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https://github.com/pkali/scorch_src.git
synced 2026-05-20 22:34:21 +02:00
Mountains avialiable in shadows of GREY.
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@@ -24,6 +24,8 @@ 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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The [TAB] key, and on the Atari 5200 console the [5] controller key change the color of the mountains.
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The [RETURN] key or a joystick button moves to the next screen.
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## 2. Entering the name of players and selecting the level of computer-controlled players
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@@ -23,6 +23,8 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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Wybór opcji klawiszami kursora lub joystickiem.
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Klawisz [TAB], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór.
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
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@@ -59,6 +59,9 @@ areYouSureText
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lineClear
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dta d" "
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TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
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;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
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TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
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;-----------
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pmtableL ; addressess of the P/M memory for 6 tanks
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.by <(pmgraph+$400)
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+2
-5
@@ -2,17 +2,14 @@
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.IF *>0 ;this is a trick that prevents compiling this file alone
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TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
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;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
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;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
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TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
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TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
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dliColorsBack
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:10 .by $02,$00
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dliColorsFore
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.by $0a ; one mountains color
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; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
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; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
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.by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
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.by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
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CashOptionL ;(one zero less than on the screen)
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.by 0,<200,<800,<1200,<2000
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CashOptionH
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+17
-11
@@ -26,8 +26,9 @@
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;---------------------------------------------------
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icl 'definitions.asm'
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;---------------------------------------------------
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FirstZpageVariable = $61
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FirstZpageVariable = $60
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.zpvar DliColorBack .byte = FirstZpageVariable
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.zpvar Gradient .byte
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.zpvar JoystickNumber .byte
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.zpvar xdraw .word ;= $64 ;variable X for plot
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.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
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@@ -1180,16 +1181,18 @@ MakeTanksVisible
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phy
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ldy dliCounter
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lda dliColorsBack,y
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nop
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nop
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nop
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.IF TARGET = 800
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nop ; necessary on 800 because DLIs take less time, jitter visible without it
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nop
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.ENDIF
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bit Gradient
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bmi GoGradient
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ldy #$ff
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GoGradient
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iny
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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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; .ENDIF
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sta COLPF1
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; lda dliColorsFore,y ; mountains colors array
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lda dliColorsFore ; one mauntain color
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lda dliColorsFore,y ; mountains colors array
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; lda dliColorsFore ; one mauntain color
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sta COLPF2
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inc dliCounter
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;ldy dliY
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@@ -1226,8 +1229,11 @@ MakeTanksVisible
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; lda dliColorsBack
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lda #0
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sta COLPF1
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lda dliColorsFore+1
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bit Gradient
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bmi @+
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lda dliColorsFore
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sta COLPF2
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@ sta COLPF2
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pla
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rti
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.endp
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BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -110,7 +110,14 @@ OptionsNoRight
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cmp #@kbcode._ret ; $c ;Return key
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bne OptionsNoReturn
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jmp OptionsFinished
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OptionsNoReturn
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cmp #@kbcode._tab ; Tab key
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bne OptionsNoTab
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lda Gradient
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eor #$80
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sta Gradient
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OptionsNoTab
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jmp OptionsMainLoop
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OptionsFinished
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+6
-3
@@ -102,7 +102,9 @@ CheckNextTankBFG
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mva #17 ExplosionRadius
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jsr xmissile
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; soil must fall down now! there is no other way...
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jsr SecondRepeat
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/* ; soil must fall down now! there is no other way...
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; hide tanks or they fall down with soil
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jsr SoilDown2
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@@ -123,8 +125,9 @@ CheckNextTankBFG
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mva #15 ExplosionRadius
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jsr CalculateExplosionRange0
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mva #sfx_baby_missile sfx_effect
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jsr xmissile.NoRangeCalc
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jsr xmissile.NoRangeCalc */
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SecondRepeat
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; soil must fall down now! there is no other way...
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; hide tanks or they fall down with soil
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jsr SoilDown2
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@@ -142,7 +145,7 @@ CheckNextTankBFG
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jsr Flight
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lda HitFlag
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beq EndOfLeapping
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mva #13 ExplosionRadius
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mva #14 ExplosionRadius
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jsr CalculateExplosionRange0
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mva #sfx_baby_missile sfx_effect
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jmp xmissile.NoRangeCalc
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