MainRoundLoop.AfterExplode ;-------------------------------------------------- .proc DecreaseEnergyX ;Decreases energy of player nr X ;increases his financial loss ;increases gain of tank TankNr ;-------------------------------------------------- sty EnergyDecrease ; Loose increase lda looseL,x clc adc EnergyDecrease sta looseL,x lda looseH,x adc #$00 sta looseH,x ; Energy now, not less than 0 lda Energy,x cmp EnergyDecrease bcc ldahashzero ;sec sbc EnergyDecrease bpl NotNegativeEnergy ldahashzero lda #0 NotNegativeEnergy sta Energy,x ;now increase the gain of the shooting tank phx ldx TankNr clc lda gainL,x adc EnergyDecrease sta gainL,x lda gainH,x adc #$00 sta gainH,x plx rts .endp ;-------------------------------------------------- GetRandomWind .proc ;-------------------------------------------------- lda random cmp MaxWind bcs GetRandomWind ; if more than MaxWind then randomize again sta Wind mva #$00 Wind+1 ; multiply Wind by 16 and take it as a decimal part (0.Wind) :4 aslw Wind lda random and #$01 sta WindOrientation rts .endp ;-------------------------------------------------- PMoutofScreen .proc ;-------------------------------------------------- lda #$00 ; let all P/M disappear :8 sta hposp0+# rts .endp ;-------------------------------------------------- .proc WeaponCleanup; ; cleaning of the weapon possesion tables ; (99 of Baby Missles, all other weapons=0) ;-------------------------------------------------- ldx #$3f lda #$0 loop05 sta TanksWeapon1,x sta TanksWeapon2,x sta TanksWeapon3,x sta TanksWeapon4,x sta TanksWeapon5,x sta TanksWeapon6,x dex bne @+ lda #99 bne loop05 @ bpl loop05 rts .endp ;-------------------------------------------------- .proc Initialize ;Initialization sequence ;-------------------------------------------------- deletePtr = temp lda #0 sta Erase sta tracerflag sta GameIsOver sta escFlag ; clean variables tay mwa #variablesStart deletePtr @ tya sta (deletePtr),y inw deletePtr cpw deletePtr #variablesEnd bne @- mwa #1024 RandBoundaryHigh mva #$ff LastWeapon sta HowMuchToFall mva #1 color jsr WeaponCleanup mva #TextBackgroundColor colpf2s mva #TextForegroundColor colpf3s mva #>WeaponFont chbas ;parameter for old plot (unPlot) max 5 points ldx #4 SetunPlots lda #display sta oldplotH,x lda #0 sta oldply,x lda #$ff sta oldora,x dex bpl SetunPlots ;setting up P/M graphics lda #>pmgraph sta pmbase lda dmactls ora #$38 ; Players and Missiles single lined sta dmactls lda #$03 ; P/M on sta pmcntl lda #$01 sta sizem ; there will be only M0, double width sta sizep0 ; P0-P3 widths sta sizep0+1 sta sizep0+2 sta sizep0+3 lda #$10 ; P/M priorities (bit 4 joins missiles) sta gtictls jsr PMoutofScreen lda TankColoursTable ; temporary colours of sprites under tanks sta $2c0 lda TankColoursTable+1 sta $2c1 lda TankColoursTable+2 sta $2c2 lda TankColoursTable+3 sta $2c3 LDA TankColoursTable+4 STA COLPF3S ; joined missiles (5th tank) mva #0 hscrol ;let the tanks be visible! ldx #5 lda #1 ; tank is visible MakeTanksVisible sta eXistenZ,x dex bpl MakeTanksVisible ldx #0 txa ClearResults sta ResultsTable,x inx cpx #MaxPlayers bne ClearResults mva #1 CurrentRoundNr ;we start from round 1 ; RMT INIT lda #$f0 ;initial value sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240) ; lda #$ff ;initial value sta sfx_effect ; ldx #MODUL ;hi byte of RMT module to Y reg lda #0 ;starting song line 0-255 to A reg jsr RASTERMUSICTRACKER ;Init ; VMAIN VBLinterrupt,6 ;jsr SetVBL rts .endp DLIinterruptGraph .proc pha phy ldy dliCounter lda dliColorsBack,y ldy dliColorsFore nop nop nop sta COLPF1 sty COLPF2 inc dliCounter ply pla rti .endp DLIinterruptText .proc pha sta WSYNC mva #TextBackgroundColor colpf2 mva #TextForegroundColor colpf3 pla DLIinterruptNone rti .endp VBLinterrupt .proc pha phx phy mva #0 dliCounter lda sfx_effect bmi lab2 asl @ ; * 2 tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126) ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module) lda #0 ;A = 12 note (0..60) jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!) ; lda #$ff sta sfx_effect ;reinit value ; lab2 jsr RASTERMUSICTRACKER+3 ;1 play ply plx pla jmp SYSVBV .endp ;---------------------------------------------- RandomizeSequence .proc ; in: NumberOfPlayers ; out: TankSequence ; how: get random number lower than NumberOfPlayers ; put it in the first slot. ; get another random number lower than NumberOfPlayers ; check if was previously saved in first slot ; if not then save it in second slot ; repeat untill NumberOfPlayers ldx #0 GetRandomAgain0 lda RANDOM and #$07 ;NumberOfPlayers < 7 cmp NumberOfPlayers bcs GetRandomAgain0 sta TankSequence,x ;now first slot is ready, nexts slots are handled ;in a more complicated way GetRandomAgainX lda RANDOM and #$07 ;NumberOfPlayers < 7 cmp NumberOfPlayers bcs GetRandomAgainX ;now we have to check if the value was not used ;in previous slots stx temp ldy temp UsageLoop cmp TankSequence,y beq GetRandomAgainX ;apparently we have already used this value dey bpl UsageLoop ;well, looks like this value is new! inx sta TankSequence,x stx temp inc:lda temp ;x+1 cmp NumberOfPlayers bne GetRandomAgainX rts .endp ;---------------------------------------------- RandomizeAngle .proc ; ; routine returns in A ; a valid angle for the tank's barrel. ; X is not changed ;---------------------------------------------- ;valid angle values are ((256-90)..255) and (0..90) ;it means that values 91..165 must be elliminated... ;so, lets randomize someting between 0 and 180 ;and substract this value from 90 lda RANDOM cmp #180 bcs RandomizeAngle sta temp lda #90 ; CARRY=0 here sbc temp rts .endp ;---------------------------------------------- RandomizeForce .proc ; routine returns in EnergyTable/L/H ; valid force of shooting for TankNr ; in X must be TankNr ; low and high randomize boundary passed as word value ; RandBoundaryLow ; RandBoundaryHigh ;---------------------------------------------- lda MaxEnergyTableL,x sta temp lda MaxEnergyTableH,x sta temp+1 GetRandomAgain lda RANDOM ; gets values in range(256,765) sta temp2 lda RANDOM ; :) and #%00000011 ;(0..1023) sta temp2+1 cpw RandBoundaryLow temp2 bcs GetRandomAgain cpw RandBoundaryHigh temp2 bcc GetRandomAgain cpw temp temp2 bcs EnergyInRange mwa temp temp2 EnergyInRange lda temp2 sta EnergyTableL,x lda temp2+1 sta EnergyTableH,x rts .endp ;---------------------------------------------- .proc MoveBarrelToNewPosition jsr DrawTankNr ldx TankNr lda AngleTable,x clc adc #90 ;shift angle to the positive values sta temp lda NewAngle clc adc #90 cmp temp beq BarrelPositionIsFine bcc rotateLeft ; older is bigger rotateRight;older is lower inc angleTable,x bne MoveBarrelToNewPosition mva #$30 CharCode ; if angle goes through 0 we clear the barrel jsr drawtankNrX jmp MoveBarrelToNewPosition rotateLeft dec angleTable,x bpl MoveBarrelToNewPosition mva #$2e CharCode jsr drawtankNrX jmp MoveBarrelToNewPosition BarrelPositionIsFine rts .endp ;---------------------------------------------- .proc SortSequence ; ;---------------------------------------------- ; here we try to get a sequence of tanks for two ; purposes: ; 1. to make up shooting sequence for the next round (from down to top) ; 2. to display game results more nicely (from top to down) ; ; I think I will go for a stupid bubble sort... ; it is easy to test :) ; ; Results are in ResultsTable, in SortedTable we want to ; have numbers of tanks from the worst to the best. ; in other words, if ResultsTable=(5,4,65,23,3,6) ; the SortedTable=(4,1,0,5,3,2) ; let's assume initially the TankSequence=(0,1,2,3,4,5) ldx #0 SequenceStart txa sta TankSequence,x inx cpx #MaxPlayers bne SequenceStart ; we will need a TempResults (TR) table to fiddle with ldx #0 movetotemp lda ResultsTable,x sta TempResults,x inx cpx NumberOfPlayers bne movetotemp ; i=0:sortflag=0 ;loop: ; if TR(i) < TX(i+1) then i=i+1: here quit if i=numberofplayers ; or goto loop: ; else ; temp=TR(i): tempo=TankSequence(i) ; TR(i)=TR(i+1): TankSequence(i)=TankSequence(i+1) ; TR(i+1)=temp: TankSequence(i+1)=tempo ; i=i+1 ; sortflag=sortflag+1 ; go loop: ; if sortflag=0 then finished, else repeat... ; ; or something like this :) ldx NumberOfPlayers dex stx temp+1 ; for checking end of the loop only Bubble ldx #0 ;i=x stx temp2 ; sortflag=temp2 BubbleBobble lda TempResults,x cmp TempResults+1,x beq nextishigher ; this is to block hangs when 2 same values meet bcc nextishigher ;here we must swap values ;because next is smaller than previous sta temp lda TempResults+1,x sta TempResults,x lda temp sta TempResults+1,x ; lda TankSequence,x sta temp lda TankSequence+1,x sta TankSequence,x lda temp sta TankSequence+1,x inc temp2 nextishigher inx cpx temp+1 ;cpx ^NumberOfPlayers-1 bne BubbleBobble lda temp2 bne Bubble rts .endp ;-------------------------------------------------- .proc getkey ; waits for pressing a key and returns pressed value in A ;-------------------------------------------------- jsr WaitForKeyRelease @ lda SKSTAT cmp #$ff beq checkJoyGetKey ; key not pressed, check Joy cmp #$f7 ; SHIFT beq checkJoyGetKey lda kbcode and #$3f ;CTRL and SHIFT ellimination cmp #28 ; ESC bne getkeyend mvx #1 escFlag bne getkeyend checkJoyGetKey ;------------JOY------------- ;happy happy joy joy ;check for joystick now lda JSTICK0 and #$0f cmp #$0f beq notpressedJoyGetKey tay lda joyToKeyTable,y bne getkeyend notpressedJoyGetKey ;fire lda TRIG0S bne @- lda #$0c ;Return key getkeyend mvx #sfx_keyclick sfx_effect rts .endp ;-------------------------------------------------- getkeynowait .proc; ;-------------------------------------------------- jsr WaitForKeyRelease lda kbcode and #$3f ;CTRL and SHIFT ellimination rts .endp ;-------------------------------------------------- WaitForKeyRelease .proc ;-------------------------------------------------- lda JSTICK0 and #$0f cmp #$0f bne WaitForKeyRelease lda TRIG0S beq WaitForKeyRelease lda SKSTAT cmp #$ff bne WaitForKeyRelease rts .endp ;---------------------------------------------- icl 'weapons.asm' ;---------------------------------------------- icl 'textproc.asm' ;---------------------------------------------- icl 'grafproc.asm' ;---------------------------------------------- icl 'ai.asm' ;---------------------------------------------- icl 'constants.asm' ;---------------------------------------------- icl 'artwork/talk.asm' ;---------------------------------------------- font4x4 ins 'artwork/font4x4s.bmp',+62 ;---------------------------------------------- TankFont ins 'artwork/tanks.fnt' ;---------------------------------------------- icl 'variables.asm' ;---------------------------------------------- ; reserved space for RMT player .ds $0320 .align $100 .ECHO 'PLAYER: ',* icl 'artwork/sfx/rmtplayr_game.asm' MODUL equ $b000 ;address of RMT module opt h- ;RMT module is standard Atari binary file already ins "artwork/sfx/scorch_trial0e_stripped.rmt" ;include music RMT module opt h+ ; ; TheEnd .ECHO 'TheEnd: ',TheEnd .if TheEnd > PMGraph + $300 .error memory conflict .endif ;---------------------------------------------- ; Player/missile memory org $b800 PMGraph run START