Merge pull request #156 from pkali/develop

Develop 1.28
This commit is contained in:
2023-04-22 15:08:08 -04:00
committed by GitHub
18 changed files with 349 additions and 1034 deletions
+23
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@@ -51,6 +51,29 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog:
###### Version 1.28
2023-04-22
Greetings and salutations,
Allow me to present the release notes for Version 1.28 of our esteemed hobby game for 8-bit computers.
First and foremost, let it be known that we have reached the end of an era. We bid adieu to the solitary player versions, as we are determined to preserve the sanctity of this auspicious round version number.
Moving on to the technical enhancements and embellishments, we are proud to introduce a simulated stereo feature for those fortunate enough to possess the dual pokey hardware. This auditory wonder was brought to fruition by the esteemed Arthur "Two Pokeys" Jackson, whose mastery in the field of sound engineering knows no bounds.
Furthermore, we have bestowed upon our beloved creation a splash screen of unrivaled brilliance, crafted by the masterful xorcerer. This work of art, by the Artificial Unintelligence and Machine Forgetting, shall leave an indelible mark on all who behold it.
Our developers have also painstakingly refined the game's performance with a plethora of improvements, including a refined round and final results sorting mechanism, additional keyboard usage assistance in the main menu, and a significant acceleration of the 8x8 and 4x4 put char routines. Additionally, we have incorporated configurable hardware and screen memory layout agnostic put char routines to accommodate future ports and ensure seamless compatibility.
Last but certainly not least, our mountain drawing optimization shall elevate the visual experience to new heights, ensuring an immersive and enjoyable experience for all.
We hope that these improvements shall enhance your gaming experience, and we eagerly anticipate your feedback.
Yours sincerely,
The Developers
###### Version 1.27
2023-02-07
-877
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@@ -1,877 +0,0 @@
/***************************************/
/* Use MADS http://mads.atari8.info/ */
/* Mode: DLI (char mode) */
/***************************************/
;icl "Scorch50.h"
;icl "../lib/ATARISYS.ASM"
;icl "../lib/macro.hea"
; --- dmsc LZSS player routine on zero page
org $80
chn_copy .ds 9
chn_pos .ds 9
bptr .ds 2
cur_pos .ds 1
chn_bits .ds 1
bit_data .ds 1
fcnt .ds 2
fadr .ds 2
fhlp .ds 2
cloc .ds 1
regA .ds 1
regX .ds 1
regY .ds 1
WIDTH = 40
HEIGHT = 30
; --- BASIC switch OFF
org $2000\ mva #$ff portb\ rts\ ini $2000
; --- MAIN PROGRAM
org $2000
ant dta $C2,a(scr)
dta $02,$82,$02,$02,$82,$02,$82,$02,$82,$02,$02,$02,$82,$02,$82,$82
dta $02,$02,$82,$02,$02,$82,$02,$02,$82,$82,$02,$82,$22
;dta $42,a(verline)
dta $41,a(ant)
;verline
; :37 dta d" "
; dta build
scr ins "Scorch50.scr"
.ds 0*40
.ALIGN $0400
fnt ins "Scorch50.fnt"
ift USESPRITES
.ALIGN $0800
pmg .ds $0300
ift FADECHR = 0
SPRITES
els
.ds $500
eif
eif
song_data
ins 'mmm_16.lzs'
song_end
buffers
.ds 256 * 9
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Song Initialization - this runs in the first tick:
;
.proc init_song
mva #1 bit_data
; Example: here initializes song pointer:
;mwa #song_data song_ptr
; Init all channels:
ldx #8
ldy #0
clear
; Read just init value and store into buffer and POKEY
jsr get_byte
sta POKEY, x
sty chn_copy, x
cbuf
sta buffers + 255
inc cbuf + 2
dex
bpl clear
; Initialize buffer pointer:
sty bptr
sty cur_pos
rts
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Wait for next frame
;
.proc wait_frame
lda 20
delay
cmp 20
beq delay
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Play one frame of the song
;
.proc play_frame
lda #>buffers
sta bptr+1
lda song_data
sta chn_bits
ldx #8
; Loop through all "channels", one for each POKEY register
chn_loop:
lsr chn_bits
bcs skip_chn ; C=1 : skip this channel
lda chn_copy, x ; Get status of this stream
bne do_copy_byte ; If > 0 we are copying bytes
; We are decoding a new match/literal
lsr bit_data ; Get next bit
bne got_bit
jsr get_byte ; Not enough bits, refill!
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
sta bit_data ;
got_bit:
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
sta chn_pos, x ; Store in "copy pos"
jsr get_byte
sta chn_copy, x ; Store in "copy length"
; And start copying first byte
do_copy_byte:
dec chn_copy, x ; Decrease match length, increase match position
inc chn_pos, x
ldy chn_pos, x
; Now, read old data, jump to data store
lda (bptr), y
store:
ldy cur_pos
sta POKEY, x ; Store to output and buffer
sta (bptr), y
skip_chn:
; Increment channel buffer pointer
inc bptr+1
dex
bpl chn_loop ; Next channel
inc cur_pos
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Check for ending of song and jump to the next frame
;
; not checking really so the tune gets funky :)))
;lda song_ptr + 1
;cmp #>song_end
;bne wait_frame
;lda song_ptr
;cmp #<song_end
;bne wait_frame
end_loop
rts
song_ptr = get_byte + 1
.proc get_byte
lda song_data+1
inc song_ptr
bne skip
inc song_ptr+1
skip
rts
.endp
main
jsr init_song
; ; copy system font to $a000
; ldx #0
;@ lda $e000,x
; sta $a000,x
; ;lda $e100,x ; i need digits only :]
; ;sta $a100,x
; ;lda $e200,x
; ;sta $a200,x
; ;lda $e300,x
; ;sta $a300,x
; inx
; bne @-
; --- init PMG
ift USESPRITES
mva >pmg pmbase ;missiles and players data address
mva #$03 GRACTL ;enable players and missiles
eif
lda:cmp:req $14 ;wait 1 frame
sei ;stop IRQ interrupts
mva #$00 nmien ;stop NMI interrupts
sta dmactl
;mva #$fe portb ;switch off ROM to get 16k more ram
;mwa #NMI $fffa ;new NMI handler
sta COLOR4
lda #$0E
sta COLOR1
lda #$84
sta COLOR2
lda #$0E
sta COLOR3
lda #$02
VMAIN NMI.vbl,6 ;jsr SetVBL
VDLI DLI.dli_start
mva #1 vscrol
mva #$c0 nmien ;switch on NMI+DLI again
_lp lda trig0 ; FIRE #0
beq stop
lda trig1 ; FIRE #1
beq stop
lda consol ; START
and #1
beq stop
lda skctl
and #$04
bne _lp ;wait to press any key; here you can put any own routine
stop
cli
vmain sysvbv,6
mva #$00 GRACTL ;PMG disabled
tax
sta:rne hposp0,x+
;mva #$ff portb ;ROM switch on
mva #$40 nmien ;only NMI interrupts, DLI disabled
;cli ;IRQ enabled
lda #0
ldx #8
@ sta POKEY,x
dex
bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
rts ;return to ... DOS
; --- DLI PROGRAM
.local DLI
?old_dli = *
dli_start
dli13
sta regA
sta wsync ;line=8
sta wsync ;line=9
sta wsync ;line=10
sta wsync ;line=11
sta wsync ;line=12
sta wsync ;line=13
c9 lda #$14
sta wsync ;line=14
sta colpm3
DLINEW DLI.dli2 1 0 0
dli2
sta regA
lda >fnt+$400*$01
sta wsync ;line=24
sta chbase
DLINEW dli3 1 0 0
dli3
sta regA
lda >fnt+$400*$02
sta wsync ;line=48
sta chbase
sta wsync ;line=49
sta wsync ;line=50
sta wsync ;line=51
s3 lda #$07
sta wsync ;line=52
sta sizem
DLINEW dli14 1 0 0
dli14
sta regA
stx regX
sty regY
x8 lda #$A3
sta wsync ;line=64
sta hposp3
x9 lda #$AB
sta wsync ;line=65
sta hposm3
sta wsync ;line=66
sta wsync ;line=67
sta wsync ;line=68
sta wsync ;line=69
sta wsync ;line=70
s4 lda #$13
x10 ldx #$A6
sta wsync ;line=71
sta sizem
stx hposm2
s5 lda #$01
x11 ldx #$72
x12 ldy #$62
sta wsync ;line=72
sta sizep2
sta sizep3
stx hposp2
sty hposp3
x13 lda #$A9
sta wsync ;line=73
sta hposp1
DLINEW dli4 1 1 1
dli4
sta regA
lda >fnt+$400*$03
sta wsync ;line=80
sta chbase
DLINEW dli5 1 0 0
dli5
sta regA
stx regX
lda >fnt+$400*$04
sta wsync ;line=112
sta chbase
sta wsync ;line=113
sta wsync ;line=114
sta wsync ;line=115
sta wsync ;line=116
sta wsync ;line=117
sta wsync ;line=118
s6 lda #$07
x14 ldx #$A3
sta wsync ;line=119
sta sizem
stx hposm1
s7 lda #$01
x15 ldx #$93
sta wsync ;line=120
sta sizep1
stx hposp1
DLINEW dli15 1 1 0
dli15
sta regA
stx regX
sta wsync ;line=128
sta wsync ;line=129
sta wsync ;line=130
sta wsync ;line=131
x16 lda #$4A
sta wsync ;line=132
sta hposp1
c10 lda #$D4
sta wsync ;line=133
sta colpf2
s8 lda #$C3
x17 ldx #$5A
sta wsync ;line=134
sta sizem
stx hposm3
DLINEW dli6 1 1 0
dli6
sta regA
stx regX
sty regY
lda >fnt+$400*$05
sta wsync ;line=136
sta chbase
sta wsync ;line=137
sta wsync ;line=138
sta wsync ;line=139
sta wsync ;line=140
sta wsync ;line=141
sta wsync ;line=142
s9 lda #$C7
x18 ldx #$A9
sta wsync ;line=143
sta sizem
stx hposm1
s10 lda #$D7
x19 ldx #$9E
c11 ldy #$02
sta wsync ;line=144
sta sizem
stx hposm2
sty colpm2
sta wsync ;line=145
c12 lda #$04
sta wsync ;line=146
sta colpm1
sta wsync ;line=147
sta wsync ;line=148
sta wsync ;line=149
s11 lda #$00
x20 ldx #$74
c13 ldy #$02
sta wsync ;line=150
sta sizep3
stx hposp3
sty colpm3
sta wsync ;line=151
sta wsync ;line=152
sta wsync ;line=153
sta wsync ;line=154
sta wsync ;line=155
sta wsync ;line=156
sta wsync ;line=157
c14 lda #$04
sta wsync ;line=158
sta colpf0
DLINEW dli7 1 1 1
dli7
sta regA
lda >fnt+$400*$06
sta wsync ;line=160
sta chbase
DLINEW dli8 1 0 0
dli8
sta regA
stx regX
sty regY
lda >fnt+$400*$07
sta wsync ;line=184
sta chbase
sta wsync ;line=185
s12 lda #$00
x21 ldx #$8E
c15 ldy #$08
sta wsync ;line=186
sta sizep2
stx hposp2
sty colpm2
x22 lda #$4C
c16 ldx #$0E
sta wsync ;line=187
sta hposp3
stx colpm3
c17 lda #$0A
c18 ldx #$34
sta wsync ;line=188
sta colpf1
stx colpm3
s13 lda #$43
x23 ldx #$49
sta wsync ;line=189
sta sizem
stx hposm3
c19 lda #$08
c20 ldx #$34
sta wsync ;line=190
sta colpf1
stx colpm2
sta wsync ;line=191
c21 lda #$0A
sta wsync ;line=192
sta colpf1
c22 lda #$08
sta wsync ;line=193
sta colpf1
c23 lda #$0A
sta wsync ;line=194
sta colpf1
c24 lda #$34
sta wsync ;line=195
sta colpf2
c25 lda #$0C
sta wsync ;line=196
sta colpf1
c26 lda #$0A
sta wsync ;line=197
sta colpf1
c27 lda #$0C
sta wsync ;line=198
sta colpf1
sta wsync ;line=199
sta wsync ;line=200
c28 lda #$0E
sta wsync ;line=201
sta colpf1
c29 lda #$0C
sta wsync ;line=202
sta colpf1
c30 lda #$0E
sta wsync ;line=203
sta colpf1
c31 lda #$0C
sta wsync ;line=204
sta colpf1
c32 lda #$0E
sta wsync ;line=205
sta colpf1
DLINEW dli16 1 1 1
dli16
sta regA
sta wsync ;line=208
sta wsync ;line=209
c33 lda #$0C
sta wsync ;line=210
sta colpf1
c34 lda #$0E
sta wsync ;line=211
sta colpf1
c35 lda #$0C
sta wsync ;line=212
sta colpf1
DLINEW dli9 1 0 0
dli9
sta regA
stx regX
sty regY
lda >fnt+$400*$08
c36 ldx #$0A
sta wsync ;line=216
sta chbase
stx colpf1
c37 lda #$0C
sta wsync ;line=217
sta colpf1
c38 lda #$0A
x24 ldx #$9D
c39 ldy #$34
sta wsync ;line=218
sta colpf1
stx hposm1
sty colpm1
s14 lda #$03
x25 ldx #$7D
sta wsync ;line=219
sta sizep3
stx hposp3
c40 lda #$08
s15 ldx #$13
x26 ldy #$45
sta wsync ;line=220
sta colpf1
stx sizem
sty hposm2
s16 lda #$03
x27 ldx #$59
sta wsync ;line=221
sta sizep2
stx hposp2
s17 lda #$53
x28 ldx #$49
x29 ldy #$79
sta wsync ;line=222
sta sizem
stx hposp1
sty hposm3
c41 lda #$06
c42 ldx #$00
sta wsync ;line=223
sta colpf1
stx colpf2
lda >fnt+$400*$01
s18 ldx #$50
x30 ldy #$44
sta wsync ;line=224
sta chbase
stx sizem
sty hposm0
sta wsync ;line=225
c43 lda #$08
sta wsync ;line=226
sta colpf1
c44 lda #$0C
sta wsync ;line=227
sta colpf1
sta wsync ;line=228
sta wsync ;line=229
c45 lda #$0E
sta wsync ;line=230
sta colpf1
DLINEW dli10 1 1 1
dli10
sta regA
lda >fnt+$400*$00
sta wsync ;line=232
sta chbase
;DLINEW dli11 1 0 0
lda regA
rti
;dli11
; sta regA
;
; lda #>$a000 ; system font
; sta wsync ;line=232
; sta chbase
; lda #$01
; sta gtictl
;
; lda regA
; rti
.endl
; ---
CHANGES = 1
FADECHR = 0
SCHR = 127
dliv = $0200
; ---
.proc NMI
bit nmist
bpl VBL
jmp DLI.dli_start
VBL
sta regA
stx regX
sty regY
;sta nmist ;reset NMI flag
mwa #ant dlptr ;ANTIC address program
mva #@dmactl(standard|dma|lineX1|players|missiles) dmactl ;set new screen width
inc cloc ;little timer
; Initial values
lda >fnt+$400*$00
sta chbase
c0 lda #$00
sta colbak
c1 lda #$0E
sta colpf1
c2 lda #$84
sta colpf2
c3 lda #$0E
sta colpf3
lda #$02
sta CHACTL
lda #$01
sta PRIOR
sta sizep0
s0 lda #$03
sta sizem
x0 lda #$D0
sta hposp0
x1 lda #$28
sta hposm0
c4 lda #$00
sta colpm0
x2 lda #$A2
sta hposm3
c5 lda #$0E
sta colpm3
s1 lda #$00
sta sizep2
sta sizep3
x3 lda #$92
sta hposp2
x4 lda #$8A
sta hposp3
c6 lda #$14
sta colpm2
s2 lda #$00
sta sizep1
x5 lda #$9A
sta hposp1
c7 lda #$14
sta colpm1
x6 lda #$A4
sta hposm2
x7 lda #$A6
sta hposm1
c8 lda #$00
sta colpf0
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
;this area is for yours routines
jsr play_frame
quit
lda regA
ldx regX
ldy regY
jmp sysvbv
.endp
; ---
ini main
; ---
;opt l- ; this stops the listing
.MACRO SPRITES
missiles
.he 00 00 00 00 00 00 00 00 03 03 C3 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 83 83 83 C3 C3 C3 C3
.he C3 C3 C3 C3 C3 E3 E3 E3 E3 E3 E3 F3 F3 F3 F3 FB
.he FB FB FB FB FF FF FF FF F3 33 83 83 83 83 C3 D3
.he D3 D3 13 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 0F
.he 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 03 03 03 03 C3 C3
.he C3 C3 C3 C3 C3 C3 C3 C3 C3 D3 FF FF 3F 3F 3F 3F
.he 3F 3F 33 13 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 43 43 C3 C3 C3 C3 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 0F 0F 3F 3F FF FC FE FE FF DB 03 03 03 03
.he 03 03 03 03 03 03 03 03 00 00 00 00 00 00 00 00
player0
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
player1
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 F0 FC FE FE FF FF FF FF
.he FF 0F 0F 0F 0F 0F 0F 0F 0F 0F 07 07 07 07 07 07
.he 03 03 03 FF FF FF FF FF CF CF FF FF FF FF FF 9F
.he 9F FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
.he 00 F0 F0 F0 F0 78 F8 78 78 78 78 38 78 38 3C 3C
.he 3C 3C 1C 3C 1C 1C 1C 1C 1E 1E 1E 1E 0E 1E 0E 0E
.he 0E 0F 07 0F 07 0F 07 07 07 07 07 07 06 06 06 06
.he FF FF FF FF FF FF FF FF FF FF FF 00 00 3E 3F 7F
.he 7F 7F 7F 7F 7F 7F 7F 3F 3F 3F 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player2
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
.he FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 FF FF FF FF FF 99 99 FF FF FF FF FF 33
.he 33 FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
.he 00 00 80 F0 F8 F8 F8 FC FC FC FC FC FC FC FC FC
.he FC FE FE FE FE FE FE FF FF FF FF FF FF FF FE FC
.he F8 F8 F8 F8 F0 F0 F0 F0 F0 F0 F0 F0 E0 E0 E0 E0
.he E0 E0 E0 FC FE FE FF FF 8F 87 87 87 07 07 07 07
.he 07 07 07 07 07 07 07 03 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 F8 FC FC FE FE FF FF 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player3
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 01 07 0F 1F 1F 3F 3F 7F
.he 7F 78 78 F0 F0 F0 F0 F8 F8 F8 78 7C 7C 7C 3C 3E
.he 3E 3E 1E 1F 1F 1F 0F 0F 0F 0F 0F 1F 1F 1F 1F 1F
.he 1F 3F 3F 3F 3F 3F 3F 3F FF 7F 7F 3F 3F 1F 1F 0F
.he 1F 1F 1F 3F 3F 3F 3F 3F 3F 3B 30 30 30 30 30 30
.he 30 30 30 30 38 3E 7F 7F 7F 7F 7F 7F 7F 7F 7F 7F
.he 7F 7F 7F 7F 7F 7F 7F FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF 7F 7F 7F 7F 7F 7F FF FF
.he FF FF FF FF FE FE FE FE FE FE FE FE FC 1C FF 7E
.he 7E FE FE FE FE FF FF FF 7F 7E 7E 3C 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 7C FE FE FF FF FF 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 FF FF FF FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.ENDM
USESPRITES = 1
.MACRO DLINEW
mva <:1 dliv
ift [>?old_dli]<>[>:1]
mva >:1 dliv+1
eif
ift :2
lda regA
eif
ift :3
ldx regX
eif
ift :4
ldy regY
eif
rti
.def ?old_dli = *
.ENDM
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+22 -17
View File
@@ -616,28 +616,33 @@ qq3
qq5
stx v_audctl
rmt_p5
lda v_ainstrspeed
; lda v_ainstrspeed
.IF TARGET = 800
ldx #$10 ; pseudo stereo
bne SetPokey_OffsetX ; pseudo stereo
.ELSE
rts
.ENDIF
SetPokey
ldy v_audctl
ldx #0 ; POKEY registers offset (for stereo)
SetPokey_OffsetX
lda trackn_audf+0
ldx trackn_audc+0
sta AUDF1
stx AUDC1
sta AUDF1,x
lda trackn_audc+0
sta AUDC1,x
lda trackn_audf+1
ldx trackn_audc+1
sta AUDF2
stx AUDC2
sta AUDF2,x
lda trackn_audc+1
sta AUDC2,x
lda trackn_audf+2
ldx trackn_audc+2
sta AUDF3
stx AUDC3
sta AUDF3,x
lda trackn_audc+2
sta AUDC3,x
lda trackn_audf+3
ldx trackn_audc+3
sta AUDF4
stx AUDC4
sty AUDCTL
sta AUDF4,x
lda trackn_audc+3
sta AUDC4,x
lda v_audctl
sta AUDCTL,x
rts
RMTPLAYEREND
+27 -8
View File
@@ -215,8 +215,8 @@ SlideLeftTable
.BY %00000101
.BY %00000110
.BY %00000111
.BY %00001100
; .BY %00001100
SlideLeftTableLen = *-SlideLeftTable
;-------------------------------------------------
TanksNamesDefault
dta d"1st.Tank"
@@ -550,7 +550,22 @@ DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake th
.by 00 ; Auto Defense
.by 00 ; Spy Hard
weaponsOfDeath ; weapons used in tank death animations
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
dta ind_Missile________
dta ind_Baby_Nuke______
dta ind_Nuke___________
dta ind_Death_s_Head___
dta ind_Hot_Napalm_____ ; why not?
dta ind_Riot_Bomb______
dta ind_Heavy_Riot_Bomb
dta ind_Baby_Digger____
dta ind_Digger_________
dta ind_Heavy_Digger___
dta ind_Baby_Sandhog___
dta ind_Sandhog________
dta ind_Heavy_Sandhog__
dta ind_Dirt_Clod______
dta ind_Dirt_Ball______
dta ind_Ton_of_Dirt____
weaponsOfDeathEnd
joyToKeyTable
.by $ff ;00
@@ -623,12 +638,13 @@ CreditsStart
dta d"Ar",d"t"*
dta d"Adam Wachowsk",d"i"*
.IF target != 5200
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
dta d"Roman 'xorcerer' Fierfa",d"s"*
.ENDIF
dta d" "*
dta d"Ideas, help and Q",d"A"*
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
dta d"Bocianu, Probabilitydragon",d","*
dta d"EnderDude, Dracon",d","*
dta d"Beeblebrox, KrzysRog, lopezpb",d","*
dta d"brad-colbert, archon800, nowy80",d","*
dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
.IF target = 5200
@@ -641,6 +657,9 @@ CreditsStart
dta d" "*
dta d"Additional testin",d"g"*
dta d"Arek and Alex Peck",d"o"*
dta d" "*
dta d"Special thank",d"s"*
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
.IF target != 5200
dta d" "*
dta d"Stay tuned for the FujiNet version",d"!"*
@@ -648,9 +667,9 @@ CreditsStart
dta d" "*
CreditsEnd
.IF target = 5200
CreditsLines=38
CreditsLines=34 + 7; add 7 for scrollout
.ELSE
CreditsLines=42 ; 34 in reality. add 7?
CreditsLines=40 + 7 ; add 7 for scrollout
.ENDIF
.IF target = 5200
; Atari 5200 splash
+1
View File
@@ -145,6 +145,7 @@ last_defensive_____ = ind_Spy_Hard_______
last_real_defensive = ind_Bouncy_Castle__
number_of_offensives = last_offensive_____ - first_offensive____+1
number_of_defensives = (last_defensive_____ - first_defensive____+1)
number_of_weapons = number_of_offensives + number_of_defensives
;--------------------------------
; names of RMT instruments (sfx)
;--------------------------------
+17 -10
View File
@@ -12,8 +12,14 @@ OptionsScreen
dta d" (un)2000-2023"
.IF TARGET = 800
dta d" Please select option with cursor keys "
dta d" and press (Return) to proceed "
dta d" Please select option with "
dta $fe,$dc,$dd,$ff ; cursors in inverse
dta d" and "
dta d"Tab"*
dta d" "
dta d" Press "
dta d"Return"*
dta d" to proceed "
.ELIF TARGET = 5200
dta d" Please select option with joystick one "
dta d" and press FIRE to proceed "
@@ -32,14 +38,15 @@ NameScreen3
dta d" Human/Atari (difficulty level) "
NameScreen5
.IF TARGET = 800
dta d" "
dta d"TAB"*
dta d" - Port nr "
dta d"Joy"*
dta d" - Difficulty "
dta d" "
dta d"Return"*
dta d" - Proceed "
dta d"TAB"*
dta d" - Port nr "
dta $fe,$dc,$dd,$ff ; cursors in inverse
dta d" - Difficulty"
dta d" "
dta d"INV"*
dta d" - Shape "
dta d"Return"*
dta d" - Proceed "
.ELIF TARGET = 5200
dta d" "
dta d"(5)"*
+98 -2
View File
@@ -5,6 +5,8 @@
;--------------------------------------------------
.proc draw ;;fuxxing good draw :)
; xdraw,ydraw (word) - coordinates of first point
; xbyte,ybyte (word) - coordinates of last point
;--------------------------------------------------
;creditz to Dr Jankowski / MIM U.W.
; (xi,yi)-----(xk,yk)
@@ -291,6 +293,8 @@ EndOfDraw
;--------------------------------------------------
.proc circle ;fxxxing good circle drawing :)
; xdraw,ydraw (word) - coordinates of circle center
; radius (byte) - radius of circle
;--------------------------------------------------
;Turbo Basic source
; R=30
@@ -1136,7 +1140,7 @@ OneTimeParachute
jmp EndOfFCycle
NoFallingDown
; check direction (left or right)
ldy #7 ; SlideLeftTable length -1 (from 0 to 7)
ldy #SlideLeftTableLen-1 ; SlideLeftTable length -1 (from 0 to 7)
@ lda SlideLeftTable,y
cmp UnderTank1
beq FallingLeft
@@ -1289,7 +1293,7 @@ drawmountainsloop
beq NoMountain
sta ydraw
sty ydraw+1
; jsr DrawLine
.IF FASTER_GRAF_PROCS = 1
; there was Drawline proc
lda #screenheight
sec
@@ -1308,6 +1312,16 @@ drawmountainsloop
dec tempbyte01
bne @-
; end of Drawline proc
.ELSE
; there was Drawline proc
drawline
jsr plot.MakePlot
inc ydraw
lda ydraw
cmp #screenheight
bne drawline
; end of Drawline proc
.ENDIF
NoMountain
inw modify
inw xdraw
@@ -1858,6 +1872,7 @@ CopyMask
dey
bpl CopyMask
.IF FASTER_GRAF_PROCS = 1
; calculating coordinates from xdraw and ydraw
mwa xdraw xbyte
@@ -1922,6 +1937,44 @@ CharLoopi
inx
cpx #8
bne CharLoopi
.ELSE
mvx #7 temp ; line counter (Y)
CharLoop1
mva #7 temp+1 ; pixel counter (X)
CharLoop2
mva #0 color
rol mask1,x
bcc NoMaskNoPlot
rol char1,x
bcs NoPlot
MakeCharPlot
lda Erase
bne ErasingChar
inc color
ErasingChar
NoPlot
jsr plot.MakePlot
AfterCharPlot
inw xdraw
ldx temp
dec temp+1
bpl CharLoop2
sec
sbw xdraw #8
dec ydraw
ldx temp
dex
stx temp
bpl CharLoop1
clc
lda ydraw
adc #8
sta ydraw
bne EndPutChar
NoMaskNoPlot
rol char1,x
jmp AfterCharPlot
.ENDIF
EndPutChar
rts
.endp
@@ -1979,6 +2032,7 @@ GetUpper4bits
dex
bpl CopyChar
.IF FASTER_GRAF_PROCS = 1
; calculating coordinates from xdraw and ydraw
mwa dx xbyte
@@ -2038,6 +2092,48 @@ PutInColor0_2
inx
cpx #4
bne CharLoopi4x4
.ELSE
mwa xdraw char2
mwa ydraw mask2
mva color mask2+2
mwa dx xdraw
mwa dy ydraw
mvx #3 temp ; line counter (Y)
CharLoop1
mva #3 temp+1 ; pixel counter (X)
CharLoop2
mva #0 color
rol mask1,x
bcc NoMaskNoPlot
rol char1,x
bcs NoPlot
MakeCharPlot
lda plot4x4color
beq ErasingChar
inc color
ErasingChar
NoPlot
jsr plot.MakePlot
AfterCharPlot
inw xdraw
ldx temp
dec temp+1
bpl CharLoop2
sec
sbw xdraw #4
dec ydraw
ldx temp
dex
stx temp
bpl CharLoop1
mwa char2 xdraw
mwa mask2 ydraw
mva mask2+2 color
bpl EndPut4x4
NoMaskNoPlot
rol char1,x
jmp AfterCharPlot
.ENDIF
EndPut4x4
rts
.endp
+84 -69
View File
@@ -6,19 +6,22 @@
;Miami & Warsaw 2022, 2023
;---------------------------------------------------
.def TARGET = 800 ;5200 ; or 800
.def TARGET = 800 ; 5200 ; or 800
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath}
;---------------------------------------------------
.def XCORRECTION_FOR_PM = 0
; if 1 - active x position of tanks correction fo PMG
.def FASTER_GRAF_PROCS = 1
; if 1 - activates faster graphics routines
; (direct writes to screen memory - atari only :) )
;---------------------------------------------------
;OPT r+ ; saves 12 bytes :O
;---------------------------------------------------
.macro build
dta d"1.27" ; number of this build (4 bytes)
dta d"1.28" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -191,7 +194,7 @@ FirstZpageVariable = $57
.ELSE
icl 'lib/ATARISYS.ASM'
icl 'lib/MACRO.ASM'
icl 'artwork/Scorch50.asm' ; splash screen and musix
icl 'artwork/splash_v2/splash.asm' ; splash screen and musix
.ENDIF
;-----------------------------------------------
@@ -314,14 +317,9 @@ no5200splash
dey
bpl @-
; initialize one Variable in zero page :)
;lda #<dliColorsFore
;sta GradientColors
;lda #>dliColorsFore
;sta GradientColors+1
; set gradient to the full LGBTIQQAAPP+ flag on start
mva #1 GradientNr
jsr SelectNextGradient
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one)
jsr SelectNextGradient.NotWind
; generate linetables
mwa #display temp
@@ -338,6 +336,12 @@ no5200splash
bne @-
.IF TARGET = 800
; pokeys init
lda #3 ; stereo
sta POKEY+$0f ; stereo
sta POKEY+$1f ; stereo
lda PAL
and #%00001110
bne NoRMT_PALchange
@@ -641,8 +645,9 @@ SettingEnergies
;--------------------------------------------------
.proc MainRoundLoop
; here we must check if by a chance there is only one
; tank with energy greater than 0 left
; here we must check if by a chance there is only one
; tank with energy greater than 0 left
;--------------------------------------------------
ldy #0 ; in Y - number of tanks with energy greater than zero
sty ATRACT ; reset atract mode
@@ -908,9 +913,10 @@ NotLastPlayerInRound
;---------------------------------
.proc PlayerXdeath
; this tank should not explode anymore:
; there is 0 in A, and Tank Number in X, so...
;---------------------------------
; this tank should not explode anymore:
; there is 0 in A, and Tank Number in X, so...
sta LASTeXistenZ,x
; save x somewhere
stx TankTempY
@@ -926,7 +932,7 @@ NotLastPlayerInRound
; in X there is a number of tank that died
lda #77 ; mumber of defensive text after BFG!
lda #78 ; mumber of defensive text after BFG! ("VERY FUNNY.")
bit AfterBFGflag ; check BFG flag
bmi TextAfterBFG
; if BFG then no points for dead tanks ...
@@ -1039,7 +1045,6 @@ ldahashzero
NotNegativeEnergy
sta Energy,x
;now increase the gain of the shooting tank
; phx
ldy TankNr
clc
lda gainL,y
@@ -1048,7 +1053,6 @@ NotNegativeEnergy
lda gainH,y
adc #$00
sta gainH,y
; plx
rts
.endp
@@ -1081,6 +1085,7 @@ NotNegativeShieldEnergy
;---------------------------------
.proc Seppuku
;---------------------------------
lda #0
sta ydraw+1
; get position of the tank
@@ -1135,48 +1140,44 @@ NotNegativeShieldEnergy
;this algiorithm is a little longer than one in Ruszczyc 6502 book
;but it is faster
LDy #8
LDA #0
CLC
LP0
ldy #8
lda #0
clc
LP0 ror
ror L1
bcc B0
clc
adc #10 ; (L2) multiplication by 10
B0 dey
bne LP0
ror
ROR L1
BCC B0
CLC
ADC #10 ; (L2) multiplication by 10
B0 DEY
BNE LP0
ror
ROR L1
STA MaxForceTableH,x
ror L1
sta MaxForceTableH,x
lda L1
sta MaxForceTableL,x
rts
.endp
;--------------------------------------------------
.proc WeaponCleanup;
.proc WeaponCleanup
; cleaning of the weapon possesion tables
; 99 of Baby Missles(index==0), all other weapons=0)
; 99 of Baby Missles and White Flags, all other weapons=0)
;--------------------------------------------------
ldx #$3f ; TODO: maxweapons
ldx #(number_of_weapons - 1)
@ lda #$0
cpx #ind_White_Flag_____ ; White Flag
bne @+
lda #99
@ sta TanksWeapon1,x
bne no99
set99 lda #99
no99 sta TanksWeapon1,x
sta TanksWeapon2,x
sta TanksWeapon3,x
sta TanksWeapon4,x
sta TanksWeapon5,x
sta TanksWeapon6,x
dex
beq setBmissile
bpl @-1
beq set99 ; Baby Missile (index=0)
bpl @-
rts
setBmissile
lda #99
bne @-
.endp
;--------------------------------------------------
@@ -1256,6 +1257,9 @@ MakeTanksVisible
.endp
;--------------------------------------------------
.proc SetStandardBarrels
; set standart barrel length and deactivate Auto Defense
; for all tanks
;--------------------------------------------------
ldx #maxPlayers-1
@ lda #StandardBarrel ; standard barrel length
sta BarrelLength,x
@@ -1266,7 +1270,7 @@ MakeTanksVisible
rts
.endp
;----------------------------------------------
.proc RandomizeSequence0
/* .proc RandomizeSequence0
ldx #0
@ txa
sta TankSequence,x
@@ -1274,7 +1278,7 @@ MakeTanksVisible
cpx #MaxPlayers
bne @-
rts
.endp
.endp */
;--------------------------------------------------
.proc RandomizeSequence
; in: NumberOfPlayers
@@ -1331,20 +1335,10 @@ UsageLoop
; X is not changed
;----------------------------------------------
;valid angle values are ((256-90)..255) and (0..90)
;it means that values 91..165 must be elliminated...
;so, lets randomize someting between 0 and 180
;and substract this value from 90
; lets randomize someting between 0 and 180
lda RANDOM
cmp #180
bcs RandomizeAngle
;sta temp
;lda #90 ; CARRY=0 here
;sbc temp
rts
.endp
;----------------------------------------------
@@ -1395,6 +1389,7 @@ LimitForce
.endp
;----------------------------------------------
.proc Table2Force
;----------------------------------------------
lda ForceTableL,x
sta Force
lda ForceTableH,x
@@ -1403,6 +1398,7 @@ LimitForce
.endp
;----------------------------------------------
.proc MoveBarrelToNewPosition
;----------------------------------------------
mva #1 Erase
jsr DrawTankNr.BarrelChange
mva #0 Erase
@@ -1418,11 +1414,11 @@ MoveBarrel
lda NewAngle
cmp AngleTable,x
beq BarrelPositionIsFine
bcc rotateLeft ; older is bigger
rotateRight;older is lower
bcc rotateLeft
rotateRight ; older is lower
inc angleTable,x
jmp MoveBarrel
rotateLeft
rotateLeft ; older is bigger
dec angleTable,x
jmp MoveBarrel
BarrelPositionIsFine
@@ -1442,10 +1438,10 @@ BarrelPositionIsFine
; I think I will go for a stupid bubble sort...
; it is easy to test :)
;
; Results are in ResultsTable, in SortedTable we want to
; Results are in ResultsTable, in TankSequence (Sorted Table) we want to
; have numbers of tanks from the worst to the best.
; in other words, if ResultsTable=(5,4,65,23,3,6)
; the SortedTable=(4,1,0,5,3,2)
; the TankSequence=(4,1,0,5,3,2)
; let's assume initially the TankSequence=(0,1,2,3,4,5)
ldx #0
@@ -1490,10 +1486,20 @@ Bubble
BubbleBobble
lda TempResults,x
cmp TempResults+1,x
beq nextishigher ; this is to block hangs when 2 equal values meet
bcc nextishigher
bne swapvalues
nextisequal
; if results are equal, check Direct Hits (only lower byte - sorry memory)
ldy TankSequence,x
lda DirectHitsL,y
ldy TankSequence+1,x
cmp DirectHitsL,y
;
beq nextishigher ; this is to block hangs when 2 equal values meet
bcc nextishigher
;here we must swap values
;because next is smaller than previous
swapvalues
sta temp
lda TempResults+1,x
sta TempResults,x
@@ -1537,8 +1543,10 @@ SetRandomWalls
rts
.endp
;--------------------------------------------------
.proc GetKey ; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set to 1
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
@
@@ -1642,7 +1650,8 @@ KeyReleased
rts
.endp
;--------------------------------------------------
.proc IsKeyPressed ; A=0 - yes , A>0 - no
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda SKSTAT
and #%00000100
@@ -1653,6 +1662,8 @@ KeyReleased
.endp
;--------------------------------------------------
.proc DemoModeOrKey
; Waits for the key pressed if at least one human is playing.
; Otherwise, waits 3 seconds (demo mode).
;--------------------------------------------------
;check demo mode
ldx numberOfPlayers
@@ -1667,17 +1678,19 @@ checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
ldy #75
jsr PauseYFrames
rts
peopleAreHere
jmp getkey ; jsr:rts
.endp
;--------------------------------------------------
MakeDarkScreen
jsr PMoutofScreen
;--------------------------------------------------
jsr PMoutofScreen ; hide P/M
mva #0 dmactls ; dark screen
; sta dmactl ; probably not necessary (3 bytes!!! :) )
; and wait one frame :)
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
lda CONSOL
and #%00000101 ; Start + Option
sne:mva #$40 escFlag
@@ -1686,9 +1699,11 @@ MakeDarkScreen
rts
.endp
;--------------------------------------------------
.proc PauseYFrames
; Y - number of frames to wait (divided by 2)
; pauses for maximally 510 frames (255 * 2)
;--------------------------------------------------
@ jsr WaitOneFrame
jsr WaitOneFrame
dey
@@ -1698,8 +1713,8 @@ MakeDarkScreen
;--------------------------------------------------
.proc RmtSongSelect
;--------------------------------------------------
; starting song line 0-255 to A reg
;--------------------------------------------------
cmp #song_ingame
bne noingame ; noMusic blocks only ingame song
bit noMusic
@@ -1784,7 +1799,7 @@ YesCheat
lda #99
@ iny
sta (temp),y
cpy #(last_defensive_____ - first_offensive____)
cpy #(number_of_weapons - 1)
bne @-
NoCheat
rts
@@ -1848,4 +1863,4 @@ MODULEND
.word FirstSTART
.ELSE
run FirstSTART
.ENDIF
.ENDIF
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+30 -36
View File
@@ -2033,34 +2033,33 @@ EndOfCredits
.proc DisplayStatus
;-------------------------------------------------
;=========================
; displaying number of active controller port
;=========================
ldy JoystickNumber
lda digits+1,y
sta statusBuffer+17
;---------------------
;=========================
;displaying symbol of the weapon
;---------------------
;display name and symbol of the weapon
;statusBuffer+18 - symbol (1 char)
;statusBuffer+20 - quantity left
;statusBuffer+23 - name
;=========================
ldx TankNr
ldy ActiveWeapon,x
lda WeaponSymbols,y
sta statusBuffer+19
;---------------------
;=========================
;displaying quantity of the given weapon
;---------------------
;=========================
lda ActiveWeapon,x
jsr HowManyBullets
sta decimal
mwa #statusBuffer+21 displayposition
jsr displaybyte
;---------------------
;=========================
;displaying name of the weapon
;---------------------
;=========================
ldx TankNr
lda ActiveWeapon,x
sta temp ;get back number of the weapon
@@ -2080,9 +2079,9 @@ EndOfCredits
dey
bpl @-
;---------------------
;=========================
;displaying name of the defence weapon (if active)
;---------------------
;=========================
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
bpl @+
lda #$5e ; Auto Defense symbol
@@ -2119,19 +2118,17 @@ ClearingOnly
dey
bpl @-
;---------------------
;=========================
;displaying the energy of a tank
;---------------------
;=========================
lda Energy,x
sta decimal
mwa #statusBuffer+48 displayposition
jsr displaybyte
;---------------------
;=========================
;displaying the energy of a tank shield (if exist)
;---------------------
;=========================
; clear (if no shield)
lda #space
sta statusBuffer+40+10
@@ -2155,17 +2152,20 @@ NoDefenceWeapon
NoShieldEnergy
;=========================
;display Wind
; display Wind
;=========================
mwa Wind temp
lda Wind+3 ; highest byte of 4 byte wind
lda #space
bit Wind+3 ; highest byte of 4 byte wind
bmi DisplayLeftWind
sta statusBuffer+80+17 ; (space) char
lda #$7f ; (tab) char
sta statusBuffer+80+20
lda #space
sta statusBuffer+80+17
beq DisplayWindValue
bne DisplayWindValue
DisplayLeftWind
sta statusBuffer+80+20 ; (space) char
lda #$7e ;(del) char
sta statusBuffer+80+17
sec ; Wind = -Wind
lda #$00
sbc temp
@@ -2173,10 +2173,6 @@ DisplayLeftWind
lda #$00
sbc temp+1
sta temp+1
lda #$7e ;(del) char
sta statusBuffer+80+17
lda #space
sta statusBuffer+80+20
DisplayWindValue
:4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp
@@ -2207,6 +2203,7 @@ DisplayWindValue
;display Angle
;=========================
displayAngle
ldy #space
ldx TankNr
lda AngleTable,x
cmp #90
@@ -2215,28 +2212,25 @@ displayAngle
AngleToRight
; now we have values from 0 to 89 and right angle
sta decimal
sty statusBuffer+40+22 ; (space) character
lda #$7f ; (tab) character
sta statusBuffer+40+25
lda #space
sta statusBuffer+40+22
beq AngleDisplay
bne AngleDisplay
AngleToLeft
sec
lda #180
sbc AngleTable,x
; angles 180 - 91 converted to 0 - 89
sta decimal
sty statusBuffer+40+25 ; (space) character
lda #$7e ;(del) char
sta statusBuffer+40+22
lda #space
sta statusBuffer+40+25
beq AngleDisplay
bne AngleDisplay
VerticallyUp
; now we have value 90
sta decimal
lda #space
sta statusBuffer+40+25
sta statusBuffer+40+22
sty statusBuffer+40+25 ; (space) character
sty statusBuffer+40+22 ; (space) character
AngleDisplay
mwa #statusBuffer+40+23 displayposition
+6 -6
View File
@@ -342,17 +342,17 @@ LaserCoordinate .DS 8 ; 2,2,2,2
; from $30 the defensive weapons begin
TanksWeapons
TanksWeapon1
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
TanksWeapon2
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
TanksWeapon3
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
TanksWeapon4
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
TanksWeapon5
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
TanksWeapon6
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
mountaintable ;table of mountains (size=screenwidth)
.DS [screenwidth]
+41 -9
View File
@@ -3,6 +3,9 @@
.IF *>0 ;this is a trick that prevents compiling this file alone
;--------------------------------------------------
.proc Explosion
; xdraw,ydraw (word) - coordinates of explosion center
; TankNr - number of shooting tank
; ActiveWeapon(TankNr) - weapon that tank fires
;--------------------------------------------------
;cleanup of the soil fall down ranges (left and right)
jsr ClearScreenSoilRange
@@ -358,29 +361,34 @@ EndNurnedCheckLoop
; ------------------------
.proc babyroller
mva #11 ExplosionRadius
GoRoller
jmp xroller
.endp
; ------------------------
.proc roller ;
mva #21 ExplosionRadius
jmp xroller
bne babyroller.GoRoller ; 1 byte saved
; jmp xroller
.endp
; ------------------------
.proc heavyroller
mva #30 ExplosionRadius
jmp xroller
bne babyroller.GoRoller ; 1 byte saved
; jmp xroller
.endp
; ------------------------
.proc riotbomb
mva #17 ExplosionRadius
GoRiotBomb
jsr CalculateExplosionRange
jmp xriotbomb
.endp
; ------------------------
.proc heavyriotbomb
mva #29 ExplosionRadius
jsr CalculateExplosionRange
jmp xriotbomb
bne riotbomb.GoRiotBomb ; 4 bytes saved - optimization :)
; jsr CalculateExplosionRange
; jmp xriotbomb
.endp
; ------------------------
.proc babydigger
@@ -932,6 +940,14 @@ ExplodeNow
; --------------------------------------------------
.proc checkRollDirection
; check rolling direction (for roller and other rolling weapons)
; xdraw (word) - X coordinate
; Y coordinate is taken from mountaintable and go to ydraw (word)
; shoot direction is taken from VX+3
; result:
; HowMuchToFall - direction
; $FF - we are in a hole (flying in missile direction)
; 1 - right, 2 - left
; --------------------------------------------------
ldy #0
adw xdraw #mountaintable tempXROLLER
lda (tempXROLLER),y
@@ -951,15 +967,12 @@ PositiveVelocity
; 1 - right, 2 - left
mva #$ff HowMuchToFall
mva ydraw HeightRol
;mwa #mountaintable tempXROLLER - It's already done !!!
;adw tempXROLLER xdraw
SeekLeft
cpw tempXROLLER #mountaintable
beq GoRightNow ; "bounce" if we have on left end
.nowarn dew tempXROLLER
lda (tempXROLLER),y ;fukk! beware of Y value
cmp HeightRol
;bne HowMuchToFallLeft
HowMuchToFallLeft
bcs GoRightNow
mva #1 HowMuchToFall
@@ -971,9 +984,7 @@ SeekRight
inw tempXROLLER
lda (tempXROLLER),y
cmp HeightRol
;bne HowMuchToFallRight
HowMuchToFallRight
; check if up or down
bcs HowMuchToFallKnown
lda HowMuchToFall
bpl ItIsLeftAlready
@@ -2393,6 +2404,7 @@ NoWall
; X and TankNr - index of shooting tank
; -------------------------------------------------
mva #sfx_sandhog sfx_effect
.IF FASTER_GRAF_PROCS = 1
ldy #0 ; byte counter (from 0 to 39)
NextColumn
; big loop - we repat internal loops for each column of bytes
@@ -2427,6 +2439,26 @@ NextLine2
iny
cpy #40
bne NextColumn
.ELSE
mva #1 color
mwa #120 ydraw
NextLineSlow
lda #0
sta xdraw
sta xdraw+1
NextPixelSlow
bit random
bpl NoPlot
bvc NoPlot
jsr plot.MakePlot
NoPlot
inw xdraw
cpw xdraw #screenwidth
bne NextPixelSlow
dec ydraw
dec ydraw
bpl NextLineSlow
.ENDIF
; and we have "snow" :)
lda #0
ldx TankNr