mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-20 22:34:21 +02:00
zpage opt
This commit is contained in:
+27
-1
@@ -89,7 +89,33 @@
|
|||||||
;.zpvar dliY .byte
|
;.zpvar dliY .byte
|
||||||
.zpvar sfx_effect .byte
|
.zpvar sfx_effect .byte
|
||||||
.zpvar RMT_blocked .byte
|
.zpvar RMT_blocked .byte
|
||||||
;--------------
|
|
||||||
|
; --------------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
|
||||||
|
.zpvar radius .byte
|
||||||
|
.zpvar decimal .word
|
||||||
|
.zpvar NumberOfPlayers .byte
|
||||||
|
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||||
|
.zpvar ExplosionRadius .word
|
||||||
|
.zpvar ResultY .byte
|
||||||
|
.zpvar FallDown2 .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
|
||||||
|
.zpvar PositionOnTheList .byte
|
||||||
|
.zpvar XHit .word
|
||||||
|
.zpvar delta .word
|
||||||
|
.zpvar HowMuchToFall .byte
|
||||||
|
.zpvar magic .word
|
||||||
|
|
||||||
displayposition = modify
|
displayposition = modify
|
||||||
|
|
||||||
|
|||||||
BIN
Binary file not shown.
+24
-25
@@ -51,7 +51,7 @@ noDeathCounter .ds 1
|
|||||||
OptionsY .ds 1 ;vertical position of cursor on Options screen
|
OptionsY .ds 1 ;vertical position of cursor on Options screen
|
||||||
flyDelay .ds 1
|
flyDelay .ds 1
|
||||||
;--------------
|
;--------------
|
||||||
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
||||||
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
|
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
|
||||||
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
@@ -133,8 +133,8 @@ Wind .ds 4 ;format: 0000.hhll
|
|||||||
MaxWind .ds 1 ;
|
MaxWind .ds 1 ;
|
||||||
WindOrientation .DS 1 ;(0-right,1-left)
|
WindOrientation .DS 1 ;(0-right,1-left)
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
Counter .DS 1 ;temporary Counter for outside loops
|
;Counter .DS 1 ;temporary Counter for outside loops
|
||||||
HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
;HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
xtankstableL ;X positions of tanks (lower left point)
|
xtankstableL ;X positions of tanks (lower left point)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
@@ -148,7 +148,7 @@ LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
|||||||
TargetTankNr ; Target tank index (for AI routines)
|
TargetTankNr ; Target tank index (for AI routines)
|
||||||
.DS 1
|
.DS 1
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
Erase .DS 1 ; if 1 only mask of the character is printed
|
;Erase .DS 1 ; if 1 only mask of the character is printed
|
||||||
; on the graphics screen. if 0 character is printed normally
|
; on the graphics screen. if 0 character is printed normally
|
||||||
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
@@ -159,7 +159,7 @@ WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
|
|||||||
WeaponRangeRight .DS 2
|
WeaponRangeRight .DS 2
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;xroller
|
;xroller
|
||||||
HowMuchToFall .ds 1
|
;HowMuchToFall .ds 1
|
||||||
HeightRol .DS 1
|
HeightRol .DS 1
|
||||||
;digger
|
;digger
|
||||||
digstartx .DS 2
|
digstartx .DS 2
|
||||||
@@ -176,7 +176,7 @@ FillCounter .ds 2
|
|||||||
;sandhog
|
;sandhog
|
||||||
sandhogflag .DS 1 ; (0 digger, 8 sandhog)
|
sandhogflag .DS 1 ; (0 digger, 8 sandhog)
|
||||||
;ofdirt
|
;ofdirt
|
||||||
magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
|
;magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
|
||||||
;draw
|
;draw
|
||||||
HowToDraw .DS 1
|
HowToDraw .DS 1
|
||||||
; bits here mean
|
; bits here mean
|
||||||
@@ -184,19 +184,19 @@ HowToDraw .DS 1
|
|||||||
; 1 - negative Y (left)
|
; 1 - negative Y (left)
|
||||||
; 2 - directional value > 1 (more than 45 degrees)
|
; 2 - directional value > 1 (more than 45 degrees)
|
||||||
; if all 0 then standart routine
|
; if all 0 then standart routine
|
||||||
XHit .DS 2
|
;XHit .DS 2
|
||||||
YHit .DS 2
|
YHit .DS 2
|
||||||
LineLength .DS 2
|
LineLength .DS 2
|
||||||
;circle
|
;circle
|
||||||
radius .DS 1
|
;radius .DS 1
|
||||||
xcircle .DS 2
|
;xcircle .DS 2
|
||||||
ycircle .DS 2
|
;ycircle .DS 2
|
||||||
tempcir .DS 2
|
tempcir .DS 2
|
||||||
;TankFalls
|
;TankFalls
|
||||||
FallingSoundBit .DS 1
|
FallingSoundBit .DS 1
|
||||||
PreviousFall .DS 1
|
PreviousFall .DS 1
|
||||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||||
Parachute .DS 1 ; are you insured with parachute?
|
;Parachute .DS 1 ; are you insured with parachute?
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Flight
|
;Flight
|
||||||
;variables for 5 missiles (used for mirv)
|
;variables for 5 missiles (used for mirv)
|
||||||
@@ -215,14 +215,14 @@ XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
|
|||||||
YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen , %0100000 - under the screen)
|
YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen , %0100000 - under the screen)
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;CheckCollisionWithTank
|
;CheckCollisionWithTank
|
||||||
vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
|
;vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
|
||||||
vy .ds 4 ;0,0,0,0
|
;vy .ds 4 ;0,0,0,0
|
||||||
xtraj .ds 3 ; 0,0,0
|
xtraj .ds 3 ; 0,0,0
|
||||||
ytraj .ds 3 ; 0,0,0
|
ytraj .ds 3 ; 0,0,0
|
||||||
xtrajold .ds 3 ; 0,0,0
|
xtrajold .ds 3 ; 0,0,0
|
||||||
ytrajold .ds 3 ; 0,0,0
|
ytrajold .ds 3 ; 0,0,0
|
||||||
Angle .DS 1
|
;Angle .DS 1
|
||||||
Force .ds 3 ; 0,0,0
|
;Force .ds 3 ; 0,0,0
|
||||||
Multiplier .ds 3 ; 0,0,0
|
Multiplier .ds 3 ; 0,0,0
|
||||||
Multiplee .ds 2 ; 0,0
|
Multiplee .ds 2 ; 0,0
|
||||||
goleft .DS 1 ;if 1 then flights left
|
goleft .DS 1 ;if 1 then flights left
|
||||||
@@ -247,10 +247,10 @@ mask2 .DS [8]
|
|||||||
|
|
||||||
char1 .DS [8]
|
char1 .DS [8]
|
||||||
char2 .DS [8]
|
char2 .DS [8]
|
||||||
color .DS 1
|
;color .DS 1
|
||||||
ybit .DS 1
|
ybit .DS 1
|
||||||
tempbyte01 .DS 1
|
tempbyte01 .DS 1
|
||||||
delta .DS 2
|
;delta .DS 2
|
||||||
yfloat .DS 2
|
yfloat .DS 2
|
||||||
deltaX .DS 1
|
deltaX .DS 1
|
||||||
UpNdown .DS 1
|
UpNdown .DS 1
|
||||||
@@ -275,8 +275,8 @@ HowManyOnTheListOff
|
|||||||
.DS 1
|
.DS 1
|
||||||
HowManyOnTheListDef
|
HowManyOnTheListDef
|
||||||
.DS 1
|
.DS 1
|
||||||
PositionOnTheList ; pointer position on the list being displayed
|
;PositionOnTheList ; pointer position on the list being displayed
|
||||||
.DS 1
|
; .DS 1
|
||||||
LastWeapon
|
LastWeapon
|
||||||
; number of the last previously purchased weapon
|
; number of the last previously purchased weapon
|
||||||
; it is necessary when after purchase some weapon
|
; it is necessary when after purchase some weapon
|
||||||
@@ -298,15 +298,15 @@ DifficultyLevel ; Difficulty Level (human/cpu)
|
|||||||
.DS 1
|
.DS 1
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;displaydecimal
|
;displaydecimal
|
||||||
decimal .DS 2
|
;decimal .DS 2
|
||||||
decimalresult .DS 5
|
decimalresult .DS 5
|
||||||
|
|
||||||
;xmissile
|
;xmissile
|
||||||
ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
|
;ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
|
||||||
;round
|
;round
|
||||||
CurrentRoundNr .DS 1
|
CurrentRoundNr .DS 1
|
||||||
FallDown1 .DS 1
|
FallDown1 .DS 1
|
||||||
FallDown2 .DS 1
|
;FallDown2 .DS 1
|
||||||
;leapfrog
|
;leapfrog
|
||||||
LeapFrogAngle .DS 1
|
LeapFrogAngle .DS 1
|
||||||
;laser
|
;laser
|
||||||
@@ -352,7 +352,7 @@ TankTempY
|
|||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
singleRoundVars
|
singleRoundVars
|
||||||
;--------------
|
;--------------
|
||||||
escFlag .ds 1 ; 0 - Esc or O not pressed, $80 - Esc pressed, $40 - O pressed
|
escFlag .ds 1 ; 0 - Esc or O not pressed, $80 - Esc pressed, $40 - O pressed
|
||||||
;--------------
|
;--------------
|
||||||
CurrentResult
|
CurrentResult
|
||||||
.DS 1
|
.DS 1
|
||||||
@@ -398,8 +398,7 @@ LineYdraw
|
|||||||
;-----------
|
;-----------
|
||||||
ResultX
|
ResultX
|
||||||
.DS 2
|
.DS 2
|
||||||
ResultY
|
;ResultY .DS 1
|
||||||
.DS 1
|
|
||||||
ResultOfTankNr
|
ResultOfTankNr
|
||||||
.DS 1
|
.DS 1
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user