mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-20 22:34:21 +02:00
+5
-2
@@ -8,7 +8,7 @@ On the first screen, you can configure gameplay options:
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* number of players (2 - 6) includes both human and computer-controlled players
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* number of players (2 - 6) includes both human and computer-controlled players
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* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
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* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
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* gravity
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* gravity
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* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be)
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* maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be)
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* number of rounds in a game
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* number of rounds in a game
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* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
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* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
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* 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.
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* 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.
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@@ -24,7 +24,7 @@ On the first screen, you can configure gameplay options:
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Select options with cursor keys or a joystick.
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Select options with cursor keys or a joystick.
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The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains (3 versions to choose).
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The [TAB] or [SELECT] key, and on the Atari 5200 console, the [5] controller key change the color of the mountains (3 versions to choose from) or (if the cursor indicates the wind strength selection option "Wind") change the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the "?" sign next to the word "Wind".
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The [RETURN] key or a joystick button moves to the next screen.
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The [RETURN] key or a joystick button moves to the next screen.
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@@ -75,6 +75,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
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| [START] | N/A | speed up some game animations. |
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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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| [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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| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
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| [G] | N/A | changes the mountain shading |
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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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| [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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| [Y] | [1] | when asked to abort or terminate the game - confirmation |
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| [Y] | [1] | when asked to abort or terminate the game - confirmation |
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@@ -182,6 +183,8 @@ Only these points determine the order in the summary
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* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
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* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
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* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
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* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
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Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
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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.
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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.
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**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.
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**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.
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+3
-2
@@ -7,7 +7,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
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* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
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* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
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* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
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* grawitacja
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* grawitacja
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* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
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* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być)
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* liczba rozgrywanych rund
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* liczba rozgrywanych rund
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* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
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* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
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* 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.
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* 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.
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@@ -23,7 +23,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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Wybór opcji klawiszami kursora lub joystickiem.
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Wybór opcji klawiszami kursora lub joystickiem.
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Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru).
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Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru) lub (leśli kursor wskazuje opcję wyboru siły wiatru "Wind") zmieniają sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie "Wind".
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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@@ -74,6 +74,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
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| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
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| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
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| [O] | [3] | 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. |
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| [O] | [3] | 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. |
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| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
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| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
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| [G] | brak | zmienia cieniowanie gór |
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| [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). |
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| [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). |
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| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
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| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
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@@ -51,6 +51,14 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
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## Changelog:
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## Changelog:
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###### Version 1.23
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2023-01-01
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New year edition! Who could imagine?
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The new feature is that pressing [Tab] in the main menu now changes colors of the small tank area down the screen and makes it clear what color version you are going to run (classic/ Polish rainbow/ Christmas colors).
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Also a small gradient optimization.
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###### Version 1.22
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###### Version 1.22
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2022-12-24
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2022-12-24
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+2
-1
@@ -599,7 +599,7 @@ CreditsStart
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dta d"You were playin",d"g"*
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dta d"You were playin",d"g"*
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dta d"Scorc",d"h"*
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dta d"Scorc",d"h"*
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dta d"Warsaw, Miam",d"i"*
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dta d"Warsaw, Miam",d"i"*
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dta d"2000-202",d"2"*
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dta d"2000-202",d"3"*
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dta d" "*
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dta d" "*
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dta d"Programmin",d"g"*
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dta d"Programmin",d"g"*
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dta d"Tomasz 'Pecus' Peck",d"o"*
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dta d"Tomasz 'Pecus' Peck",d"o"*
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@@ -629,6 +629,7 @@ CreditsStart
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dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
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dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
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.IF target = 5200
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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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dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
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dta d"RB520",d"0"*
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.ENDIF
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.ENDIF
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dta d" "*
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dta d" "*
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dta d"Additional testin",d"g"*
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dta d"Additional testin",d"g"*
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+1
-1
@@ -9,7 +9,7 @@
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|||||||
OptionsScreen
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OptionsScreen
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dta d"Welcome to Scorch v. "
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dta d"Welcome to Scorch v. "
|
||||||
build ; 4 bytes from scorch.asm (fancy method) :)
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build ; 4 bytes from scorch.asm (fancy method) :)
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dta d" (un)2000-2022"
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dta d" (un)2000-2023"
|
||||||
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.IF TARGET = 800
|
.IF TARGET = 800
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dta d" Please select option with cursor keys "
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dta d" Please select option with cursor keys "
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@@ -91,6 +91,12 @@
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bcs ?WFRAME
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bcs ?WFRAME
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?nowait
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?nowait
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.ENDM
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.ENDM
|
||||||
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;-------------------------------------
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.macro waitRTC
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||||||
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lda RTCLOK+1
|
||||||
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?wa cmp RTCLOK+1
|
||||||
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beq ?wa
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||||||
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.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro negw
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.macro negw
|
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; negate the given word (0-a)
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; negate the given word (0-a)
|
||||||
|
|||||||
+8
-2
@@ -77,10 +77,10 @@
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|||||||
; WAIT
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; WAIT
|
||||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
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; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||||
?zero LDA VCOUNT
|
?zero LDA VCOUNT
|
||||||
cmp #$05
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cmp #$05 ; if line<5 then wait for line>4
|
||||||
bcc ?zero
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bcc ?zero
|
||||||
cmp #$70
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cmp #$70
|
||||||
bcc ?WA
|
bcc ?WA ; if line>=112 then
|
||||||
sbc #10 ; last lines correction
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sbc #10 ; last lines correction
|
||||||
?WA cmp VCOUNT
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?WA cmp VCOUNT
|
||||||
beq ?WA
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beq ?WA
|
||||||
@@ -90,6 +90,12 @@
|
|||||||
bcs ?WFRAME
|
bcs ?WFRAME
|
||||||
?nowait
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?nowait
|
||||||
.ENDM
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.macro waitRTC
|
||||||
|
lda RTCLOK+2
|
||||||
|
?wa cmp RTCLOK+2
|
||||||
|
beq ?wa
|
||||||
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro negw
|
.macro negw
|
||||||
; negate the given word (0-a)
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; negate the given word (0-a)
|
||||||
|
|||||||
+96
-57
@@ -15,7 +15,7 @@
|
|||||||
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.macro build
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.macro build
|
||||||
dta d"1.22" ; number of this build (4 bytes)
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dta d"1.25" ; number of this build (4 bytes)
|
||||||
.endm
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.endm
|
||||||
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||||||
.macro RMTSong
|
.macro RMTSong
|
||||||
@@ -26,11 +26,12 @@
|
|||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
icl 'definitions.asm'
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icl 'definitions.asm'
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
FirstZpageVariable = $5B
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|
||||||
|
FirstZpageVariable = $5A
|
||||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||||
.zpvar Gradient .byte
|
|
||||||
.zpvar GradientNr .byte
|
.zpvar GradientNr .byte
|
||||||
.zpvar GradientColors .word
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.zpvar GradientColors .word
|
||||||
|
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
|
||||||
.zpvar JoystickNumber .byte
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.zpvar JoystickNumber .byte
|
||||||
.zpvar xdraw .word ;= $64 ;variable X for plot
|
.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 ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||||
@@ -93,6 +94,7 @@ FirstZpageVariable = $5B
|
|||||||
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
||||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||||
.zpvar ExplosionRadius .byte
|
.zpvar ExplosionRadius .byte
|
||||||
|
.zpvar FunkyBombCounter .byte
|
||||||
.zpvar ResultY .byte
|
.zpvar ResultY .byte
|
||||||
.zpvar xcircle .word
|
.zpvar xcircle .word
|
||||||
.zpvar ycircle .word
|
.zpvar ycircle .word
|
||||||
@@ -130,7 +132,7 @@ FirstZpageVariable = $5B
|
|||||||
.zpvar goleft .byte
|
.zpvar goleft .byte
|
||||||
.zpvar OffsetDL1 .byte
|
.zpvar OffsetDL1 .byte
|
||||||
.zpvar L1 .byte
|
.zpvar L1 .byte
|
||||||
|
HotNapalmFlag = FunkyBombCounter ; reuse variable!
|
||||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||||
|
|
||||||
displayposition = modify
|
displayposition = modify
|
||||||
@@ -230,6 +232,62 @@ StatusBufferCopyEnd
|
|||||||
; Game Code
|
; Game Code
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
FirstSTART
|
FirstSTART
|
||||||
|
.IF TARGET = 5200
|
||||||
|
; start in 5200 diagnostic mode
|
||||||
|
; move original startup procedure to RAM
|
||||||
|
Modified5200Splash = $2100 ; apparently there is some free space here
|
||||||
|
; 6502 initialization
|
||||||
|
; SEI
|
||||||
|
; CLD
|
||||||
|
; LDX #$FF
|
||||||
|
; TXS
|
||||||
|
|
||||||
|
; 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
|
||||||
|
lda #"2"
|
||||||
|
sta splash_year
|
||||||
|
sta splash_year+2
|
||||||
|
lda #"0"
|
||||||
|
sta splash_year+1
|
||||||
|
lda #"3"
|
||||||
|
sta splash_year+3
|
||||||
|
|
||||||
|
|
||||||
|
; splash screen delay. maybe add fire to speed up?
|
||||||
|
@ cpx RTCLOK+1
|
||||||
|
bne @-
|
||||||
|
no5200splash
|
||||||
|
.ENDIF
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
|
|
||||||
; one time zero variables in RAM (non zero page)
|
; one time zero variables in RAM (non zero page)
|
||||||
@@ -290,12 +348,12 @@ FirstSTART
|
|||||||
mva #$10 MODUL-6+$a69 ; $12 > $10
|
mva #$10 MODUL-6+$a69 ; $12 > $10
|
||||||
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
||||||
mva #$08 MODUL-6+$e3d ; $0a > $08
|
mva #$08 MODUL-6+$e3d ; $0a > $08
|
||||||
; and colors - sorry no memory!
|
; and mountains colors
|
||||||
; mva #$c4 dliColorsFore2+16
|
mva #$c4 dliColorsFore2+16
|
||||||
; mva #$c6 dliColorsFore2+17
|
mva #$c6 dliColorsFore2+17
|
||||||
; mva #$a4 dliColorsFore2+18
|
mva #$a4 dliColorsFore2+18
|
||||||
; mva #$a6 dliColorsFore2+19
|
mva #$a6 dliColorsFore2+19
|
||||||
; sta dliColorsFore2+20
|
sta dliColorsFore2+20
|
||||||
NoRMT_PALchange
|
NoRMT_PALchange
|
||||||
.ELSE
|
.ELSE
|
||||||
mva #$7f SkStatSimulator
|
mva #$7f SkStatSimulator
|
||||||
@@ -321,6 +379,7 @@ NoRMT_PALchange
|
|||||||
mva #2 chactl ; necessary for 5200
|
mva #2 chactl ; necessary for 5200
|
||||||
|
|
||||||
START
|
START
|
||||||
|
jsr MakeDarkScreen
|
||||||
; Startup sequence
|
; Startup sequence
|
||||||
jsr Initialize
|
jsr Initialize
|
||||||
|
|
||||||
@@ -827,8 +886,14 @@ NoPlayerNoDeath
|
|||||||
|
|
||||||
inc:lda TankSequencePointer
|
inc:lda TankSequencePointer
|
||||||
cmp NumberOfPlayers
|
cmp NumberOfPlayers
|
||||||
sne:mva #0 TankSequencePointer
|
bne NotLastPlayerInRound
|
||||||
|
mva #0 TankSequencePointer
|
||||||
|
|
||||||
|
lda WindChangeInRound
|
||||||
|
beq NoWindChangeNow
|
||||||
|
jsr GetRandomWind ; wind change after each turn (not round only)
|
||||||
|
NoWindChangeNow
|
||||||
|
NotLastPlayerInRound
|
||||||
jmp MainRoundLoop
|
jmp MainRoundLoop
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -1193,72 +1258,47 @@ MakeTanksVisible
|
|||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DLIinterruptGraph
|
.proc DLIinterruptGraph
|
||||||
;sta dliA
|
|
||||||
;sty dliY
|
|
||||||
pha
|
pha
|
||||||
phy
|
phy
|
||||||
ldy dliCounter
|
ldy dliCounter
|
||||||
lda dliColorsBack,y
|
lda dliColorsBack,y
|
||||||
bit Gradient
|
|
||||||
bmi GoGradient
|
|
||||||
ldy #$ff
|
|
||||||
GoGradient
|
|
||||||
iny
|
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||||
; nop
|
nop
|
||||||
|
nop
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
nop
|
||||||
|
nop
|
||||||
sta COLPF1
|
sta COLPF1
|
||||||
|
lda GradientNr
|
||||||
|
bne GoGradient
|
||||||
|
ldy #$ff ; one mauntain color
|
||||||
|
GoGradient
|
||||||
|
iny
|
||||||
lda (GradientColors),y ; mountains colors array
|
lda (GradientColors),y ; mountains colors array
|
||||||
; lda dliColorsFore ; one mauntain color
|
|
||||||
sta COLPF2
|
sta COLPF2
|
||||||
inc dliCounter
|
inc dliCounter
|
||||||
;ldy dliY
|
|
||||||
;lda dliA
|
|
||||||
ply
|
ply
|
||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
/* .proc DLIinterruptGraph
|
|
||||||
pha
|
|
||||||
lda dliColorsFore
|
|
||||||
nop
|
|
||||||
nop
|
|
||||||
nop
|
|
||||||
.IF TARGET = 800
|
|
||||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
|
||||||
nop
|
|
||||||
|
|
||||||
.ENDIF
|
|
||||||
sta COLPF2
|
|
||||||
lda DliColorBack
|
|
||||||
sta COLPF1
|
|
||||||
eor #$02
|
|
||||||
sta DliColorBack
|
|
||||||
pla
|
|
||||||
rti
|
|
||||||
.endp */
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DLIinterruptOptions
|
.proc DLIinterruptOptions
|
||||||
;sta dliA
|
|
||||||
;sty dliY
|
|
||||||
pha
|
pha
|
||||||
; lda dliColorsBack
|
phy
|
||||||
lda #0
|
lda #0 ; background color
|
||||||
sta COLPF1
|
sta COLPF1
|
||||||
lda dliColorsFore+1
|
ldy GradientNr
|
||||||
bit Gradient
|
beq @+
|
||||||
bmi @+
|
ldy #1
|
||||||
lda dliColorsFore
|
@ lda (GradientColors),y ; mountains colors array
|
||||||
@ sta COLPF2
|
sta COLPF2
|
||||||
|
ply
|
||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DLIinterruptGameOver
|
.proc DLIinterruptGameOver
|
||||||
;sta dliA
|
|
||||||
;sty dliY
|
|
||||||
pha
|
pha
|
||||||
phy
|
phy
|
||||||
lda dliCounter
|
lda dliCounter
|
||||||
@@ -1295,7 +1335,6 @@ EndOfDLI_GO
|
|||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DLIinterruptText
|
.proc DLIinterruptText
|
||||||
;sta dliA
|
|
||||||
pha
|
pha
|
||||||
lda dliCounter
|
lda dliCounter
|
||||||
bne MoreBarsColorChange
|
bne MoreBarsColorChange
|
||||||
@@ -1867,7 +1906,7 @@ MakeDarkScreen
|
|||||||
and #%00000101 ; Start + Option
|
and #%00000101 ; Start + Option
|
||||||
sne:mva #$40 escFlag
|
sne:mva #$40 escFlag
|
||||||
and #%00000001 ; START KEY
|
and #%00000001 ; START KEY
|
||||||
seq:wait
|
seq:wait ; or waitRTC ?
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -2088,7 +2127,7 @@ MODULEND
|
|||||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||||
; "01234567890123456789"
|
; "01234567890123456789"
|
||||||
.byte " scorch supersystem " ;20 characters title
|
.byte " scorch supersystem " ;20 characters title
|
||||||
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
|
.byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
|
||||||
.word FirstSTART
|
.word FirstSTART
|
||||||
.ELSE
|
.ELSE
|
||||||
run FirstSTART
|
run FirstSTART
|
||||||
|
|||||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+20
-10
@@ -63,6 +63,10 @@
|
|||||||
mva #0 OptionsY
|
mva #0 OptionsY
|
||||||
|
|
||||||
OptionsMainLoop
|
OptionsMainLoop
|
||||||
|
|
||||||
|
lda WindChangeInRound
|
||||||
|
sta OptionsHere+126
|
||||||
|
|
||||||
jsr OptionsInversion
|
jsr OptionsInversion
|
||||||
jsr getkey
|
jsr getkey
|
||||||
bit escFlag
|
bit escFlag
|
||||||
@@ -114,26 +118,31 @@ OptionsNoRight
|
|||||||
OptionsNoReturn
|
OptionsNoReturn
|
||||||
cmp #@kbcode._tab ; Tab key
|
cmp #@kbcode._tab ; Tab key
|
||||||
bne OptionsNoTab
|
bne OptionsNoTab
|
||||||
bit Gradient
|
jsr SelectNextGradient
|
||||||
bmi NextGradientNr
|
OptionsNoTab
|
||||||
lda Gradient
|
jmp OptionsMainLoop
|
||||||
@ eor #$80
|
.endp
|
||||||
sta Gradient
|
.proc SelectNextGradient
|
||||||
NextGradientNr
|
lda OptionsY ; if "Wind" option selected
|
||||||
|
cmp #$03
|
||||||
|
bne NotWind
|
||||||
|
lda WindChangeInRound ; wind change after each turn (not round only) flag
|
||||||
|
eor #$1f ; '?' character
|
||||||
|
sta WindChangeInRound
|
||||||
|
rts
|
||||||
|
NotWind
|
||||||
ldy GradientNr
|
ldy GradientNr
|
||||||
iny
|
iny
|
||||||
cpy #$03
|
cpy #$03
|
||||||
bne NoGradientLoop
|
bne NoGradientLoop
|
||||||
mva #$ff GradientNr
|
ldy #$00
|
||||||
bne @-
|
|
||||||
NoGradientLoop
|
NoGradientLoop
|
||||||
sty GradientNr
|
sty GradientNr
|
||||||
lda GradientAddrL,y
|
lda GradientAddrL,y
|
||||||
sta GradientColors
|
sta GradientColors
|
||||||
lda GradientAddrH,y
|
lda GradientAddrH,y
|
||||||
sta GradientColors+1
|
sta GradientColors+1
|
||||||
OptionsNoTab
|
rts
|
||||||
jmp OptionsMainLoop
|
|
||||||
.endp
|
.endp
|
||||||
;--------
|
;--------
|
||||||
; inversing selected option (cursor)
|
; inversing selected option (cursor)
|
||||||
@@ -2097,6 +2106,7 @@ FinishResultDisplay
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc GameOverScreen
|
.proc GameOverScreen
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
jsr MakeDarkScreen
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
jsr ClearScreen
|
jsr ClearScreen
|
||||||
jsr ClearPMmemory
|
jsr ClearPMmemory
|
||||||
|
|||||||
@@ -261,7 +261,6 @@ oldplotL .DS [5]
|
|||||||
oldora .DS [5]
|
oldora .DS [5]
|
||||||
oldply .DS [5]
|
oldply .DS [5]
|
||||||
OldOraTemp .DS 1
|
OldOraTemp .DS 1
|
||||||
FunkyBombCounter .DS 1
|
|
||||||
xtrajfb .DS 2
|
xtrajfb .DS 2
|
||||||
ytrajfb .DS 2
|
ytrajfb .DS 2
|
||||||
;
|
;
|
||||||
|
|||||||
+40
-47
@@ -74,37 +74,38 @@ CheckNextTankBFG
|
|||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babymissile
|
.proc babymissile
|
||||||
mva #sfx_baby_missile sfx_effect
|
|
||||||
mva #11 ExplosionRadius
|
mva #11 ExplosionRadius
|
||||||
|
GoBabyMissileSFX
|
||||||
|
mva #sfx_baby_missile sfx_effect
|
||||||
GoXmissile
|
GoXmissile
|
||||||
jmp xmissile
|
jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc missile ;
|
.proc missile ;
|
||||||
mva #sfx_baby_missile sfx_effect
|
|
||||||
mva #17 ExplosionRadius
|
mva #17 ExplosionRadius
|
||||||
bne babymissile.GoXmissile
|
bne babymissile.GoBabyMissileSFX
|
||||||
; jmp xmissile
|
; jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babynuke
|
.proc babynuke
|
||||||
mva #sfx_nuke sfx_effect
|
|
||||||
mva #25 ExplosionRadius
|
mva #25 ExplosionRadius
|
||||||
|
GoBabyNukeSFX
|
||||||
|
mva #sfx_nuke sfx_effect ; allways <>0
|
||||||
bne babymissile.GoXmissile
|
bne babymissile.GoXmissile
|
||||||
; jmp xmissile
|
; jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc nuke
|
.proc nuke
|
||||||
mva #sfx_nuke sfx_effect
|
|
||||||
mva #30 ExplosionRadius
|
mva #30 ExplosionRadius
|
||||||
bne babymissile.GoXmissile
|
bne babynuke.GoBabyNukeSFX
|
||||||
; jmp xmissile
|
; jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc leapfrog
|
.proc leapfrog
|
||||||
mva #sfx_baby_missile sfx_effect
|
|
||||||
mva #17 ExplosionRadius
|
mva #17 ExplosionRadius
|
||||||
jsr xmissile
|
; mva #sfx_baby_missile sfx_effect
|
||||||
|
; jsr xmissile
|
||||||
|
jsr babymissile.GoBabyMissileSFX
|
||||||
|
|
||||||
jsr SecondRepeat
|
jsr SecondRepeat
|
||||||
|
|
||||||
@@ -238,22 +239,20 @@ GoXmissileWithSaveXYdraw
|
|||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc napalm
|
.proc napalm
|
||||||
mva #sfx_napalm sfx_effect
|
mva #0 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
|
||||||
jsr CalculateExplosionRange
|
|
||||||
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
|
||||||
beq xnapalm
|
beq xnapalm
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc hotnapalm
|
.proc hotnapalm
|
||||||
mva #sfx_napalm sfx_effect
|
mva #1 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
|
||||||
jsr CalculateExplosionRange
|
|
||||||
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
|
||||||
; jmp xnapalm
|
; jmp xnapalm
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc xnapalm
|
.proc xnapalm
|
||||||
|
mva #sfx_napalm sfx_effect
|
||||||
|
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||||
|
jsr CalculateExplosionRange
|
||||||
|
;
|
||||||
mwa xdraw xcircle ; store hitpoint for future repeats
|
mwa xdraw xcircle ; store hitpoint for future repeats
|
||||||
ldy #30 ; repeat 30 times
|
ldy #30 ; repeat 30 times
|
||||||
sty magic
|
sty magic
|
||||||
@@ -271,7 +270,7 @@ RepeatFlame ; internal loop (draw flames)
|
|||||||
sbc #1 ; over ground
|
sbc #1 ; over ground
|
||||||
sta ydraw
|
sta ydraw
|
||||||
lda xdraw
|
lda xdraw
|
||||||
and ExplosionRadius ; if hotnapalm and x is odd:
|
and HotNapalmFlag ; if hotnapalm and x is odd:
|
||||||
:2 asl ; modify y position 4 pixels up
|
:2 asl ; modify y position 4 pixels up
|
||||||
ldy ydraw
|
ldy ydraw
|
||||||
sta ydraw
|
sta ydraw
|
||||||
@@ -343,7 +342,7 @@ BurnedCheckLoop
|
|||||||
bcc TankOutOfFire
|
bcc TankOutOfFire
|
||||||
|
|
||||||
ldy #40 ; energy decrease (napalm) - but if hotnapalm:
|
ldy #40 ; energy decrease (napalm) - but if hotnapalm:
|
||||||
lda ExplosionRadius
|
lda HotNapalmFlag
|
||||||
beq NotHot
|
beq NotHot
|
||||||
ldy #80 ; energy decrease (hotnapalm)
|
ldy #80 ; energy decrease (hotnapalm)
|
||||||
NotHot
|
NotHot
|
||||||
@@ -385,50 +384,40 @@ EndNurnedCheckLoop
|
|||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babydigger
|
.proc babydigger
|
||||||
mva #sfx_digger sfx_effect
|
mva #1 diggery ; how many branches (-1)
|
||||||
|
GoBabydiggerSFX
|
||||||
|
mva #sfx_digger sfx_effect
|
||||||
mva #0 sandhogflag
|
mva #0 sandhogflag
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #1 diggery ; how many branches (-1)
|
|
||||||
bne xdigger
|
bne xdigger
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc digger ;
|
.proc digger ;
|
||||||
mva #sfx_digger sfx_effect
|
|
||||||
mva #0 sandhogflag
|
|
||||||
mva #13 DigLong
|
|
||||||
mva #3 diggery ; how many branches (-1)
|
mva #3 diggery ; how many branches (-1)
|
||||||
bne xdigger
|
bne babydigger.GoBabydiggerSFX
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc heavydigger
|
.proc heavydigger
|
||||||
mva #sfx_digger sfx_effect
|
|
||||||
mva #0 sandhogflag
|
|
||||||
mva #13 DigLong
|
|
||||||
mva #7 diggery ; how many branches (-1)
|
mva #7 diggery ; how many branches (-1)
|
||||||
bne xdigger
|
bne babydigger.GoBabydiggerSFX
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babysandhog
|
.proc babysandhog
|
||||||
mva #sfx_sandhog sfx_effect
|
|
||||||
mva #char_sandhog_offset sandhogflag
|
|
||||||
mva #13 DigLong
|
|
||||||
mva #1 diggery ; how many branches (-1)
|
mva #1 diggery ; how many branches (-1)
|
||||||
bne xdigger
|
bne heavysandhog.GoHeavysandhogSFX
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc sandhog
|
.proc sandhog
|
||||||
mva #sfx_sandhog sfx_effect
|
|
||||||
mva #char_sandhog_offset sandhogflag
|
|
||||||
mva #13 DigLong
|
|
||||||
mva #3 diggery ; how many branches (-1)
|
mva #3 diggery ; how many branches (-1)
|
||||||
bne xdigger
|
bne heavysandhog.GoHeavysandhogSFX
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc heavysandhog
|
.proc heavysandhog
|
||||||
|
mva #5 diggery ; how many branches (-1)
|
||||||
|
GoHeavysandhogSFX
|
||||||
mva #sfx_sandhog sfx_effect
|
mva #sfx_sandhog sfx_effect
|
||||||
mva #char_sandhog_offset sandhogflag
|
mva #char_sandhog_offset sandhogflag
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #5 diggery ; how many branches (-1)
|
|
||||||
; jmp xdigger
|
; jmp xdigger
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
@@ -1160,7 +1149,7 @@ afterInventory
|
|||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
jsr DisplayStatus
|
jsr DisplayStatus
|
||||||
jsr SetMainScreen
|
jsr SetMainScreen
|
||||||
jsr WaitOneFrame
|
;jsr WaitOneFrame ; not necessary
|
||||||
jsr DrawTanks
|
jsr DrawTanks
|
||||||
bit SpyHardFlag
|
bit SpyHardFlag
|
||||||
bpl NoSpyHard
|
bpl NoSpyHard
|
||||||
@@ -1168,8 +1157,7 @@ afterInventory
|
|||||||
NoSpyHard
|
NoSpyHard
|
||||||
RmtSong song_ingame
|
RmtSong song_ingame
|
||||||
mva #0 escFlag
|
mva #0 escFlag
|
||||||
jsr WaitForKeyRelease
|
jmp ReleaseAndLoop
|
||||||
jmp BeforeFire
|
|
||||||
@
|
@
|
||||||
cmp #$80|@kbcode._up
|
cmp #$80|@kbcode._up
|
||||||
jeq CTRLPressedUp
|
jeq CTRLPressedUp
|
||||||
@@ -1196,7 +1184,14 @@ jumpFromStick
|
|||||||
jeq pressedM
|
jeq pressedM
|
||||||
cmp #@kbcode._S ; $3e ; S
|
cmp #@kbcode._S ; $3e ; S
|
||||||
jeq pressedS
|
jeq pressedS
|
||||||
jmp notpressed
|
.IF TARGET = 800
|
||||||
|
cmp #61 ; G
|
||||||
|
bne EndKeys
|
||||||
|
jsr SelectNextGradient
|
||||||
|
jmp ReleaseAndLoop
|
||||||
|
.ENDIF
|
||||||
|
EndKeys
|
||||||
|
jmp notpressed
|
||||||
checkJoy
|
checkJoy
|
||||||
;------------JOY-------------
|
;------------JOY-------------
|
||||||
;happy happy joy joy
|
;happy happy joy joy
|
||||||
@@ -1376,8 +1371,7 @@ pressedTAB
|
|||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
||||||
beq pressedTAB
|
beq pressedTAB
|
||||||
jsr WaitForKeyRelease
|
bne ReleaseAndLoop
|
||||||
jmp BeforeFire
|
|
||||||
|
|
||||||
CTRLpressedTAB
|
CTRLpressedTAB
|
||||||
mva #sfx_purchase sfx_effect
|
mva #sfx_purchase sfx_effect
|
||||||
@@ -1394,21 +1388,20 @@ CTRLpressedTAB
|
|||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
||||||
beq CTRLpressedTAB
|
beq CTRLpressedTAB
|
||||||
jsr WaitForKeyRelease
|
bne ReleaseAndLoop
|
||||||
jmp BeforeFire
|
|
||||||
|
|
||||||
pressedM
|
pressedM
|
||||||
; have you tried turning the music off and on again?
|
; have you tried turning the music off and on again?
|
||||||
lda #$ff
|
lda #$ff
|
||||||
eor:sta noMusic
|
eor:sta noMusic
|
||||||
RmtSong song_ingame
|
RmtSong song_ingame
|
||||||
jsr WaitForKeyRelease
|
jmp ReleaseAndLoop
|
||||||
jmp BeforeFire
|
|
||||||
|
|
||||||
pressedS
|
pressedS
|
||||||
; have you tried turning sfx off and on again?
|
; have you tried turning sfx off and on again?
|
||||||
lda #$ff
|
lda #$ff
|
||||||
eor:sta noSfx
|
eor:sta noSfx
|
||||||
|
ReleaseAndLoop
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user