Code cleanup

This commit is contained in:
Pecusx
2023-03-30 14:44:17 +02:00
parent e1a930ca44
commit 83969e747b
+25 -10
View File
@@ -638,6 +638,7 @@ SettingEnergies
.proc MainRoundLoop
; 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
@@ -903,9 +904,10 @@ NotLastPlayerInRound
;---------------------------------
.proc PlayerXdeath
; 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
@@ -1034,7 +1036,6 @@ ldahashzero
NotNegativeEnergy
sta Energy,x
;now increase the gain of the shooting tank
; phx
ldy TankNr
clc
lda gainL,y
@@ -1043,7 +1044,6 @@ NotNegativeEnergy
lda gainH,y
adc #$00
sta gainH,y
; plx
rts
.endp
@@ -1076,6 +1076,7 @@ NotNegativeShieldEnergy
;---------------------------------
.proc Seppuku
;---------------------------------
lda #0
sta ydraw+1
; get position of the tank
@@ -1149,7 +1150,7 @@ B0 dey
.endp
;--------------------------------------------------
.proc WeaponCleanup;
.proc WeaponCleanup
; cleaning of the weapon possesion tables
; 99 of Baby Missles and White Flags, all other weapons=0)
;--------------------------------------------------
@@ -1247,6 +1248,9 @@ 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
@@ -1376,6 +1380,7 @@ LimitForce
.endp
;----------------------------------------------
.proc Table2Force
;----------------------------------------------
lda ForceTableL,x
sta Force
lda ForceTableH,x
@@ -1384,6 +1389,7 @@ LimitForce
.endp
;----------------------------------------------
.proc MoveBarrelToNewPosition
;----------------------------------------------
mva #1 Erase
jsr DrawTankNr.BarrelChange
mva #0 Erase
@@ -1518,8 +1524,10 @@ SetRandomWalls
rts
.endp
;--------------------------------------------------
.proc GetKey ; waits for pressing a key and returns pressed value in A
.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
@
@@ -1623,7 +1631,8 @@ KeyReleased
rts
.endp
;--------------------------------------------------
.proc IsKeyPressed ; A=0 - yes , A>0 - no
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda SKSTAT
and #%00000100
@@ -1634,6 +1643,8 @@ 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
@@ -1648,17 +1659,19 @@ 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
@@ -1667,9 +1680,11 @@ 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
@@ -1679,8 +1694,8 @@ MakeDarkScreen
;--------------------------------------------------
.proc RmtSongSelect
;--------------------------------------------------
; starting song line 0-255 to A reg
;--------------------------------------------------
cmp #song_ingame
bne noingame ; noMusic blocks only ingame song
bit noMusic