Merge pull request #168 from pkali/develop

v1.50
This commit is contained in:
2024-03-15 16:54:29 -04:00
committed by GitHub
12 changed files with 112 additions and 61 deletions
+10 -13
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@@ -1966,27 +1966,24 @@ NoShieldEnergy
;=========================
mwa Wind temp
lda #space
bit Wind+3 ; highest byte of 4 byte wind
bmi DisplayLeftWind
sta statusBuffer+80+17 ; (space) char
lda #char_TAB ; (tab) char
sta statusBuffer+80+20
bne DisplayWindValue
DisplayLeftWind
sta statusBuffer+80+20 ; (space) char
:4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp
beq DisplayWindValuex
bit Wind+3 ; highest byte of 4 byte wind
bmi DisplayLeftWindx
ldx #char_TAB ; (tab) char
stx statusBuffer+80+20
bne DisplayWindValuex
DisplayLeftWindx
lda #char_DEL ;(del) char
sta statusBuffer+80+17
sec ; Wind = -Wind
lda #$00
sbc temp
sta temp
lda #$00
sbc temp+1
sta temp+1
DisplayWindValue
:4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp
;sta decimal
DisplayWindValuex
mwx #statusBuffer+80+18 displayposition
jsr displaybyte
+43 -1
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@@ -5,7 +5,7 @@ Scorch is a multi-player, turn-based, artillery video game. Tanks do turn-based
by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022, 2023
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022, 2023, 2024
[Game manual in PDF (layout by Bocianu)](Manuals/scorch_manual_en.pdf)
@@ -35,6 +35,16 @@ Compilation: (requires mads newer than 2023-09-13)
- `mads scorch.asm -o:scorch.bin -d:TARGET=5200` for Atari 5200 version
- `mads scorchC64.asm -o:scorchC64.prg` for C64 version (WIP, not playable yet)
Update of the official Atari 8-bit cartridge from Mq:
- boot `scorch_fl.atr` from e.g. SIO2SD, SIO2PC or a large floppy
- insert the cartridge
- do what the flasher application says on the screen.
- do not despair if something goes wrong, just reboot, the reinsert cart, etc.
- it is smoother with QMeg OS, because there you can insert the cart, turn on your Atari, jump to the QMeg menu and boot the `scorch_fl.atr` from there. No need to insert the cart to the running Atari.
WARNING | ADVERTENCIA |警告 | AVERTISSEMENT | चेतावनी | WARNUNG | ПРЕДУПРЕЖДЕНИЕ | UWAGA | POZOR !!!
This is not an official cart manufacturer's (Mq) flasher, it is a collective and separate community effort. Be responsible, don't drink and flash your car(t). Better yet, do not flash it at all. In fact, to preserve the historical value of the artifact we strongly discourage from opening the game box and inserting the cartridge anywhere, especially into unauthorized orifices.
Game source code is split into several parts:
- `scorch.asm` is the main game startup code
@@ -66,6 +76,38 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog:
###### Version 1.50
2024-03-15
Atari 8-bit cart flasher and bug fixes!
@RB5200 provided us with a very good bug reports so the new version was inevitable. Additionally, we have used [cart flasher](https://github.com/jhusak/jataricart/tree/master/various_flashers/1MBscorch) from @jhusak to prepare the .atr with flasher.
Fixes and changes:
- Napalm and Hot Napalm animations were not playing.
- Wind of force 0 and left direction was wrapping arithmetic and caused very strong left shoots.
- Now 0 force wind has got no direction (no negative zeroes anymore!)
- CTRL+Tab was non functional for some time, returned
- Much nicer easter egg visualization.
###### Version 1.48
2024-03-11
New cart image, bugfixes and easter eggs.
In preparation for the festive season we have squeezed the code a bit more, fixed some buggies and added an easter egg or two :)
Most important changes:
- Cyborgs prefer attacking human players again! Due to unforeseen circumstances Cyborgs were a bit shy and not as vicious as planned. Fixed.
- A new weapon "Propaganda". In the spirit of a ["Phoney War"](https://en.wikipedia.org/wiki/Phoney_War) instead of dropping bombs we drop a bunch of leaflets. This will show them!
- Robotanks were making suboptimal purchase decisions. Fixed.
- Updated binary manuals.
- ... _redacted_
- ... _redacted for egg season_
- A new physical cart image - you can update carts and have even more fun now!
###### Version 1.43
2023-12-07
+40 -8
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@@ -1,3 +1,5 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
; All main procedures of the game not dependent on hardware (I hope) :)
@@ -742,19 +744,20 @@ NotNegativeShieldEnergy
;out: Wind (word)
;uses: _
;--------------------------------------------------
lda random
cmp MaxWind
bcs GetRandomWind ; if more than MaxWind then randomize again
sta Wind
mva #$00 Wind+1
sta Wind+2
sta Wind+3
@ lda random
sta Wind
beq noWind ; if 0 then nothing to do
cmp MaxWind
bcs @- ; if more than MaxWind then randomize again
; multiply Wind by 16
; two bytes of Wind are treated as a decimal part of vx variable
:4 aslw Wind
; decide the direction
lda random
bmi @+
bmi noWindDirectionChange
sec ; Wind = -Wind
.rept 2
lda #$00
@@ -764,7 +767,9 @@ NotNegativeShieldEnergy
lda #$ff
sta Wind+2
sta Wind+3
@ rts
noWind
noWindDirectionChange
rts
.endp
;--------------------------------------------------
.proc MaxForceCalculate
@@ -1439,15 +1444,22 @@ FinishResultDisplay
.ENDIF
cmp #VuMeterTime
bcc EndMeter
; Let's go!
jsr ClearTanks
; store all angles
ldx NumberOfPlayers
dex
@ lda AngleTable,x
sta previousAngle,x
lda #0
sta AngleTable,x
dex
bpl @-
jsr DrawTanks
; let's go!
Meter
jsr ClearTanks
mva #1 Erase
jsr drawbarrels ; clear barrels
ldx NumberOfPlayers
@ txa
and #%00000001
@@ -1457,7 +1469,8 @@ Meter
sta AngleTable,x
dex
bpl @-
jsr drawtanks
mva #0 Erase
jsr drawbarrels ; draw barrels
jsr WaitOneFrame
jsr GetKeyFast
cmp #@kbcode._none
@@ -1465,6 +1478,7 @@ Meter
; restore all angles
jsr ClearTanks
ldx NumberOfPlayers
dex
@ lda previousAngle,x
sta AngleTable,x
dex
@@ -1481,6 +1495,24 @@ EndMeterAndReset
.ENDIF
EndMeter
rts
;-----------
drawbarrels
lda TankNr
pha
ldx NumberOfPlayers
dex
stx TankNr
DrawNextTank
lda eXistenZ,x
beq nobarrel ; if energy=0 then no tank
jsr drawtanknr.BarrelChange
nobarrel
dec TankNr
ldx TankNr
bpl DrawNextTank
pla
sta TankNr
rts
.endp
.ENDIF
+2 -2
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@@ -25,7 +25,7 @@
.ENDIF
;---------------------------------------------------
.ifndef SPLASH
.def SPLASH = 0 ; if 0 - no splash screens
.def SPLASH = 0 ; if 0 - no splash screens
.endif
.ifndef CART_VERSION
.def CART_VERSION = 0 ; if 1 - dual splash screen
@@ -41,7 +41,7 @@
;---------------------------------------------------
.macro build
dta d"1.48" ; number of this build (4 bytes)
dta d"1.50" ; number of this build (4 bytes)
.endm
.macro RMTSong
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+1 -1
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@@ -25,7 +25,7 @@
;---------------------------------------------------
.macro build
dta d"1.48" ; number of this build (4 bytes)
dta d"1.50" ; number of this build (4 bytes)
.endm
.macro RMTSong
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+16 -36
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@@ -261,6 +261,7 @@ RepeatNapalm ; external loop (for fire animation)
mwa xcircle xdraw
sbw xdraw #(napalmRadius) ; 10 pixels on left side hit point
ldy #0
sty Erase ; becouse Erase flag is set!
sty magic+1
RepeatFlame ; internal loop (draw flames)
ldy #0
@@ -1247,19 +1248,9 @@ DeadTank
ldx TankNr
;Checking the maximal force
lda MaxForceTableH,x
cmp ForceTableH,x
bne ContinueToCheckMaxForce2
lda MaxForceTableL,x
cmp ForceTableL,x
ContinueToCheckMaxForce2
bcs @+
lda MaxForceTableH,x
sta ForceTableH,x
lda MaxForceTableL,x
sta ForceTableL,x
@
;Check and set the maximal force
jsr RandomizeForce.LimitForce ; only limit (no randomize)
jsr PutTankNameOnScreen
; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen
@@ -1271,13 +1262,8 @@ ContinueToCheckMaxForce2
bpl @+
jsr Shoot.AfterOffensiveText ; Lazy Darwin - aiming visualisation
@
;keyboard reading
; KBCODE keeps code of last keybi
; SKSTAT $ff - nothing pressed
; $FB - any key
; $f7 - shift
; $f3 - shift+key
.IF VU_METER = 1
; VU meter timer reset
jsr VUMeter.EndMeterAndReset
.ENDIF
notpressed
@@ -1286,6 +1272,12 @@ notpressed
.IF VU_METER = 1
jsr VUMeter
.ENDIF
;keyboard reading
; KBCODE keeps code of last keybi
; SKSTAT $ff - nothing pressed
; $FB - any key
; $f7 - shift
; $f3 - shift+key
ldx TankNr ; for optimize
jsr GetKeyFast
mvy #00 EscFlag ; prevent for set EscFalg in GetKey! we checking this in CheckExitKeys!
@@ -1328,12 +1320,13 @@ NoSpyHard
mva #0 escFlag
jmp ReleaseAndLoop
@
/*o cmp #$80|@kbcode._up
/* cmp #$80|@kbcode._up
jeq CTRLPressedUp
cmp #$80|@kbcode._down
jeq CTRLPressedDown
jeq CTRLPressedDown */
cmp #$80|@kbcode._tab
jeq CTRLPressedTAB */
jeq CTRLPressedTAB
jumpFromStick
.IF TARGET = 800
@@ -1399,20 +1392,7 @@ pressedUp
CheckingMaxForce
mva #sfx_set_power_1 sfx_effect
lda MaxForceTableH,x
cmp ForceTableH,x
bne FurtherCheckMaxForce
lda MaxForceTableL,x
cmp ForceTableL,x
FurtherCheckMaxForce
jcs BeforeFire
lda MaxForceTableH,x
sta ForceTableH,x
lda MaxForceTableL,x
sta ForceTableL,x
; checking is at the beginning of the procedure !!
jmp BeforeFire
CTRLPressedUp