.IF *>0 ;this is a trick that prevents compiling this file alone ; All main procedures of the game not dependent on hardware (I hope) :) START jsr MakeDarkScreen ; Startup sequence jsr Initialize ;jsr GameOverScreen ; only for test !!! RMTSong song_main_menu jsr Options ;startup screen jsr SetVariablesFromOptions jsr MakeDarkScreen bit escFlag bmi START jsr EnterPlayerNames jsr MakeDarkScreen bit escFlag bmi START jsr RandomizeSequence ; for the round #1 shooting sequence is random MainGameLoop jsr SetWallsType ; first set default barrel lengths (fix for Long Schlong activation :) ) ; we must do it before purchase/activate ; and set Auto Defense to off jsr SetStandardBarrels jsr CallPurchaseForEveryTank jsr MakeDarkScreen bit escFlag bmi START jsr GetRandomWind jsr RoundInit jsr MainRoundLoop bit escFlag bmi START jvs GoGameOver jsr CalculateGains jsr SortSequence mva #0 TankNr ; sta COLBAKS ; set background color to black sta JoystickNumber ; set joystick port for player ; Hide all (easier than hide last ;) ) tanks jsr cleartanks ; A=0 ; 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 RmtSong song_round_over jsr DisplayResults jsr DemoModeOrKey jsr MakeDarkScreen lda GameIsOver beq NoGameOverYet GoGameOver jsr GameOverScreen jmp START NoGameOverYet inc CurrentRoundNr mva #sfx_silencer sfx_effect jmp MainGameLoop ;-------------------------------------------------- .proc 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 ldx NumberOfPlayers dex CalculateGainsLoop ; adding the remaining energy of the tank to gain ; winner gets more ! :) lda Energy,x adc gainL,x sta gainL,x bcc @+ inc gainH,x @ ; 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 lose ; if lose is greater than money then zero money lda moneyH,x cmp loseH,x bcc zeromoney bne substractlose lda moneyL,x cmp loseL,x bcc zeromoney substractlose sec lda moneyL,x sbc loseL,x sta moneyL,x lda moneyH,x sbc loseH,x sta moneyH,x jmp skipzeroing zeromoney lda #0 sta moneyL,x sta moneyH,x skipzeroing ; and earned money for summary clc lda EarnedMoneyL,x adc gainL,x sta EarnedMoneyL,x lda EarnedMoneyH,x adc gainH,x sta EarnedMoneyH,x ; substract lose ; if lose is greater than money then zero money lda EarnedMoneyH,x cmp loseH,x bcc ezeromoney bne esubstractlose lda EarnedMoneyL,x cmp loseL,x bcc ezeromoney esubstractlose sec lda EarnedMoneyL,x sbc loseL,x sta EarnedMoneyL,x lda EarnedMoneyH,x sbc loseH,x sta EarnedMoneyH,x jmp eskipzeroing ezeromoney lda #0 sta EarnedMoneyL,x sta EarnedMoneyH,x eskipzeroing dex jpl CalculateGainsLoop rts .endp ;-------------------------------------------------- .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 loses are zeroed RmtSong song_ingame jsr SetPMWidth ; A=0 lda #0 sta AfterBFGflag ; reset BFG flag sta COLOR2 ; status line "off" sta COLOR1 tax @ sta singleRoundVars,x inx cpx #(singleRoundVarsEnd-singleRoundVars) bne @- ldx #(MaxPlayers-1) SettingEnergies lda #$00 sta gainL,x sta gainH,x sta loseL,x sta loseH,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 MaxForceTableL,x lda #>1000 sta MaxForceTableH,x lda #<350 sta ForceTableL,x lda #>350 sta ForceTableH,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 ;generating the new landscape jsr PMoutofScreen ;let P/M disappear jsr clearscreen ;let the screen be clean jsr ClearPMmemory 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 mwa #StatusBufferROM temp mwa #StatusBufferCopy temp2 mwa #StatusBufferCopyEnd+1 modify jsr CopyFromROM jsr SetMainScreen jsr ColorsOfSprites jsr drawmountains ;draw them jsr drawtanks ;finally draw tanks mva #$00 TankSequencePointer ;---------round screen is ready--------- mva #TextForegroundColor COLOR1 ; status line "on" rts .endp ;-------------------------------------------------- .proc MainRoundLoop ; here we must check if by a chance there is only one ; tank with energy greater than 0 left ;-------------------------------------------------- ldy #0 ; in Y - number of tanks with energy greater than zero sty ATRACT ; reset atract mode ldx NumberOfPlayers dex CheckingIfRoundIsFinished lda eXistenZ,x beq NoEnergy iny NoEnergy dex bpl CheckingIfRoundIsFinished cpy #2 ; is it less than 2 tanks have energy >0 ? bcs DoNotFinishTheRound ;points for the last living tank ldx NumberOfPlayers dex WhichTankWonLoop lda eXistenZ,x bne ThisOneWon dex bpl WhichTankWonLoop ;error was here!!! ; somehow I believed program will be never here ; but it was a bad assumption ; god knows when there is such a situation ; (we've got a SITUATION here, if you know what I mean) ; there are two tanks left. ; one of them is killed by the second tank ; second tank explodes and kills the first one. ; and code lands here... ; looks like no one won! rts ThisOneWon lda CurrentResult clc adc ResultsTable,x sta ResultsTable,x rts ; this Round is finished DoNotFinishTheRound ; Seppuku here lda noDeathCounter cmp seppukuVal bcc @+ mva #0 noDeathCounter mva #sfx_seppuku sfx_effect jsr DisplaySeppuku jmp Seppuku @ ; Auto Defense - activates defensives ldx NumberOfPlayers dex CheckNextTankAD lda Energy,x ; only active players beq @+ lda AutoDefenseFlag,x ; with Auto Defence activated beq @+ ; run auto defense for tank in X jsr AutoDefense @ dex bpl CheckNextTankAD jsr DrawTanks ; redraw tanks with new defences ; ldx TankSequencePointer lda TankSequence,x sta TankNr tax lda Energy,x ;skip if no energy jeq NextPlayerShoots mva #$ff plot4x4color jsr DisplayTankNameAbove mva #1 color ;to display flying point ldx tankNr lda TankStatusColoursTable,x sta COLOR2 ; set color of status line jsr PutTankNameOnScreen ; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen lda SkillTable,x beq ManualShooting RoboTanks ; robotanks shoot here ; TankNr still in X jsr ArtificialIntelligence ;pause 30 ldx TankNr jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) ) jsr MoveBarrelToNewPosition lda kbcode cmp #@kbcode._esc ; 28 ; ESC bne @+ jsr AreYouSure @ lda escFlag seq:rts ; keys Esc or O jmp AfterManualShooting ManualShooting lda JoyNumber,x sta JoystickNumber ; set joystick port for player jsr WaitForKeyRelease lda #%00000000 sta TestFlightFlag ; set "Test Fight" off jsr BeforeFire lda escFlag seq:rts ; keys Esc or O AfterManualShooting mva #$00 plot4x4color jsr DisplayTankNameAbove ; defensive weapons without flight handling ldx TankNr lda ActiveDefenceWeapon,x cmp #ind_Hovercraft_____ beq GoFloat cmp #ind_White_Flag_____ ; White Flag beq ShootWhiteFlag cmp #ind_Nuclear_Winter_ bne StandardShoot ShootAtomicWinter ; --- atomic winter --- jsr AtomicWinter jmp NextPlayerShoots ; and we skip shoot ShootWhiteFlag ; --- white flag --- jsr WhiteFlag jmp NextPlayerShoots ; and we skip shoot GoFloat jsr TankFlying lda #0 sta ActiveDefenceWeapon,x ; deactivate after use bit escFlag bpl ManualShooting ; after floating tank can shoot rts StandardShoot inc noDeathCounter jsr DecreaseWeaponBeforeShoot jsr DisplayStatus ; ldx TankNr dec Energy,x ; lower energy to eventually let tanks commit suicide ShootNow jsr Shoot ;here we clear offensive text (after a shoot) ldy TankNr mva #$00 plot4x4color jsr DisplayOffensiveTextNr lda HitFlag ;0 if missed beq missed jsr Explosion continueMainRoundLoopAfterSeppuku AfterExplode jsr SoilDown2 ; allways NoFallDown2 ;here tanks are falling down mva tankNr tempor2 ldx NumberOfPlayers dex TanksFallDown stx TankNr lda eXistenZ,x beq NoExistNoFall jsr TankFalls NoExistNoFall dex bpl TanksFallDown mvx tempor2 TankNr missed ldy WeaponDepleted bne @+ ldx TankNr tya sta ActiveWeapon,x @ ;here we clear offensive text (after a shoot) ldy TankNr mva #$00 plot4x4color jsr DisplayOffensiveTextNr NextPlayerShoots ;before it shoots, the eXistenZ table must be updated ;accordingly to actual energy (was forgotten, sorry to ourselves) ldx #(MaxPlayers-1) SeteXistenZ lda Energy,x sta eXistenZ,x jsr MaxForceCalculate dex bpl SeteXistenZ ;was setup of maximum energy for players 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 inc:lda TankSequencePointer cmp NumberOfPlayers bne NotLastPlayerInRound mva #0 TankSequencePointer lda WindChangeInRound beq NoWindChangeNow jsr GetRandomWind ; wind change after each turn (not round only) NoWindChangeNow NotLastPlayerInRound jmp MainRoundLoop .endp ;--------------------------------- .proc 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 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 #78 ; mumber of defensive text after BFG! ("VERY FUNNY.") 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 ; 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 ; tank flash ldy TankTempY mva TankNr temp2 ; not elegant, and probably unnecessary sty TankNr jsr FlashTank ; blinking and pausing (like PAUSE 72 - 18x(2+2) ) mva temp2 TankNr ;Deffensive text cleanup ;here we clear Deffensive text (after a shoot) ldy TankTempY mva #$00 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 ;cleanup of the soil fall down ranges (left and right) sta RangeRight sta RangeRight+1 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 #(weaponsOfDeathEnd-weaponsOfDeath) ; we have 20 weapons in table (from 0 to 19) bcs MetodOfDeath tay lda weaponsOfDeath,y jsr ExplosionDirect mva #sfx_silencer sfx_effect ; Clear current Shooter settings. After that, Shooter will "search" for the target again ldx NumberOfPlayers dex @ lda skillTable,x cmp #2 ; clear variables only if Shooter bne NotShooter lda #0 sta PreviousAngle,x sta PreviousEnergyL,x sta PreviousEnergyH,x NotShooter dex bpl @- ; 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 .endp ;-------------------------------------------------- .proc DecreaseEnergyX ;Decreases energy of player nr X by the value Y ;increases his financial loss ;increases gain of tank TankNr ;-------------------------------------------------- sty EnergyDecrease ; Lose increase lda loseL,x clc adc EnergyDecrease sta loseL,x lda loseH,x adc #$00 sta loseH,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 ldy TankNr clc lda gainL,y adc EnergyDecrease sta gainL,y lda gainH,y adc #$00 sta gainH,y rts .endp ;-------------------------------------------------- .proc DecreaseShieldEnergyX ; Decreases energy of shield player nr X by the value Y ; if shield energy is 0 after decrease then in Y we have ; rest of the energy - to decrease tank energy ;-------------------------------------------------- sty EnergyDecrease ldy #0 ; if Shield survive then no decrease tank anergy ; Energy cannot be less than 0 lda ShieldEnergy,x cmp EnergyDecrease bcc UseAllShieldEnergy ;sec sbc EnergyDecrease bpl NotNegativeShieldEnergy ; jump allways UseAllShieldEnergy ; now calculate rest of energy for future tank energy decrease sec lda EnergyDecrease sbc ShieldEnergy,x tay lda #0 NotNegativeShieldEnergy sta ShieldEnergy,x rts .endp ;--------------------------------- .proc Seppuku ;--------------------------------- lda #0 sta ydraw+1 ; get position of the tank ldx TankNr ; lda #0 ; turn off defense weapons when hara-kiring sta ActiveDefenceWeapon,x sta ShieldEnergy,x jsr SetupXYdraw lda #1 ; Missile jsr ExplosionDirect jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku .endp ;-------------------------------------------------- .proc GetRandomWind ;in: MaxWind (byte) ;out: Wind (word) ;uses: _ ;-------------------------------------------------- lda random cmp MaxWind bcs GetRandomWind ; if more than MaxWind then randomize again sta Wind mva #$00 Wind+1 sta Wind+2 sta Wind+3 ; multiply Wind by 16 ; two bytes of Wind are treated as a decimal part of vx variable :4 aslw Wind ; decide the direction lda random and #$01 beq @+ sec ; Wind = -Wind .rept 4 lda #$00 sbc Wind+# sta Wind+# .endr @ rts .endp ;-------------------------------------------------- .proc MaxForceCalculate ; calculates max force for tank (tanknr in X) ; Energy of tank X in A ;-------------------------------------------------- sta L1 ;DATA L1,L2 ;Multiplication 8bit*8bit, ;result 16bit ;this algiorithm is a little longer than one in Ruszczyc 6502 book ;but it is faster ldy #8 lda #0 clc LP0 ror ror L1 bcc B0 clc adc #10 ; (L2) multiplication by 10 B0 dey bne LP0 ror ror L1 sta MaxForceTableH,x lda L1 sta MaxForceTableL,x rts .endp ;-------------------------------------------------- .proc WeaponCleanup ; cleaning of the weapon possesion tables ; 99 of Baby Missles and White Flags, all other weapons=0) ;-------------------------------------------------- ldx #(number_of_weapons - 1) @ lda #$0 cpx #ind_White_Flag_____ ; White Flag bne no99 set99 lda #99 no99 sta TanksWeapon1,x sta TanksWeapon2,x sta TanksWeapon3,x sta TanksWeapon4,x sta TanksWeapon5,x sta TanksWeapon6,x dex beq set99 ; Baby Missile (index=0) bpl @- rts .endp ;-------------------------------------------------- .proc Initialize ;Initialization sequence ;uses: temp, ... ;-------------------------------------------------- deletePtr = temp ; clean variables lda #0 sta escFlag sta JoystickNumber tay mwa #variablesStart deletePtr @ tya sta (deletePtr),y inw deletePtr cpw deletePtr #variablesEnd bne @- ; ser initial shapes for each tank (tanks 0-5 has shape 0 now) ldy #1 sty TankShape+1 sty TankShape+4 iny sty TankShape+2 sty TankShape+5 mwa #1024 RandBoundaryHigh mva #$ff LastWeapon sta HowMuchToFall mva #1 color jsr SetStandardBarrels jsr WeaponCleanup 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 #$03 ; P/M on sta GRACTL jsr SetPMWidth lda #%00100001 ; P/M priorities (multicolor players on) - prior=1 sta GPRIOR jsr PMoutofScreen ;let the tanks be visible! ldx #(maxPlayers-1) lda #99 ; tank is visible MakeTanksVisible sta eXistenZ,x dex bpl MakeTanksVisible mva #1 CurrentRoundNr ;we start from round 1 mva #6 NTSCcounter rts .endp ;-------------------------------------------------- .proc SetStandardBarrels ; set standart barrel length and deactivate Auto Defense ; for all tanks ;-------------------------------------------------- ldx #maxPlayers-1 @ lda #StandardBarrel ; standard barrel length sta BarrelLength,x lda #$00 ; deactivate Auto Defense sta AutoDefenseFlag,x dex bpl @- rts .endp ;---------------------------------------------- /* .proc RandomizeSequence0 ldx #0 @ txa sta TankSequence,x inx cpx #MaxPlayers bne @- rts .endp */ ;-------------------------------------------------- .proc RandomizeSequence ; 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 ;---------------------------------------------- .proc RandomizeAngle ; routine returns in A ; a valid angle for the tank's barrel. ; X is not changed ;---------------------------------------------- ; lets randomize someting between 0 and 180 lda RANDOM cmp #180 bcs RandomizeAngle rts .endp ;---------------------------------------------- .proc RandomizeForce ; routine returns in ForceTable/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 RANDOM sta temp2 lda RANDOM and #%00000011 ;(0..1023) sta temp2+1 cpw RandBoundaryLow temp2 seq:bcs RandomizeForce cpw RandBoundaryHigh temp2 bcc RandomizeForce lda temp2 sta ForceTableL,x lda temp2+1 sta ForceTableH,x ;--------- LimitForce ; in X must be TankNr ; cuts force to MaxForceTable lda MaxForceTableH,x cmp ForceTableH,x bne @+ lda MaxForceTableL,x cmp ForceTableL,x @ bcs @+ lda MaxForceTableL,x sta ForceTableL,x lda MaxForceTableH,x sta ForceTableH,x @ rts .endp ;---------------------------------------------- .proc Table2Force ;---------------------------------------------- lda ForceTableL,x sta Force lda ForceTableH,x sta Force+1 rts .endp ;---------------------------------------------- .proc MoveBarrelToNewPosition ;---------------------------------------------- mva #1 Erase jsr DrawTankNr.BarrelChange mva #0 Erase MoveBarrel mva #sfx_set_power_2 sfx_effect jsr DrawTankNr jsr DisplayStatus.displayAngle ; ldx TankNr mva #1 Erase jsr WaitOneFrame jsr DrawTankNr.BarrelChange mva #0 Erase lda NewAngle cmp AngleTable,x beq BarrelPositionIsFine bcc rotateLeft rotateRight ; older is lower inc angleTable,x jmp MoveBarrel rotateLeft ; older is bigger dec angleTable,x jmp MoveBarrel BarrelPositionIsFine jsr DrawTankNr 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 TankSequence (Sorted Table) 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 TankSequence=(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 ; 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 :) Bubble ldx #0 ;i=x stx temp2 ; sortflag=temp2 inx ; because NumberOfPlayers start from 1 (not 0) BubbleBobble ldy TankSequence-1,x ; x count from 1 to NumberOfPlayers (we need cout from 0 to NumberOfPlayers-1) lda ResultsTable,y ldy TankSequence,x cmp ResultsTable,y bcc nextishigher bne swapvalues nextisequal ; if results are equal, check Direct Hits ldy TankSequence-1,x lda DirectHits,y ldy TankSequence,x cmp DirectHits,y bcc nextishigher bne swapvalues nextisequal2 ; if results are equal, check money (H) ldy TankSequence-1,x lda EarnedMoneyH,y ldy TankSequence,x cmp EarnedMoneyH,y bcc nextishigher bne swapvalues nextisequal2b ; if results are equal, check money (L) ldy TankSequence-1,x lda EarnedMoneyL,y ldy TankSequence,x cmp EarnedMoneyL,y ; beq nextishigher ; this is to block hangs when 2 equal values meet bcc nextishigher ;here we must swap values ;because next is smaller than previous swapvalues lda TankSequence-1,x sta temp lda TankSequence,x sta TankSequence-1,x lda temp sta TankSequence,x inc temp2 nextishigher inx cpx NumberOfPlayers bne BubbleBobble lda temp2 bne Bubble rts .endp ;-------------------------------------------------- .proc SetWallsType ;-------------------------------------------------- mva #0 WallsType lda OptionsTable+8 cmp #4 beq SetRandomWalls lsr ror WallsType lsr ror WallsType rts SetRandomWalls lda random and #%11000000 sta WallsType rts .endp ; -------------------------------------- ; Sets the appropriate variables based on the options table ; .proc SetVariablesFromOptions ;first option ldy OptionsTable iny iny sty NumberOfPlayers ;1=1 player (but minimum is 2) ;second option (cash) ldy OptionsTable+1 ldx #0 @ lda CashOptionL,y sta moneyL,x lda CashOptionH,y sta moneyH,x inx cpx NumberOfPlayers bne @- ;third option (gravity) ldy OptionsTable+2 lda GravityTable,y sta gravity ;fourth option (wind) ldy OptionsTable+3 lda MaxWindTable,y sta MaxWind ;fifth option (no of rounds) ldy OptionsTable+4 lda RoundsTable,y sta RoundsInTheGame ;6th option (shell speed) ldy OptionsTable+5 lda flyDelayTable,y sta flyDelay ;7th option (Airstrike after how many missess) ldy OptionsTable+6 lda seppukuTable,y sta seppukuVal ;8th option (how aggressive are mountains) ldy OptionsTable+7 lda mountainsDeltaTableH,y sta mountainDeltaH lda mountainsDeltaTableL,y sta mountainDeltaL rts .endp ;-------------------------------- .proc DisplayResults ; ;displays results of the round ;using 4x4 font jsr RoundOverSprites mva #$ff plot4x4color ;centering the result screen mva #((ScreenHeight/2)-(8*4)) ResultY ;upper frame mva ResultY LineYdraw jsr TL4x4_top adb ResultY #4 ;next line ;Header1 ;Displays round number lda CurrentRoundNr cmp RoundsInTheGame beq GameOver4x4 sta decimal mwa #RoundNrDisplay displayposition jsr displaybyte ;decimal (byte), displayposition (word) mwa #LineHeader1 LineAddress4x4 mwa #((ScreenWidth/2)-(8*4)) LineXdraw mva ResultY LineYdraw jsr TypeLine4x4 beq @+ ;unconditional jump, because TypeLine4x4 ends with beq GameOver4x4 RmtSong song_round_over mwa #LineGameOver LineAddress4x4 mwa #((ScreenWidth/2)-(8*4)) LineXdraw mva ResultY LineYdraw jsr TypeLine4x4 mva #1 GameIsOver @ adb ResultY #4 ;next line ;Empty line mva ResultY LineYdraw jsr TL4x4_empty adb ResultY #2 ;next line ;Header2 mwa #LineHeader2 LineAddress4x4 mwa #((ScreenWidth/2)-(8*4)) LineXdraw mva ResultY LineYdraw jsr TypeLine4x4 adb ResultY #4 ;next line ;Empty line mva ResultY LineYdraw jsr TL4x4_empty sbb ResultY #2 ;next line (was empty) ldx NumberOfPlayers ;we start from the highest (best) tank dex ;and it is the last one stx ResultOfTankNr ;in TankSequence table mwa #TanksNames tempXROLLER ResultOfTheNextPlayer ldx ResultOfTankNr ;we are after a round, so we can use TankNr lda TankSequence,x ;and we keep here real number if the tank sta TankNr ;for which we are displaying results adb ResultY #4 ;next line ;there are at least 2 players, so we can safely ;start displaying the result lda #3 ;it means | sta ResultLineBuffer ldy TankNr lda ResultsTable,y sta decimal mva #0 decimal+1 mwa #(ResultLineBuffer+8) displayposition jsr displaydec5 ;decimal (byte), displayposition (word) ; overwrite the second digit of the points (max 255) ;it means ":" mva #26 ResultLineBuffer+9 ldx #0 lda TankNr asl asl ; times 8, because it is lengtgh asl ; of the names of the tanks tay TankNameCopyLoop lda (tempXROLLER),y ;XROLLER is not working now and #$3f ;always CAPITAL letters inx sta ResultLineBuffer,x iny cpx #8 ; end of name bne TankNameCopyLoop ; last letter of tank name overwrites first digit of the points (max 255) ;just after the digits ;it means | mva #$3 ResultLineBuffer+13 ;result line display mwa #ResultLineBuffer LineAddress4x4 mwa #((ScreenWidth/2)-(8*4)) LineXdraw mva ResultY LineYdraw jsr TypeLine4x4 adb ResultY #4 ;next line ;Empty line mva ResultY LineYdraw jsr TL4x4_empty dec ResultOfTankNr bmi FinishResultDisplay sbb ResultY #2 ;distance between lines is smaller jmp ResultOfTheNextPlayer FinishResultDisplay mva ResultY LineYdraw ;jmp TL4x4_bottom ; just go .endp .proc TL4x4_bottom ;bottom of the frame mwa #LineBottom LineAddress4x4 mwa #((ScreenWidth/2)-(8*4)) LineXdraw jmp TypeLine4x4 ; jsr:rts .endp .proc TL4x4_top ;bottom of the frame mwa #LineTop LineAddress4x4 mwa #((ScreenWidth/2)-(8*4)) LineXdraw jmp TypeLine4x4 ; jsr:rts .endp .proc TL4x4_empty ;empty frame mwa #LineEmpty LineAddress4x4 mwa #((ScreenWidth/2)-(8*4)) LineXdraw jmp TypeLine4x4 ; jsr:rts .endp .ENDIF