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version, README and manual_en update
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+12
-10
@@ -56,16 +56,18 @@ The status line shows which player is currently allowed to take a shot and a set
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* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
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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.
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* [SPACE] or joystick button pressed briefly - firing a shot.
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* [TAB] or [SELECT] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
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* [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.
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* [A] or [OPTION] - go directly to the defensive weapons activation.
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* [M] key - disable/enable background music.
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* [S] key - disable/enable effect sounds.
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* [START] - speed up some game animations.
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* [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.
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* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
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* [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).
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| A800 | 5200 | function |
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| --- | --- |
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| [SPACE] | [0] | or joystick button pressed briefly - firing a shot.|
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| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory) |
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| [I] | [9] | 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. |
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| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
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| [M] | [PAUSE] | disable/enable background music. |
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| [S] key | [RESET] | disable/enable effect sounds. |
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| [START] | N/A | speed up some game animations. |
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| [O] | [3] | 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. |
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| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
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| [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). |
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## 5. Game mechanics - offensive weapons
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@@ -48,6 +48,21 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
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## Changelog:
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###### Version 1.17
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2022-10-31
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Mostly 5200 console port and NTSC improvements.
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* Updated songs from Miker do not require skipping frames on NTSC machines. Crucial for the next point.
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* Bouncy Castle bouncing of Funky Bomb fixed https://github.com/pkali/scorch_src/issues/129
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* 5200 version had various graphical and sound glitches. Although mostly harmless, it hurt our sense of aesthetics. First of all the flickering credits roll is all good now.
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* Rare hang-ups on NTSC machines fixed
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* Screen lowered down by 7 scan lines to help top status line on NTSC CRTs.
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* 5200 ATTRACT mode not going away fixed
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* Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller.
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* DLI interrupts optimized, few cycles saved.
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* 5200 keypad sort-of-works. Please refer to manual for key bindings.
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###### Version 1.16
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2022-10-16
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+5
-2
@@ -594,11 +594,14 @@ CreditsStart
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dta d"Krzysztof 'Kaz' Ziembi",d"k"*
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.ENDIF
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dta d" "*
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dta d"Ideas and Q",d"A"*
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dta d"Ideas, help and Q",d"A"*
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dta d"Bocianu, Probabilitydragon, EnderDude",d","*
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dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
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dta d"brad-colbert, archon800, nowy80",d","*
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dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
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.IF target = 5200
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dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
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.ENDIF
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dta d" "*
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dta d"Additional testin",d"g"*
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dta d"Arek and Alex Peck",d"o"*
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@@ -609,7 +612,7 @@ CreditsStart
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dta d" "*
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CreditsEnd
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.IF target = 5200
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CreditsLines=36
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CreditsLines=37
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.ELSE
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CreditsLines=42 ; 34 in reality. add 7?
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.ENDIF
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+1
-1
@@ -25,7 +25,7 @@ TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
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TextForegroundColor = $0A
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space = 0 ; space in screencodes
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KeyRepeatSpeed = 15 ; (max 127 !!!)
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KeyRepeatSpeed = 10 ; (max 127 !!!)
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;character codes for symbols (tank, parachute, etc. )
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char_parachute_______ = $02
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+4
-3
@@ -6,7 +6,7 @@
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;Miami & Warsaw 2022
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;---------------------------------------------------
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.def TARGET = 800 ;5200 ; or 800
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.def TARGET = 800; 5200 ; or 800
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;atari800 -5200 -cart ${outputFilePath} -cart-type 4
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;atari800 -run ${outputFilePath}
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;---------------------------------------------------
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@@ -15,7 +15,7 @@
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;---------------------------------------------------
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.macro build
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dta d"1.16" ; number of this build (4 bytes)
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dta d"1.17" ; number of this build (4 bytes)
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.endm
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.macro RMTSong
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@@ -1152,10 +1152,11 @@ MakeTanksVisible
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lda dliColorsFore
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nop
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nop
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nop
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.IF TARGET = 800
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nop ; necessary on 800 because DLIs take less time, jitter visible without it
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nop
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nop
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.ENDIF
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sta COLPF2
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lda DliColorBack
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