New (smaller) 8x8 font file and optimisations.

Second tank shape added.
This commit is contained in:
Pecusx
2022-07-28 09:53:01 +02:00
parent 807da90fda
commit 0a68184f7c
6 changed files with 28 additions and 11 deletions
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+12
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@@ -19,6 +19,18 @@ napalmRadius = 10
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0c
;character codes for symbols (tank, parachute, etc. )
char_parachute_______ = $02
char_flag____________ = $1e
char_flame___________ = $14
char_clear_flame_____ = $1c
char_digger__________ = $04
char_sandhog_________ = $0c
char_sandhog_offset = char_sandhog_________-char_digger__________
char_tank1___________ = $20
char_tank2___________ = $24
;Weapon prices (*10 on screen)
price_Baby_Missile___ = 0 ;_0
price_Missile________ = 96 ;_1
+9 -4
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@@ -631,11 +631,16 @@ No6thTankHide
SkipHidingPM
ldy #char_tank1___________ ; left tank
txa
and #$01
beq FirstTankShape
ldy #char_tank2___________ ; left tank (second shape)
FirstTankShape
lda AngleTable,x
ldy #$50 ; left tank
cmp #91 ; left or right tank shape
bcs LeftTank
ldy #$52 ; right tank
:2 iny ; right tank
LeftTank
sty CharCode
DrawTankNrX
@@ -760,7 +765,7 @@ DrawTankShieldBold
jsr DrawTankShieldBoldLine
jmp NoShieldDraw
DrawTankFlag
lda #$5E ; flag symbol
lda #char_flag____________ ; flag symbol
sta CharCode
lda Ytankstable,x
sec
@@ -891,7 +896,7 @@ tankflash_loop
.proc DrawTankParachute
;Tank number in X
;--------------------------------------------------
lda #$34 ; parachute symbol
lda #char_parachute_______ ; parachute symbol
sta CharCode
lda Ytankstable,x
sec
+1 -1
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@@ -1422,7 +1422,7 @@ font4x4
ins 'artwork/font4x4s.bmp',+62
;----------------------------------------------
TankFont
ins 'artwork/tanksv2.fnt'
ins 'artwork/tanksv3.fnt',+0,320 ; 40 characters only
;----------------------------------------------
icl 'variables.asm'
;----------------------------------------------
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+6 -6
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@@ -331,10 +331,10 @@ RepeatFlame ; internal loop (draw flames)
lda random
and #%00000110
clc
adc #$46
adc #char_flame___________
bne PutFlameChar
LastNapalmRepeat
lda #$4e ; clear flame symbol
lda #char_clear_flame_____ ; clear flame symbol
PutFlameChar
sta CharCode
; check coordinates
@@ -569,7 +569,7 @@ DiggerCharacter
lda random
and #$06
clc
adc #$36
adc #char_digger__________
adc sandhogflag
sta CharCode
cpw xdraw #(screenwidth-6)
@@ -579,7 +579,7 @@ DiggerCharacter
; ------------------------
.proc babysandhog
mva #sfx_sandhog sfx_effect
mva #8 sandhogflag
mva #char_sandhog_offset sandhogflag
inc FallDown2
mva #13 DigLong
mva #1 diggery ; how many branches (-1)
@@ -588,7 +588,7 @@ DiggerCharacter
; ------------------------
.proc sandhog
mva #sfx_sandhog sfx_effect
mva #8 sandhogflag
mva #char_sandhog_offset sandhogflag
inc FallDown2
mva #13 DigLong
mva #3 diggery ; how many branches (-1)
@@ -597,7 +597,7 @@ DiggerCharacter
; ------------------------
.proc heavysandhog
mva #sfx_sandhog sfx_effect
mva #8 sandhogflag
mva #char_sandhog_offset sandhogflag
inc FallDown2
mva #13 DigLong
mva #5 diggery ; how many branches (-1)