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scorch_src/scorch.asm
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2022-07-03 00:05:03 -04:00

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32 KiB
NASM

; @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"145" ; 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 modify .word ;origially used to replace self-modyfying code
.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
.zpvar tempor2 .byte
;--------------temps used in circle routine
.zpvar xi .word ;X (word) in draw routine
.zpvar fx .byte
.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 dy .word
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
;----------------------------
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
;----------------------------
.zpvar weaponPointer .word
.zpvar dliCounter .byte
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
;.zpvar dliA .byte
;.zpvar dliX .byte
;.zpvar dliY .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'
;splash screen and musix
icl 'artwork/HIMARS14.asm'
;Game loading address
ORG $3000
WeaponFont
ins 'artwork/weapons_AW5_mod.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
lda escFlag
bne START
jsr RandomizeSequence
; for the round #1 shooting sequence is random
MainGameLoop
jsr CallPurchaseForEveryTank
; issue #72 (glitches when switches)
mva #0 dmactl
jsr GetRandomWind
jsr RoundInit
jsr MainRoundLoop
lda escFlag
bne START
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
lda #song_end_round
jsr RmtSongSelect
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
jsr RmtSongSelect
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
lda #song_ingame
jsr RmtSongSelect
lda #0
tax
@ sta singleRoundVars,x
inx
cpx #(singleRoundVarsEnd-singleRoundVars)
bne @-
ldx #(MaxPlayers-1)
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 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 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
jsr SetMainScreen
jsr ColorsOfSprites
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
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
@
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 DisplayStatus ;all digital values like force, angle, wind, etc.
jsr PutTankNameOnScreen
lda kbcode
cmp #28 ; ESC
bne @+
jsr AreYouSure
lda escFlag
seq:rts
@
; let's move the tank's barrel so it points the right
; direction
jmp AfterManualShooting
ManualShooting
jsr WaitForKeyRelease
jsr BeforeFire
lda escFlag
seq:rts
AfterManualShooting
; defensive weapons without flight handling
ldx TankNr
lda ActiveDefenceWeapon,x
cmp #ind_White_Flag_____ ; White Flag
beq ShootWhiteFlag
cmp #ind_Nuclear_Winter_
bne StandardShoot
ShootAtomicWinter
; --- nuclear winter ---
jsr NuclearWinter
jmp NextPlayerShoots ; and we skip shoot
ShootWhiteFlag
; --- white flag ---
jsr WhiteFlag
jmp NextPlayerShoots ; and we skip shoot
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 #0 plot4x4color
jsr DisplayOffensiveTextNr
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
; TODO: IS IT OK??? possibly a fix here needed for #56
ldy WeaponDepleted
bne @+
ldx TankNr
tya
sta ActiveWeapon,x
@
;temporary tanks removal (would fall down with soil)
mva #1 Erase
jsr drawtanks
mva #0 Erase
lda FallDown2
beq NoFallDown2
jsr SoilDown2
NoFallDown2
;here tanks are falling down
mva tankNr tempor2
mvx #0 TankNr
TanksFallDown
lda eXistenZ,x
beq NoExistNoFall
jsr TankFalls
NoExistNoFall
inc:ldx TankNr
cpx 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
;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
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
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
sne:mva #0 TankSequencePointer
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
; 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
; 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 #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
;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 #(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
; 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
; 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
;--------------------------------------------------
.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 FallDown1
sta FallDown2
sta ydraw+1
; get position of the tank
ldx TankNr
lda xtankstableL,x
sta xdraw
lda xtankstableH,x
sta xdraw+1
lda yTanksTable,x
sta ydraw
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 PMoutofScreen
;--------------------------------------------------
lda #$00 ; let all P/M disappear
:8 sta hposp0+#
rts
.endp
;--------------------------------------------------
.proc ColorsOfSprites
lda TankColoursTable ; colours of sprites under tanks
sta COLPM0S
lda TankColoursTable+1
sta COLPM1S
lda TankColoursTable+2
sta COLPM2S
lda TankColoursTable+3
sta COLPM3S
LDA TankColoursTable+4
STA COLPF3S ; joined missiles (5th tank)
rts
.endp
;--------------------------------------------------
.proc WeaponCleanup;
; cleaning of the weapon possesion tables
; 99 of Baby Missles(index==0), all other weapons=0)
;--------------------------------------------------
ldx #$3f ; TODO: maxweapons
@ lda #$0
cpx #48 ; White Flag
bne @+
lda #99
@ sta TanksWeapon1,x
sta TanksWeapon2,x
sta TanksWeapon3,x
sta TanksWeapon4,x
sta TanksWeapon5,x
sta TanksWeapon6,x
dex
beq setBmissile
bpl @-1
rts
setBmissile
lda #99
bne @-
.endp
;--------------------------------------------------
.proc Initialize
;Initialization sequence
;uses: temp, ...
;--------------------------------------------------
deletePtr = temp
; clean variables
lda #0
tay
mwa #variablesStart deletePtr
@ tya
sta (deletePtr),y
inw deletePtr
cpw deletePtr #variablesEnd
bne @-
mwa #1024 RandBoundaryHigh
mva #$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 oldplotL,x
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 #$10 ; P/M priorities (bit 4 joins missiles)
sta gtictls
jsr PMoutofScreen
;let the tanks be visible!
ldx #(maxPlayers-1)
lda #1 ; tank is visible
MakeTanksVisible
sta eXistenZ,x
dex
bpl MakeTanksVisible
ldx #0
txa
ClearResults
sta ResultsTable,x
inx
cpx #MaxPlayers
bne ClearResults
mva #1 CurrentRoundNr ;we start from round 1
mva #6 NTSCcounter
; RMT INIT
lda #$f0 ;initial value
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
;
lda #$ff ;initial value
sta sfx_effect
;
lda #0
jsr RmtSongSelect
;
VMAIN VBLinterrupt,6 ;jsr SetVBL
rts
.endp
;--------------------------------------------------
.proc DLIinterruptGraph
;sta dliA
;sty dliY
pha
phy
ldy dliCounter
lda dliColorsBack,y
ldy dliColorsFore
nop
nop
nop
sta COLPF1
sty COLPF2
inc dliCounter
;ldy dliY
;lda dliA
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptText
;sta dliA
pha
sta WSYNC
mva #TextBackgroundColor colpf2
mva #TextForegroundColor colpf3
;lda dliA
pla
DLIinterruptNone
rti
.endp
;--------------------------------------------------
.proc VBLinterrupt
pha
phx
phy
mva #0 dliCounter
lda PAL
and #%00001110
beq itsPAL
;it is NTSC here
dec NTSCcounter
bne itsPAL
mva #6 NTSCcounter
bne exitVBL ; skip doing VBL things each 6 frames in Amerika, Amerika
; We're all living in Amerika, Coca Cola, Wonderbra
itsPAL
; pressTimer is trigger tick counter. always 50 ticks / s
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
exitVBL
ply
plx
pla
jmp SYSVBV
.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
;----------------------------------------------
;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
;----------------------------------------------
.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
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 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 DrawTankNr.drawtankNrX
jmp MoveBarrelToNewPosition
rotateLeft
dec angleTable,x
bpl MoveBarrelToNewPosition
mva #$2e CharCode
jsr DrawTankNr.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
; when [ESC] is pressed, escFlag is set to 1
;--------------------------------------------------
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
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
lda JSTICK0
and #$0f
cmp #$0f
bne WaitForKeyRelease
lda TRIG0S
beq WaitForKeyRelease
lda SKSTAT
cmp #$ff
bne WaitForKeyRelease
rts
.endp
;--------------------------------------------------
.proc RmtSongSelect
;--------------------------------------------------
; starting song line 0-255 to A reg
bit noMusic
spl:lda #song_silencio
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
jmp RASTERMUSICTRACKER ;Init, :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/tanksv2.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_trial0f_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