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scorch_src/scorch.asm
T
2025-01-20 14:38:06 +01:00

636 lines
20 KiB
NASM

; @com.wudsn.ide.lng.mainsourcefile=scorch.asm
;Atari 8-bit Scorch source code
;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
;Miami & Warsaw 2022, 2023, 2024
;WUDSN run settings:
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath}
;WARNING! requires mads compiled on 2023-09-13 or later
;compilation:
;mads scorch.asm -o:scorch.bin -d:TARGET=5200
;mads scorch.asm -o:scorch.xex -d:TARGET=800
;mads scorch.asm -o:scorch.xex -d:TARGET=800 -d:SPLASH=1 #xex version with splash
;mads scorch.asm -o:scorch.xex -d:TARGET=800 -d:SPLASH=1 -d:CART_VERSION=1 #xex version for cart
;---------------------------------------------------
.IFNDEF TARGET
.def TARGET = 800 ; 5200
.ENDIF
;---------------------------------------------------
.ifndef SPLASH
.def SPLASH = 0 ; if 0 - no splash screens
.endif
.ifndef CART_VERSION
.def CART_VERSION = 0 ; if 1 - dual splash screen
.endif
.def METEORS = 1 ; if 1 - meteors on game
.def VU_METER = 1 ; if 1 - VU Meter on game
.def XCORRECTION_FOR_PM = 0 ; if 1 - active x position of tanks correction fo PMG
.def FASTER_GRAF_PROCS = 1 ; if 1 - activates faster graphics routines
; (direct writes to screen memory - atari only :) )
;---------------------------------------------------
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
;---------------------------------------------------
.macro build
dta d"1.52" ; number of this build (4 bytes)
.endm
.macro RMTSong
lda #:1
jsr RMTSongSelect
.endm
;---------------------------------------------------
icl 'definitions.asm'
;---------------------------------------------------
AdditionalZPvariables = $20
.zpvar EplotX .word = AdditionalZPvariables
.zpvar EplotByte .word
.zpvar EplotY .byte
.zpvar Mpoint1X .word ; meteor first point X position
.zpvar Mpoint2X .word ; meteor last point X position
.zpvar Mpoint1Y .byte ; meteor first point Y position
.zpvar Mcounter .byte ; meteor length counter ( $ff - no meteor on sky )
.zpvar Mpoint2Y .byte ; meteor last point Y position
.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
FirstZpageVariable = $50
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
.zpvar GradientNr .byte
.zpvar GradientColors .word
.zpvar JoystickNumber .byte
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
; 0 - nothing
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
.zpvar xdraw .word ; = $64 ;variable X for plot
.zpvar ydraw .word ; variable Y for plot
; (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word
.zpvar ybyte .word
.zpvar CharCode .byte
.zpvar fontind .word
.zpvar tanknr .byte
.zpvar oldplot .word
.zpvar xc .word
.zpvar temp .word ; temporary word for the most embeded loops only
.zpvar temp2 .word ; same as above
.zpvar modify .word ; origially used to replace self-modyfying code
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ; same as above for XDRAW routine
.zpvar ytempDRAW .word ; same as above for XDRAW routine
.zpvar tempor2 .word
.zpvar CreditsVScrol .byte
;--------------temps used in circle routine
.zpvar xi .word ; X (word) in draw routine
.zpvar fx .byte
.zpvar yi .word ; Y (word) in draw routine
.zpvar fy .byte
.zpvar xk .word
.zpvar fs .byte
.zpvar yc .byte ; ycircle - temporary for circle
.zpvar dx .word
.zpvar dy .word
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
;----------------------------
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
;----------------------------
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
.zpvar weaponPointer .word
.zpvar dliCounter .byte
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte
.zpvar SkStatSimulator .byte
.zpvar FloatingAlt .byte ; floating tank altitude
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte
.zpvar Erase .byte ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
.zpvar radius .byte
.zpvar decimal .word
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
.zpvar Counter .byte ; temporary Counter for outside loops
.zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
.zpvar vy_ .word ; 4 bytes
.zpvar vx .word
.zpvar vx_ .word ; 4 bytes
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
; $01-$06 tank index+1 when hit tank
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
.zpvar FirstKeypressDelay .byte
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
.zpvar TankSequencePointer .byte
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
; (0 - round only, >0 - each turn)
.zpvar RandomMountains .byte ; mountains type change after each turn flag
; (0 - round only, >0 - each turn)
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
.zpvar BlackHole .byte ; 0 - no, >0 - yes
.zpvar XHit .word
.zpvar delta .word
.zpvar HowMuchToFall .byte
.zpvar magic .word ; worst var name in the whole business
.zpvar xtraj .word
.zpvar xtraj_ .byte ; 3 bytes
.zpvar ytraj .word
.zpvar ytraj_ .byte ; 3 bytes
.zpvar Wind .word
.zpvar Wind_ .word ; 4 bytes
.zpvar RangeLeft .word
.zpvar RangeRight .word
.zpvar NewAngle .byte
.zpvar escFlag .byte ; 7 bit - Exit game,
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
.zpvar LineYdraw .byte
.zpvar LineXdraw .word
.zpvar plot4x4color .byte ; $00 / $ff
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
.zpvar DrawDirFactor .byte
.zpvar gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
.zpvar isInventory .byte
.zpvar DifficultyLevel .byte
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; variable reuse!
displayposition = modify
LineAddress4x4 = xcircle
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
;-----------------------------------------------
; libraries
;-----------------------------------------------
.IF TARGET = 800
icl 'Atari/lib/ATARISYS.ASM'
icl 'Atari/lib/MACRO.ASM'
.IF SPLASH = 1
icl 'artwork/splash_v2/splash.asm' ; new splash screen and musix
.IF CART_VERSION = 1
icl 'artwork/splash_v1/splash.asm' ; old splash screen (plays music from new splash)
.ENDIF
.ELSE
; no splash.... dark screean and BASIC off
ORG $2000
mva #0 dmactls ; dark screen
mva #$ff portb
; and wait one frame :)
seq:wait ; or waitRTC ?
mva #$ff portb ; BASIC off
rts
ini $2000
.ENDIF
.ELIF TARGET = 5200
OPT h-f+ ; no headers, single block --> cart bin file
icl 'Atari/lib/5200SYS.ASM'
icl 'Atari/lib/5200MACRO.ASM'
.enum @kbcode
_space = $00
_Y = $01
_up = $02
_O = $03
_left = $04
_tab = $05
_right = $06
_A = $07
_down = $08
_I = $09
_esc = $0a
_help = $0b ; Visual Debug in 5200
_del = $fc ; $0c ;not used in 5200
_M = $0d
_S = $0e
_atari = $fd ; not used in 5200
_ret = $0c ; fire in 5200
_none = $0f
.ende
.ENDIF
;-----------------------------------------------
; variable declarations in RAM (no code)
;-----------------------------------------------
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables)
icl 'variables.asm'
; Game loading address
ORG $4000
WeaponFont
ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
;-----------------------------------------------
;Screen displays go here to avoid crossing 4kb barrier
;-----------------------------------------------
DisplayCopyRom = *
org display, DisplayCopyRom
DisplayCopyStart
icl 'Atari/display_main_menu.asm'
DisplayCopyEnd
org DisplayCopyRom + (DisplayCopyEnd - DisplayCopyStart)
DisplayCopyPurchaseDlROM = *
org DisplayCopyPurchase, DisplayCopyPurchaseDlROM
DisplayCopyPurchaseStart
icl 'Atari/display_purchasedl.asm'
DisplayCopyPurchaseEnd
org DisplayCopyPurchaseDlROM + (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart)
StatusBufferROM = *
org StatusBufferCopy, StatusBufferROM
StatusBufferCopyStart
icl 'Atari/display_status.asm'
StatusBufferCopyEnd
org StatusBufferROM + (StatusBufferCopyEnd - StatusBufferCopyStart)
icl 'Atari/display_static.asm'
;--------------------------------------------------
; Game Code
;--------------------------------------------------
FirstSTART
.IF TARGET = 5200
; start in 5200 diagnostic mode
; move original startup procedure to RAM
Modified5200Splash = $2100 ; apparently there is some free space here
; check kernel version
Atari5200KernelByte = $fff8
; $32 - 4 joy
; $00 - 2 joy
; $ff - Altirra kernel
lda Atari5200KernelByte
beq rom2joy
cmp #$32
beq rom4joy
altirra_kernel
mwa #Modified5200Splash+$8a modify
bne @+ ; JMP
rom4joy
mwa #Modified5200Splash+$16b modify
bne @+ ; JMP
rom2joy
mwa #Modified5200Splash+$181 modify
@
mwa $fffc temp ; startup proc address
mwa #Modified5200Splash temp2
jsr CopyFromROM
; modify the end of the splash procedure
lda #$60 ; rts
sta (temp2),y
jsr Modified5200Splash+$0f ; after the diag cart detection
; modify the text
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
splash_year = splash_text + $1e
splash_copyright = splash_text + $14
ldy #19 ; 20 characters
@ lda NewSplashText,y
sta splash_copyright,y
dey
bpl @-
; splash screen delay. maybe add fire to speed up?
@ cpx RTCLOK+1
bne @-
no5200splash
.ENDIF
StartAfterSplash
jsr MakeDarkScreen
; one time zero variables in RAM (non zero page)
lda #0
ldy #OneTimeZeroVariablesCount-1
@ sta OneTimeZeroVariables,y
dey
bpl @-
; one time zero variables in RAM (zero page)
ldy #FirstZpageVariable
@ sta $0000,y
iny
bne @-
; initialize variables in RAM (non zero page)
ldy #initialvaluesCount-1
@ lda initialvaluesStart,y
sta variablesToInitialize,y
dey
bpl @-
; set gradient to the full LGBTIQQAAPP+ flag on start
.IF CART_VERSION = 1
mva #$ff GradientNr ; #1 to set gradient number 2 :) (next one) - 0 (B/W)
.ELSE
.IF TARGET=5200
mva #1 GradientNr
.ELSE
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) - 1 (polish rainbow)
.ENDIF
.ENDIF
jsr SelectNextGradient.NotWind
; generate linetables
jsr GenerateLineTable
.IF TARGET = 800
; pokeys init
lda #3 ; stereo (pseudo)
sta POKEY+$0f ; stereo
sta POKEY+$1f ; stereo
.IF CART_VERSION = 0
sta COLDST ; Cold start after Reset key
.ENDIF
lda PAL
and #%00001110
bne NoRMT_PALchange
;it is PAL here
; Change RMT to PAL version
; 5 values in RMT file
; not elegant :(
mva #$06 MODUL-6+$967 ; $07 > $06
sta MODUL-6+$bc3 ; $07 > $06
sta MODUL-6+$e69 ; $08 > $06
sta MODUL-6+$ebc ; $08 > $06
mva #$10 MODUL-6+$a69 ; $12 > $10
mva #$04 MODUL-6+$bf8 ; $05 > $04
mva #$08 MODUL-6+$e3d ; $0a > $08
; and mountains colors table address
mva #<dliColorsFore2PAL GradientAddrL+2
mva #>dliColorsFore2PAL GradientAddrH+2
NoRMT_PALchange
.ELIF TARGET = 5200
mva #$7f SkStatSimulator
.ENDIF
; RMT INIT
lda #$f0 ; initial value
sta RMTSFXVOLUME ; sfx note volume * 16 (0,16,32,...,240)
lda #$ff ; initial value
sta sfx_effect
sta Mcounter
sta MeteorsFlag
RMTSong 0
.IF TARGET = 5200
mva #$0f STICK0
mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
mwa #kb_continue VKEYCNT ; Keyboard handler
.ENDIF
VMAIN VBLinterrupt,7 ; jsr SetVBL
mva #2 chactl ; necessary for 5200
;--------------------------------------------------
; Main program of the game
icl 'game.asm'
;--------------------------------------------------
.proc SetJoystickPort
sta JoystickNumber
.IF TARGET = 800 ; second joy button state update only on A800
jsr WaitOneFrame ; is necessary for update shadow registers (PADDL0) in VBI
jmp GetKeyFast.Check2button ; update state second joy button
.ELSE
rts
.ENDIF
.endp
;--------------------------------------------------
MakeDarkScreen
;--------------------------------------------------
jsr PMoutofScreen ; hide P/M
mva #0 dmactls ; dark screen
; and wait one frame :)
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
jsr CheckStartKey ; START KEY
seq:wait ; or waitRTC ?
rts
.endp
;--------------------------------------------------
.proc PauseYFrames
; Y - number of frames to wait (divided by 2)
; pauses for maximally 510 frames (255 * 2)
;--------------------------------------------------
@ jsr WaitOneFrame
jsr WaitOneFrame
dey
bne @-
rts
.endp
;--------------------------------------------------
.proc ShellDelay
;--------------------------------------------------
ldy flyDelay
Y jsr CheckStartKey ; START KEY
beq noShellDelay
DelayLoop
lda VCOUNT
@ cmp VCOUNT
beq @-
dey
bne DelayLoop
noShellDelay
rts
.endp
;--------------------------------------------------
.proc RmtSongSelect
; starting song line 0-255 to A reg
;--------------------------------------------------
cmp #song_main_menu
beq noingame ; noMusic blocks only ingame songs
bit noMusic
spl:lda #song_silencio
noingame
mvx #$ff RMT_blocked
ldx #<MODUL ; low byte of RMT module to X reg
ldy #>MODUL ; hi byte of RMT module to Y reg
jsr RASTERMUSICTRACKER ; Init
mva #0 RMT_blocked
rts
.endp
;-------------------------------------------------
.proc CopyFromROM
;-------------------------------------------------
;copy from CART to RAM
; trashes: Y
; temp: source
; temp2: destination
; modify: destination-end
;usage:
; mwa #DisplayCopyRom temp
; mwa #display temp2
; mwa #DisplayCopyEnd+1 modify
; jsr CopyFromROM
ldy #0
@ lda (temp),y
sta (temp2),y
inw temp
inw temp2
cpw temp2 modify
bne @-
rts
.endp
;--------------------------------------------------
icl 'Atari/inputs.asm'
;--------------------------------------------------
icl 'Atari/interrupts.asm'
;----------------------------------------------
icl 'constants.asm'
;----------------------------------------------
icl 'Atari/textproc.asm'
;----------------------------------------------
icl 'grafproc.asm'
icl 'Atari/gr_basics.asm'
;----------------------------------------------
icl 'weapons.asm'
;----------------------------------------------
icl 'ai.asm'
;----------------------------------------------
icl 'artwork/talk.asm'
;----------------------------------------------
TankFont
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
;----------------------------------------------
font4x4
ins 'artwork/font4x4s.bmp',+62
;----------------------------------------------
;RMT PLAYER loading shenaningans
icl 'artwork/sfx/rmtplayr_modified.asm'
;-------------------------------------------------
.proc CheckTankCheat
ldy #$07
lda TankNr
asl
asl
asl ; 8 chars per name
tax
@ lda CheatName,y
sec
sbc tanksnames,x
cmp #$27
bne NoCheat
inx
dey
bpl @-
YesCheat
ldx TankNr
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
lda #99
@ iny
sta (temp),y
cpy #(number_of_weapons - 1)
bne @-
NoCheat
rts
.endp
CheatName
dta d" 008.T"+$27
;----------------------------------------------
.proc DLIinterruptBFG
pha
lda dliCounter
bne EndofBFGDLI
lda dliColorsFore
bit random
smi:lda DliColorBack
sta COLPF2
lda dliColorsFore
bit random
smi:lda DliColorBack
sta COLPF1
EndofBFGDLI
inc dliCounter
pla
rti
.endp
; ------------------------
.proc BFGblink
SetDLI DLIinterruptBFG ; blinking on
ldy #50
jsr PauseYFrames
SetDLI DLIinterruptGraph ; blinking off
rts
.endp
;--------------------------------------------------
.IF * > MODUL-1
.ECHO *
.ERROR 'Code and data too long'
.ENDIF
.ECHO "Bytes left: ",$b000-*
org $b000 ; address of RMT module
MODUL
; RMT module is standard Atari binary file already
; include music RMT module:
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6
MODULEND
;----------------------------------------------
icl 'constants_top.asm'
;----------------------------------------------
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
.IF TARGET = 800
run FirstSTART
.ELIF TARGET = 5200
.IF * > ROM_SETTINGS-1
.ERROR 'Code and RMT song too long to fit in 5200'
.ENDIF
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789"
.byte " scorch supersystem " ; 20 characters title
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
.word FirstSTART
.ENDIF