Merge pull request #127 from pkali/develop

Develop
This commit is contained in:
2022-08-25 00:23:32 -04:00
committed by GitHub
12 changed files with 169 additions and 98 deletions
+26 -22
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@@ -14,16 +14,17 @@ On the first screen, you can configure gameplay options:
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
* the way the walls (edges of the screen) work:
1. none - projectiles that flew off the screen do not return
2. wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
3. bump - the right and left walls deflect projectiles that want to fly through them
4. boxy - just like bump, except that the "ceiling" also reflects projectiles
5. rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
* none - projectiles that flew off the screen do not return
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
* bump - the right and left walls deflect projectiles that want to fly through them
* boxy - just like bump, except that the "ceiling" also reflects projectiles
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.
Translated with www.DeepL.com/Translator (free version)
Select options with cursor keys or joystick.
Select options with cursor keys or a joystick.
The [RETURN] key or Joystick button moves to the next screen.
The [RETURN] key or a joystick button moves to the next screen.
## 2. Entering the name of players and selecting the level of computer-controlled players
@@ -55,14 +56,15 @@ The status line shows which player is currently allowed to take a shot and a set
The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
* [SPACE] or joystick button pressed briefly - firing a shot.
* [TAB] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
* [TAB] or [SELECT] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
* [I] or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon.
* [A] - go directly to the defensive weapons activation.
* [A] or [OPTION] - go directly to the defensive weapons activation.
* [M] key - disable/enable background music.
* [S] key - disable/enable effect sounds.
* [START] - speed up some game animations.
* [O] - end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed.
* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
* [O] - end the current game and jump to the Game Over screen with a summary.
## 5. Game mechanics
@@ -71,9 +73,9 @@ And here's a rundown of the description of how each weapon works, scoring rules,
### First, what we know about tank energy
- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
- Energy of tanks is depleted in 3 ways:
1. one unit after firing each shot,
2. while falling (one pixel down takes 2 units of energy),
3. when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
* one unit after firing each shot,
* while falling (one pixel down takes 2 units of energy),
* when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
### How energy subtraction works (and makes money!)
@@ -89,7 +91,9 @@ Specifically:
### After each round:
`money = money + (2 * (gain + energy))`
`money = money - lose`
`if money < 0 then money = 0`
(at the start of each round `gain` and `lose` have a value of 0)
@@ -160,27 +164,27 @@ And here are the `ExplosionRadius` values for each weapon:
| Dirt Charge | 0 (61 - as above) |
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (White Flag) is not added to those that died and does not give points.
The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (using **White Flag**), it is not counted and does not give big points.
Only these points determine the order in the summary
Only these big points determine the order in the summary.
## 6. And now defensive weapons:
## 6. And now for defensive weapons:
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
* **Battery** - when activated, it recharges the tank's energy to full (99 units) and at the same time is the only defensive weapon that does not deactivate other defensive weapons when used.
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether it's just a "scratch" or a direct hit with a nuke), and deactivates immediately afterward.
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether tis but a scratch or a direct hit with a nuke), and deactivates immediately afterward.
* **Heavy Shield** - a shield with its own energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its own energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield.
* **Force Shield** - the strongest shield - works just like Heavy Shield only that it is combined with **Parachute**. What is important in this case, falling does not take energy away from the shield or the tank. It is only taken away by hits.
* **Bouncy Castle** - a passive-aggressive weapon :) . It works as follows. In case of a direct hit on the tank (and cover), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (you will probably have to rethink this value and give a smaller one here).
* **Bouncy Castle** - a passive-aggressive weapon :). It works as follows - in a case of a direct tank hit (and shield), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it is also works like **Heavy Shield** and has 99 units at the start (we will probably have to rethink this value and give a smaller one here).
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
Due to the different operations of **MIRV** weapons, **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons.
Due to the different operations of **MIRV**, defensive weapons **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons. In addition, **MIRV** heads do not bounce or fly through sidewalls during descent!
In addition, none of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not work.
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
@@ -190,4 +194,4 @@ And of course, activating a weapon when you already have some other weapon activ
## 7. "Other" weapons:
* **Buy me!** - this 'weapon' cannot be used in gameplay. Buying it draws one of the offensive or (more rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the "Buy Me!" price) but also gain. You can get a weapon otherwise not affordable at all!
* **Buy me!** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Buy Me!** price) but also gain. You can get a weapon otherwise not affordable at all!
+16 -13
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@@ -13,12 +13,13 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
* sposób działania ścian (krawędzi ekranu):
1. none - pociski, które wyleciały poza ekran nie wracają
2. wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony (i odwrotnie)
3. bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć
4. boxy - tak jak bump, tyle że "sufit" także odbija pociski
5. rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
* none - pociski, które wyleciały poza ekran nie wracają
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony (i odwrotnie)
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć
* boxy - tak jak bump, tyle że "sufit" także odbija pociski
* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - niebieski, boxy - zielony.
Wybór opcji klawiszami kursora lub joystickiem.
@@ -54,12 +55,14 @@ W linii statusowej widoczna jest informacja o tym który z graczy aktualnie moż
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
* [SPACJA] lub przycisk joysticka naciśnięte krótko - oddanie strzału
* [TAB] - wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
* [TAB] lub [SELECT]- wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
* Klawisz [I] lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną.
* Klawisz [A] - bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
* Klawisz [A] lub [OPTION]- bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
* Klawisz [M] - wyłączenie/włączenie muzyki w tle
* Klawisz [S] - wyłączenie/włączenie dźwięków efektów.
* [START] - przyspiesza/pomimja niektóre animacje w grze
* Klawisz [O] - wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy.
* [START] + [OPTION] - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia.
* [ESC] - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
## 5. Zasady gry
@@ -69,9 +72,9 @@ A tutaj zręby opisu działania poszczególnych broni, zasad punktacji itp:
### Najpierw co wiemy o energii czołgów
- Czołgi mają energię (a Ogry warstwy - jak cebula) - na starcie 99 jednostek
- Energii czołgom ubywa na 3 sposoby:
1. jedna jednostka po oddaniu każdego strzału
2. w czasie spadania (jeden piksel w dół 2 jednostki)
3. w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
* jedna jednostka po oddaniu każdego strzału
* w czasie spadania (jeden piksel w dół 2 jednostki)
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
### Jak działa odejmowanie energii (i zarabianie kasy!)
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
@@ -173,9 +176,9 @@ Tylko te punkty decydują o kolejności w podsumowaniu
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fanie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej deaktywować).
W związku z odmiennym działaniem broni **MIRV**, **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią.
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
Dodatkowo, żadna z osłon nie chroni przed Napalmem. Auto Defense czy Mag Deflector przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
Żadna z osłon nie chroni przed **Napalm**. **Auto Defense** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
+15
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@@ -48,6 +48,21 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changes:
###### Version 1.12
2022-08-24
What is going on? Are we getting crazy or what?
Changes:
* Background color indicates type of walls. This is very useful when `rand` option is selected.
* XEGS users requested that console keys are used when no keyboard attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
* A very silly bug detected by our young testers fixed - the game crashed when you built a very high mountain using Dirt Balls :)
* Boxy infinite bounce bug fixed.
* Funky bombs bouce off the walls!
* First letter entered for a tank name was inserted in a wrong spot. How did it work at all? Magic.
* [ESC] now correctly exits purchase screen.
###### Version 1.11
2022-08-22
-3
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@@ -10,9 +10,6 @@ I_seppukuVal .by 75
I_mountainDeltaH .by 3
I_mountainDeltaL .by $ff
;----------------------------------------------------
; 4x4 text buffer
I_ResultLineBuffer
dta d" ", $ff
I_LineHeader1
dta d"# ROUND: "
I_RoundNrDisplay
+4 -4
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@@ -104,18 +104,18 @@ OptionsScreen
dta d" Please select option with cursor keys "
dta d" and press (Return) to proceed "
MoreUp
dta d" "
dta d" "
dta 92,92,92
dta d" more "
dta 92,92,92
dta d" "
dta d" "
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
MoreDown
dta d" "
dta d" "
dta 93,93,93
dta d" more "
dta 93,93,93
dta d" "
dta d" "
WeaponsDescription
; 0123456789012345678901234567890123456789
dta d"Tab"*
+10 -11
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@@ -791,7 +791,7 @@ DoNotDrawTankNr
mva #18 fs ; temp, how many times flash the tank
tankflash_loop
lda CONSOL ; turbo mode
cmp #6 ; START
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it
mva #1 Erase
ldx TankNr
@@ -1899,20 +1899,18 @@ EndPutChar
; puts 4x4 pixels char on the graphics screen
; in: dx, dy (LOWER left corner of the char)
; in: CharCode4x4 (.sbyte)
; in: plot4x4color (0/1)
; in: plot4x4color (0/255)
; all pixels are being drawn
; (empty and not empty)
;--------------------------------------------------
; cpw ydraw #(screenheight-4)
; jcs TypeChar.EndPutChar ;nearest RTS
; cpw xdraw #(screenwidth-4)
; jcs TypeChar.EndPutChar ;nearest RTS
; rts
cpw dy #(screenheight-1)
jcs TypeChar.EndPutChar ;nearest RTS
cpw dy #(4)
jcc TypeChar.EndPutChar ;nearest RTS
cpw dx #(screenwidth-4)
jcs TypeChar.EndPutChar ;nearest RTS
; checks ommited.
lda plot4x4color
beq FontColor0
lda #$ff ; better option to check (plot4x4color = $00 or $ff)
sta plot4x4color
FontColor0
; char to the table
lda CharCode4x4
and #%00000001
@@ -2021,6 +2019,7 @@ EndPut4x4
; and #$fc
; ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls
mva WallsType COLBAKS ; set color of background
jsr WaitOneFrame
rts
.endp
+1
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@@ -350,6 +350,7 @@ COLOR1 EQU $02C5
COLOR2 EQU $02C6
COLOR3 EQU $02C7
COLOR4 EQU $02C8
COLBAKS EQU COLOR4
RUNADR EQU $02C9 ;LOADER
HIUSED EQU $02CB ;LOADER
ZHIUSE EQU $02CD ;LOADER
+23 -13
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@@ -36,7 +36,7 @@
;we decided it must go in 'English' to let other people work on it
.macro build
dta d"1.11" ; number of this build (3 bytes)
dta d"1.12" ; number of this build (3 bytes)
.endm
icl 'definitions.asm'
@@ -128,7 +128,7 @@
.zpvar escFlag .byte
.zpvar LineYdraw .byte
.zpvar LineXdraw .word
.zpvar plot4x4color .byte
.zpvar plot4x4color .byte ; $00 / $ff
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
@@ -258,6 +258,9 @@ SettingBarrel
mva #0 dmactls ; dark screen
jsr WaitOneFrame
bit escFlag
bmi START
jsr GetRandomWind
jsr RoundInit
@@ -552,7 +555,7 @@ DoNotFinishTheRound
mva #1 plot4x4color
mva #$ff plot4x4color
jsr DisplayTankNameAbove
mva #1 color ;to display flying point
@@ -577,10 +580,10 @@ RoboTanks
lda kbcode
cmp #28 ; ESC
bne @+
jsr AreYouSure
bit escFlag
spl:rts
@
jsr AreYouSure
@ lda escFlag
seq:rts ; keys Esc or O
jmp AfterManualShooting
@@ -592,7 +595,7 @@ ManualShooting
seq:rts ; keys Esc or O
AfterManualShooting
mva #0 plot4x4color
mva #$00 plot4x4color
jsr DisplayTankNameAbove
; defensive weapons without flight handling
ldx TankNr
@@ -631,7 +634,7 @@ ShootNow
jsr Shoot
;here we clear offensive text (after a shoot)
ldy TankNr
mva #0 plot4x4color
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
lda HitFlag ;0 if missed
@@ -685,7 +688,7 @@ 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
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
NextPlayerShoots
@@ -773,7 +776,7 @@ NoPlayerNoDeath
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
sta TextNumberOff
ldy TankTempY
mva #1 plot4x4color
mva #$ff plot4x4color
jsr DisplayOffensiveTextNr
; tank flash
ldy TankTempY
@@ -785,7 +788,7 @@ NoPlayerNoDeath
;Deffensive text cleanup
;here we clear Deffensive text (after a shoot)
ldy TankTempY
mva #0 plot4x4color
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
; calculate position of the explosion (the post-death one)
@@ -1590,6 +1593,10 @@ getkeyend
lda SKSTAT
cmp #$ff
bne WaitForKeyRelease
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne WaitForKeyRelease
rts
.endp
;--------------------------------------------------
@@ -1626,7 +1633,10 @@ noKey
.endp
.proc WaitOneFrame
lda CONSOL
cmp #6 ; START KEY
and #%00000101 ; Start + Option
bne @+
mva #$40 escFlag
@ and #%00000001 ; START KEY
beq @+
wait
@ rts
BIN
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Binary file not shown.
+14 -6
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@@ -29,6 +29,7 @@
mva #TextBackgroundColor COLOR2
jsr ColorsOfSprites
mva #$ca COLOR1
mva #$00 COLBAKS ; set color of background
VDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
@@ -311,6 +312,7 @@ GoToActivation
; there is a tank (player) number in tanknr
; we are displaying name of the player
ldy #0
sty COLBAKS ; set color of background
lda tanknr
:3 asl ; 8 chars per name
tax
@@ -852,8 +854,8 @@ invSelectDef
bne NotBattery
; if activate battery, we do it differently
mva #sfx_battery sfx_effect
mva #99 Energy,x
phy
mva #99 Energy,x
jsr MaxForceCalculate
ply
jmp DecreaseDefensive ; bypass activation
@@ -1042,6 +1044,7 @@ NoArrowDown
VDLI DLIinterruptText ; jsr SetDLI for text (names) screen
mva #0 TankNr
sta COLBAKS ; set color of background
@ tax
lda TankStatusColoursTable,x
sta COLOR2 ; set color of player name line
@@ -1108,7 +1111,9 @@ LastNameChar
lda #$80 ; place cursor on the end
sta NameAdr,y
dey
sty PositionInName
bpl @+
iny ; if old name is empty or first time entering
@ sty PositionInName
CheckKeys
@@ -1532,6 +1537,7 @@ DOTNcharloop
sta dx+1
lda TextPositionY
sta dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4
inc TextCounter
@@ -1597,7 +1603,7 @@ end_found
;address in LineAddress4x4 (it is the same as `temp`)
;starting from LineXdraw, LineYdraw
lda #1
lda #$ff
staplot4x4color
sta plot4x4color
@@ -1617,6 +1623,7 @@ TypeLine4x4Loop
sta CharCode4x4
mwa LineXdraw dx
mva LineYdraw dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4
inc LineCharNr
@@ -1663,7 +1670,7 @@ skip01
mva #3 di
mva #4 ResultY
@
mva #1 plot4x4color
mva #$ff plot4x4color
mwa #lineClear LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
@@ -1684,7 +1691,7 @@ quit_areyousure
mva #20 fs ; temp, how many times blink the billboard
seppuku_loop
lda CONSOL ; turbo mode
cmp #6 ; START
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
@@ -1732,7 +1739,7 @@ quit_seppuku
jsr RoundOverSprites
mva #1 plot4x4color
mva #$ff plot4x4color
;centering the result screen
mva #((ScreenHeight/2)-(8*4)) ResultY
@@ -1913,6 +1920,7 @@ FinishResultDisplay
jsr SetPMWidth
jsr ColorsOfSprites
mva #0 COLOR1
sta COLBAKS ; set color of background
sta CreditsVScrol
mva #TextForegroundColor COLOR2
VDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
+4 -3
View File
@@ -35,13 +35,13 @@ seppukuVal .by 75
mountainDeltaH .by 3
mountainDeltaL .by $ff
;----------------------------------------------------
; 4x4 text buffer
ResultLineBuffer
dta d" ", $ff
LineHeader1
dta d"# ROUND: "
RoundNrDisplay
dta d" #", $ff
; 4x4 text buffer
ResultLineBuffer
dta d" ", $ff
;=====================================================
variablesStart ; zeroing starts here
@@ -203,6 +203,7 @@ PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
;Parachute .DS 1 ; are you insured with parachute?
FloatingAlt .DS 1 ; floating tank altitude
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
;----------------------------------------------------
;Flight
;variables for 5 missiles (used for mirv)
+56 -23
View File
@@ -5,10 +5,7 @@
.proc Explosion
;--------------------------------------------------
;cleanup of the soil fall down ranges (left and right)
mwa #screenwidth RangeLeft
lda #0
sta RangeRight
sta RangeRight+1
jsr ClearScreenSoilRange
ldx TankNr
lda ActiveWeapon,x
@@ -192,6 +189,7 @@ EndOfLeapping
mva #1 Erase
jsr drawtanks
mva #0 Erase
sta FunkyWallFlag
pla
sta TankNr
mva #1 color
@@ -224,6 +222,10 @@ NoExplosionInFunkyBomb
dec FunkyBombCounter
bne FunkyBombLoop
mva #0 tracerflag
lda FunkyWallFlag
beq NoWallsInFunky
jsr SetFullScreenSoilRange
NoWallsInFunky
rts
.endp
; ------------------------
@@ -861,6 +863,7 @@ dirtLoop
lda radius
cmp ExplosionRadius
bne dirtLoop
mva #sfx_silencer sfx_effect
rts
.endp
; -----------------
@@ -1182,6 +1185,17 @@ ContinueToCheckMaxForce2
; $f3 - shift+key
notpressed
; Select and Option
lda CONSOL
tay
and #%00000101 ; Start + Option
beq QuitToGameover
tya
and #%00000100
beq callActivation ; Option key
tya
and #%00000010
jeq pressedTAB ; Select key
lda SKSTAT
cmp #$ff
jeq checkJoy
@@ -1197,6 +1211,7 @@ notpressed
bit escFlag
bpl notpressed
;---O pressed-quit game to game over screen---
QuitToGameover
mva #$40 escFlag
rts
@
@@ -1510,7 +1525,7 @@ RandomizeOffensiveText
sta TextNumberOff
ldy TankNr
mva #1 plot4x4color
mva #$ff plot4x4color
jsr DisplayOffensiveTextNr
mva #0 LaserFlag ; $ff - Laser
@@ -2090,10 +2105,7 @@ MIRVcopyParameters
sta vx03+4
; clearing ranges of soil down registers
mwa #screenwidth RangeLeft
lda #0
sta RangeRight
sta RangeRight+1
jsr ClearScreenSoilRange
ldx #$FF ; it will turn 0 in a moment anyway
stx MirvMissileCounter
@@ -2325,7 +2337,7 @@ MIRValreadyAll
;first clean the offensive text...
ldy TankNr
mva #0 plot4x4color
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
; temporary removing tanks from the screen (otherwise they will fall down with soil)
@@ -2348,12 +2360,15 @@ MIRValreadyAll
; top bounce
bit ytraj+2
bpl NoOnTop
bit vy+3
bmi FlyingDown
sec
.rept 4
lda #$00
sbc vy+#
sta vy+#
.endr
FlyingDown
NoOnTop
MakeBump
cpw xtraj+1 #screenwidth
@@ -2365,12 +2380,14 @@ MakeBump
sbc vx+#
sta vx+#
.endr
inc FunkyWallFlag
rts
WrapAndNone
bvc NoWall
cpw xtraj+1 #screenwidth
bcc OnScreen
; (wrapping wall)
inc FunkyWallFlag
bit xtraj+2
bmi LeftWrap
RightWrap
@@ -2452,10 +2469,7 @@ NextLine2
lda #0
ldx TankNr
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
sta RangeLeft ; whole screen in range of soil down
sta RangeLeft+1
mwa #screenwidth RangeRight
jsr SetFullScreenSoilRange
jsr SoilDown2
jsr drawtanks ; for restore PM
rts
@@ -2548,7 +2562,7 @@ ReachSky
lda FloatingAlt
sbc #12
sta LineYdraw
lda #0
lda #$00
jsr TypeLine4x4.staplot4x4color
; and Soildown at the start (for correct mountaintable if tank was buried)
; calculate range
@@ -2715,7 +2729,7 @@ pressedSpace
lda FloatingAlt
sbc #12
sta LineYdraw
lda #0
lda #$00
jsr TypeLine4x4.staplot4x4color
ldx TankNr
;=================================
@@ -2829,7 +2843,7 @@ GoDown
FloatDown
lda ytankstable,x
cmp FloatingAlt
beq OnGround
bcs OnGround
; first erase old tank position
mva #1 Erase
jsr DrawTankNr
@@ -2969,10 +2983,7 @@ CalculateExplosionRange0
;(for the first or single explosion)
;zero soil fall out ranges
mwa #screenwidth RangeLeft
lda #0
sta RangeRight
sta RangeRight+1
jsr ClearScreenSoilRange
;--------------------------------------------------
.proc CalculateExplosionRange
;--------------------------------------------------
@@ -3004,7 +3015,26 @@ RangesChecked
rts
.endp
;--------------------------------------------------
.proc SetFullScreenSoilRange
; whole screen in range of soil down
;--------------------------------------------------
lda #0
sta RangeLeft
sta RangeLeft+1
mwa #screenwidth RangeRight
rts
.endp
;--------------------------------------------------
.proc ClearScreenSoilRange
; cleanup of the soil fall down ranges (left and right) ;--------------------------------------------------
mwa #screenwidth RangeLeft
lda #0
sta RangeRight
sta RangeRight+1
rts
.endp
;--------------------------------------------------
.proc DecreaseWeaponBeforeShoot
;--------------------------------------------------
@@ -3065,7 +3095,10 @@ noBullets
;--------------------------------------------------
.proc ShellDelay
lda CONSOL
cmp #6
and #%00000101 ; Start + Option
bne @+
mva #$40 escFlag
@ and #%00000001
beq noShellDelay
ldx flyDelay
DelayLoop