build 140

This commit is contained in:
2022-05-15 23:21:47 -04:00
parent 08f7680563
commit 68bf4a9541
8 changed files with 48 additions and 36 deletions
+9
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@@ -46,6 +46,15 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
## Changes:
###### Build 140
2022-05-15
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now background color, "sky" and empty areas are in fact pixels. This allowed for introducing better tank colorization, fully devised and lead by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
- few new sfx added (end of round, weapon change, soil eating weapons)
- added colors to tank name and level selection screen
- Bug https://github.com/pkali/scorch_src/issues/57 possibly alleviated by using TRIG0S instead of TRIG0. Please test - it did not show for me.
Other unlisted minor bugs and typos fixed.
"Nightly" version moved to `develop` branch. `master` will be updated with stablish and playablish builds only.
###### Build 139
2022-05-09
The post midnight release with great, heavy new features:
+1 -1
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@@ -6,7 +6,7 @@
;==========================CONSTANT TABLES, do not erase!===========================
;===================================================================================
TankColoursTable .BYTE $88,$cc,$38,$1c,$6a,$02
TankStatusColoursTable .BYTE $82,$c2,$32,$12,$62,$02
TankStatusColoursTable .BYTE $80,$c0,$30,$10,$60,$00
dliColorsBack
:10 .by $02,$00
dliColorsFore
+28 -28
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@@ -78,31 +78,31 @@ price______________63 = $ffff
;--------------------------------
; names of RMT instruments (sfx)
;--------------------------------
sfx_set_power_1 = $00
sfx_set_power_2 = $01
sfx_lightning = $02
sfx_dunno = $03
sfx_nuke = $04
sfx_baby_missile= $05
sfx_death_begin = $06
sfx_plasma_1_2 = $07
sfx_plasma_2_2 = $08
sfx_napalm = $09
sfx_dirt_charge = $0a
sfx_missile_hit = $0b
sfx_funky_hit = $0c
sfx_shield_on = $0d
sfx_shield_off = $0e
sfx_parachute = $0f
sfx_smoke_cloud = $10
sfx_riot_blast = $11
sfx_sandhog = $12
sfx_dirt_chrg_s = $13
sfx_digger = $14
sfx_silencer = $15
sfx_next_player = $16
sfx_purchase = $17
sfx_keyclick = $18
sfx_shoot = $19
sfx_seppuku = $1a
sfx_liquid_dirt = $1b
sfx_set_power_1 = $00 ;A
sfx_set_power_2 = $01 ;b
sfx_lightning = $02 ;c
sfx_dunno = $03 ;d
sfx_nuke = $04 ;e
sfx_baby_missile= $05 ;f
sfx_death_begin = $06 ;g
sfx_plasma_1_2 = $07 ;h
sfx_plasma_2_2 = $08 ;i
sfx_napalm = $09 ;j
sfx_dirt_charge = $0a ;k
sfx_missile_hit = $0b ;l
sfx_funky_hit = $0c ;m
sfx_shield_on = $0d ;n
sfx_shield_off = $0e ;o
sfx_parachute = $0f ;p
sfx_smoke_cloud = $10 ;q
sfx_riot_blast = $11 ;r
sfx_sandhog = $12 ;s
sfx_dirt_chrg_s = $13 ;t
sfx_digger = $14 ;u
sfx_silencer = $15 ;v
sfx_next_player = $16 ;w
sfx_purchase = $17 ;x
sfx_keyclick = $18 ;y
sfx_shoot = $19 ;z
sfx_seppuku = $1a ;1
sfx_liquid_dirt = $1b ;2
+3 -3
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@@ -36,7 +36,7 @@
;we decided it must go in 'English' to let other people work on it
.macro build
dta d"139" ; number of this build (3 bytes)
dta d"140" ; number of this build (3 bytes)
.endm
icl 'definitions.asm'
@@ -1190,7 +1190,7 @@ checkJoyGetKey
rts
notpressedJoyGetKey
;fire
lda TRIG0
lda TRIG0S
bne @-
lda #$0c ;Return key
rts
@@ -1210,7 +1210,7 @@ WaitForKeyRelease .proc
and #$0f
cmp #$0f
bne WaitForKeyRelease
lda TRIG0
lda TRIG0S
beq WaitForKeyRelease
lda SKSTAT
cmp #$ff
BIN
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Binary file not shown.
+2
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@@ -1393,6 +1393,8 @@ EndOfTypeLine4x4
.proc DisplayResults ;
;displays results of the round
;using 4x4 font
mva #sfx_smoke_cloud sfx_effect
;centering the result screen
mwa #((ScreenWidth/2)-(8*4)) ResultX
+2 -2
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@@ -15,7 +15,7 @@ TanksNames ; DO NOT ZERO - ticket #24
:6 dta d" "
;----------------------------
;Options DO NOT ZERO - ticket #27
OptionsTable .by 0,0,2,2,0,1,4
OptionsTable .by 0,0,2,2,0,1,3
RoundsInTheGame .by 10 ;how many rounds in the current game
seppukuVal .by 75
;--------------------------------------------------
@@ -43,7 +43,7 @@ flyDelay .ds 1
;--------------
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
GameIsOver .DS 1 ; 1 - it was the last round in the game
GameIsOver .DS 1 ; 1 means it was the last round in the game
;-----------------------------------
moneyH ;we place zero at the end of prices and money
;and have range from 0 to 99990 (not too much)
+3 -2
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@@ -692,6 +692,7 @@ dirtLoop
; -----------------
.proc xriotbomb ;
; -----------------
mva #sfx_riot_blast sfx_effect
lda #0
sta radius
sta color
@@ -1005,7 +1006,7 @@ ContinueToCheckMaxForce2
; $f3 - shift+key
notpressed
lda TRIG0
lda TRIG0S
beq notpressed
lda SKSTAT
cmp #$ff
@@ -1050,7 +1051,7 @@ checkJoy
jmp jumpFromStick
notpressedJoy
;fire
lda TRIG0
lda TRIG0S
jeq pressedSpace
jmp notpressed