build 139

This commit is contained in:
2022-05-09 01:30:24 -04:00
parent 37560be9e3
commit 50ab4cdd32
9 changed files with 45 additions and 12 deletions
+21
View File
@@ -7,6 +7,13 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
Contributors:
Kaz - splash screen, ideas
Adam - font, ideas
Emkay - splash screen music
Miker - game sfx, ideas
Bocianu - important ideas, FujiNet implementation
You can contact us at pecus@poczta.fm or pirx@5oft.pl
home page of this project is https://github.com/pkali/scorch_src
@@ -39,6 +46,20 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
## Changes:
###### Build 138
2022-05-09
The post midnight release with great, heavy new features:
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to Miker we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it from directly from the weapon store!
- (fix) https://github.com/pkali/scorch_src/issues/53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices
- (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now
###### Build 138
2022-05-02
- new version of font from Adam
- 80's style background gradient
- roller procedure refactored in preparation to liquid dirt
###### Build 137
2022-04-29
Premature release due to a trip to Atlanta on weekend.
+1 -1
View File
@@ -801,7 +801,7 @@ WeaponUnits
.by 10 ;Dirt_Clod______
.by 5 ;Dirt_Ball______
.by 2 ;Ton_of_Dirt____
.by 2 ;Liquid_Dirt____
.by 4 ;Liquid_Dirt____
.by 2 ;Dirt_Charge____
.by 10 ;Earth_Disrupter
.by 5 ;Plasma_Blast___
+2 -1
View File
@@ -39,7 +39,7 @@ price_Heavy_Sandhog__ = 305 ;_24
price_Dirt_Clod______ = 104 ;_25
price_Dirt_Ball______ = 130 ;_26
price_Ton_of_Dirt____ = 171 ;_27
price_Liquid_Dirt____ = 100; 530 ;_28
price_Liquid_Dirt____ = 530 ;_28
price_Dirt_Charge____ = 581 ;_29
price_Earth_Disrupter = $ffff ;430 ;_30
price_Plasma_Blast___ = $ffff ;274 ;_31
@@ -105,3 +105,4 @@ sfx_purchase = $17
sfx_keyclick = $18
sfx_shoot = $19
sfx_seppuku = $1a
sfx_liquid_dirt = $1b
+2 -2
View File
@@ -144,7 +144,7 @@ EmptyLine
LastLine
:40 dta $ff
; -------------------------------------------------
.ALIGN $1000
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
NameScreen
dta d" Enter names of players "
dta d" Tank 01 Name:"
@@ -169,7 +169,7 @@ textbuffer
dta d"Energy: 99 Angle: <99> Force: 9999 "
dta d" Round: 99 Wind: <99> "
textbuffer2
dta d"Player: ******** Cash: 99999 "
dta d"Player: ******** Cash: 99990 "
dta d"----------------------------------------"
+4 -2
View File
@@ -36,7 +36,7 @@
;we decided it must go in 'English' to let other people work on it
.macro build
dta d"138" ; number of this build (3 bytes)
dta d"139" ; number of this build (3 bytes)
.endm
icl 'definitions.asm'
@@ -550,6 +550,8 @@ PlayersAgain .proc
; OK, text how to do it is ready, now comes coding .
; Aaaah! - in the main loop we have to set eXistenZ and LASTeXistenZ
mva #sfx_next_player sfx_effect
ldx NumberOfPlayers
dex
CheckingPlayersDeath
@@ -1224,7 +1226,7 @@ TankFont
MODUL equ $b000 ;address of RMT module
opt h- ;RMT module is standard Atari binary file already
ins "artwork/sfx/scorch_trial0d1_stripped.rmt" ;include music RMT module
ins "artwork/sfx/scorch_trial0e_stripped.rmt" ;include music RMT module
opt h+
;
;
BIN
View File
Binary file not shown.
+2
View File
@@ -257,6 +257,7 @@ NextChar03
; here we must jump in after each purchase
; to generate again list of available weapons
AfterPurchase
mva #sfx_purchase sfx_effect
ldx tanknr
lda moneyL,x
sta decimal
@@ -995,6 +996,7 @@ nextchar05
iny
cpy #$08
bne nextchar05
mva #sfx_next_player sfx_effect
rts
.endp
+13 -6
View File
@@ -95,7 +95,7 @@ VOID
.endp
; ------------------------
.proc leapfrog
mva #sfx_funky_hit sfx_effect
mva #sfx_baby_missile sfx_effect
inc FallDown2
mva #17 ExplosionRadius
jsr CalculateExplosionRange
@@ -311,6 +311,7 @@ NoLowerCircle
.endp
; ------------------------
.proc babydigger
mva #sfx_digger sfx_effect
mva #0 sandhogflag
inc FallDown2
mva #13 DigLong
@@ -319,6 +320,7 @@ NoLowerCircle
.endp
; ------------------------
.proc digger ;
mva #sfx_digger sfx_effect
mva #0 sandhogflag
inc FallDown2
mva #13 DigLong
@@ -327,6 +329,7 @@ NoLowerCircle
.endp
; ------------------------
.proc heavydigger
mva #sfx_digger sfx_effect
mva #0 sandhogflag
inc FallDown2
mva #13 DigLong
@@ -335,7 +338,6 @@ NoLowerCircle
.endp
; ------------------------
.proc xdigger
mva #sfx_digger sfx_effect
mwa xdraw digstartx
mwa ydraw digstarty
ldx diggery
@@ -506,6 +508,7 @@ DiggerCharacter
.endp
; ------------------------
.proc riotcharge
mva #sfx_riot_blast sfx_effect
inc FallDown2
mva #31 ExplosionRadius
jsr CalculateExplosionRange
@@ -665,6 +668,7 @@ EndOfDistanceCheckLoop
; -----------------
.proc xdirt ;
; -----------------
mva #sfx_dirt_charge sfx_effect
lda #1
sta radius
sta color
@@ -703,6 +707,7 @@ rbombLoop
; $FF - we are in a hole (flying in missile direction)
; 1 - right, 2 - left
Rollin
mva #sfx_shield_off sfx_effect
adw xdraw #mountaintable tempXROLLER
ldy #0
lda (tempXROLLER),y
@@ -760,6 +765,7 @@ ExplodeNow
; finally a little explosion
jsr CalculateExplosionRange
mva #sfx_baby_missile sfx_effect
jmp xmissile
rts
.endp
@@ -885,6 +891,7 @@ EndOfTheDirt
.endp
; ----------------
.proc liquiddirt ;
mva #sfx_liquid_dirt sfx_effect
mva xdraw TempXfill
mva #254 FillCounter
RepeatFill
@@ -952,7 +959,7 @@ FillHole
.endp
;--------------------------------------------------
BeforeFire .proc ;TankNr (byte)
.proc BeforeFire ;TankNr (byte)
;--------------------------------------------------
;this nice routine makes the whole shooting
;preparation: aiming and displaying
@@ -1173,12 +1180,11 @@ CTRLpressedTAB
pressedSpace
;=================================
;we shoot here!!!
mva #sfx_shoot sfx_effect
RTS
.endp
;--------------------------------------------------
Shoot .proc ;TankNr (byte)
.proc Shoot ;TankNr (byte)
;--------------------------------------------------
;it looks like this routine is too big -
;- more and more functions were being added...
@@ -1224,6 +1230,7 @@ AfterStrongShoot
sta xtraj
sta ytraj
mva #sfx_shoot sfx_effect
; Shoots tank nr X !!! :)
;ldx TankNr
lda xtankstableL,x
@@ -1496,7 +1503,7 @@ ThereWasNoParachute
.endp
;--------------------------------------------------
Flight .proc ;Force(byte.byte), Angle(byte), Wind(.byte) 128=0, 255=maxright, 0=maxleft
.proc Flight ; Force(byte.byte), Angle(byte), Wind(.byte) 128=0, 255=maxright, 0=maxleft
;--------------------------------------------------
;g=-0.1
;vx=Force*sin(Angle)