Merge pull request #101 from pkali/develop

build 146
This commit is contained in:
2022-07-03 23:36:12 -04:00
committed by GitHub
12 changed files with 654 additions and 760 deletions
+23 -3
View File
@@ -47,20 +47,40 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
## Changes:
###### Build 146
2022-07-03
Super heavy rewrite build.
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies certainly introduced, too.
- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
- silly angle system rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes saved, complexity reduced. Next build will have improved angle speed UI. I will also allow for an easier improvement of tank visuals.
- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
- AI opponents can purchase defensive weapons what makes playing against AI somewhat more challenging.
- Improved Laser. It is still not ideal, but better. Still hard to aim :]
- Few small parachute related bugs fixed
- Death's Head bug fix
Issues closed:
- https://github.com/pkali/scorch_src/issues/87 Angles are reasonable now. PROFIT!!!
###### Build 145
2022-06-26
Possibly last round of weapon additions!
@Pecusx added
- working White Flag -- it is a way to give up while not making opponents richer!
- Battery - a must for every tank with low energy.
- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
@mikerro added new SFX and in-game-tunes.
- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
Tickets closed:
- https://github.com/pkali/scorch_src/issues/54 - holding joystick up or down longer speeds up force change. It makes playing with joystick much nicer.
- https://github.com/pkali/scorch_src/issues/76 - a beginning of visual tweaks by Adam
- infinite defensive weapons purchase bug fixed, to chagrin of some...
- https://github.com/pkali/scorch_src/issues/54 - holding a joystick up or down speeds up force change. It makes playing with a joystick much nicer.
- https://github.com/pkali/scorch_src/issues/76 - a beginning of visual tweaks by @6502adam
- infinite defensive weapons purchase bug fixed, to the chagrin of some...
###### Build 144
2022-06-19
+186 -66
View File
@@ -9,7 +9,7 @@
; greeeting to myself 10 years older in 2013-11-09... still no idea
;----------------------------------------------
MakeLowResDistances .proc
.proc MakeLowResDistances
; create low precision table of positions
; by dividing positions by 4
@@ -30,7 +30,7 @@ loop
.endp
;----------------------------------------------
ArtificialIntelligence .proc ;
.proc ArtificialIntelligence ;
; A - skill of the TankNr
; returns shoot energy and angle in
; ForceTable/L/H and AngleTable
@@ -42,6 +42,13 @@ ArtificialIntelligence .proc ;
pha
lda AIRoutines,x
pha
ldx TankNr ; common values used in AI routines
; address of weapons table (for future use)
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
rts
.endp
;----------------
@@ -49,15 +56,14 @@ AIRoutines
.word Moron-1
.word Shooter-1 ;Shooter
.word Poolshark-1 ;Poolshark
.word Poolshark-1 ;Toosser
.word Tosser-1 ;Tosser
.word Poolshark-1 ;Chooser
.word Poolshark-1 ;Spoiler
.word Poolshark-1 ;Cyborg
.word Poolshark-1 ;Unknown
;----------------------------------------------
Moron .proc
ldx TankNr
.proc Moron
jsr RandomizeAngle
sta NewAngle
mwa #80 RandBoundaryLow
@@ -66,21 +72,29 @@ Moron .proc
rts
.endp
;----------------------------------------------
Shooter .proc
.proc Shooter
ldx TankNr
lda PreviousAngle,x
ora PreviousEnergyL,x
ora PreviousEnergyH,x
beq firstShoot
lda PreviousAngle,x
cmp #90
bcs shootingLeftAtThisMomentOfTime
; shooting right at this moment of time
sec
sbc #5
cmp #10
bcs @+ ;not smaller than 10
bcc firstShoot ; GET THE aim againg
shootingLeftAtThisMomentOfTime
clc
adc #5
bmi @+
cmp #90
bcc @+
lda #(-90)
cmp #170 ; maximum shooter angle
bcs firstShoot
@
sta NewAngle
@@ -89,42 +103,36 @@ Shooter .proc
sbc #5
sta ForceTableL,x
lda PreviousEnergyH,x
sbc #0
sbc #0
sta ForceTableH,x
jmp endo
firstShoot
; compare the x position with the middle of the screen
lda xTanksTableH,x
cmp #>(screenwidth/2)
bne @+
lda xTanksTableL,x
sta temp
lda xTanksTableH,x
sta temp+1
cpw temp #(screenwidth/2)
bcs tankIsOnTheRight
lda RANDOM
and #$1F
clc
adc #5
cmp #<(screenwidth/2)
@ bcc tankIsOnTheRight
; enemy tank is on the left
randomize 95 125
sta NewAngle
jmp forceNow
bne forceNow
tankIsOnTheRight
lda RANDOM
and #$1F
clc
adc #(-85)
;lda #-45
sta NewAngle
randomize 55 85
sta NewAngle
forceNow
mwa #100 RandBoundaryLow
mwa #800 RandBoundaryHigh
ldx TankNr ;this is possibly not necessary
;ldx TankNr ;this is possibly not necessary
jsr RandomizeForce
endo
ldx TankNr ;this is possibly not necessary
;ldx TankNr ;this is possibly not necessary
jsr RandomizeForce.LimitForce
lda NewAngle
sta PreviousAngle,x
@@ -135,28 +143,66 @@ endo
; choose the best weapon
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
ldy #32 ;the last weapon
loop
dey
lda (temp),y
lda (temp),y ; this is set up before calling the routine, has address of TanksWeaponsTable
beq loop
tya
sta ActiveWeapon,x
rts
.endp
;----------------------------------------------
Poolshark .proc
.proc Poolshark
; defensives
; if low energy ten use battery
lda Energy,x
cmp #30
bcs EnoughEnergy
; lower than 30 units - check battery
ldy #ind_Battery________
lda (temp),y ; has address of TanksWeaponsTable
beq NoBatteries
; we have batteries - use one
clc
sbc #1
sta (temp),y
lda #99
sta Energy,x
NoBatteries
EnoughEnergy
; use best defensive :)
; but not allways
randomize 1 3
cmp #1
bne NoUseDefensive
; first check check if any is in use
lda ActiveDefenceWeapon,x
bne DefensiveInUse
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
@
dey
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
beq NoUseDefensive
lda (temp),y ; has address of TanksWeaponsTable
beq @-
tya
; activate defensive weapon
sta ActiveDefenceWeapon,x
lda DefensiveEnergy,y
sta ShieldEnergy,x
; decrease in inventory
clc
sbc #1
sta (temp),y ; has address of TanksWeaponsTable
NoUseDefensive
DefensiveInUse
firstShoot
;find nearest tank neighbour
jsr MakeLowResDistances
mva #$ff temp2 ; min possible distance
ldx TankNr
;ldx TankNr
ldy NumberOfPlayers
dey
@@ -217,7 +263,7 @@ forceNow
jsr RandomizeForce
endo
ldx TankNr ;this is possibly not necessary
;ldx TankNr ;this is possibly not necessary
; choose the best weapon
@@ -225,7 +271,7 @@ endo
sta temp
lda TanksWeaponsTableH,x
sta temp+1
ldy #32 ;the last weapon
ldy #ind_Laser__________ ;the last offensive weapon
loop
dey
lda (temp),y
@@ -236,11 +282,39 @@ loop
;----------------------------------------------
AngleTable ; 16 bytes ;ba w $348b L$3350
.by 178,186,194,202,210,218,226,234
.by 16,24,32,40,48,56,64,72
.endp
.by 106,114,122,130,138,146,154,162
.by 18,26,34,43,50,58,66,74
.endp
;----------------------------------------------
PurchaseAI .proc ;
.proc Tosser
; use best defensive :)
; allways
; first check check if any is in use
lda ActiveDefenceWeapon,x
bne DefensiveInUse
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
@
dey
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
beq NoUseDefensive
lda (temp),y ; has address of TanksWeaponsTable
beq @-
tya
; activate defensive weapon
sta ActiveDefenceWeapon,x
lda DefensiveEnergy,y
sta ShieldEnergy,x
; decrease in inventory
clc
sbc #1
sta (temp),y
DefensiveInUse
NoUseDefensive
; Toosser is like Poolshark but allways uses defensives
jmp Poolshark
.endp
;----------------------------------------------
.proc PurchaseAI ;
; A - skill of the TankNr
; makes purchase for AI opponents
; results of this routine are not visible on the screen
@@ -260,21 +334,22 @@ PurchaseAIRoutines
.word MoronPurchase-1
.word ShooterPurchase-1 ;ShooterPurchase
.word PoolsharkPurchase-1 ;PoolsharkPurchase
.word PoolsharkPurchase-1 ;ToosserPurchase
.word TosserPurchase-1 ;TosserPurchase
.word PoolsharkPurchase-1 ;ChooserPurchase
.word PoolsharkPurchase-1 ;SpoilerPurchase
.word PoolsharkPurchase-1 ;CyborgPurchase
.word PoolsharkPurchase-1 ;UnknownPurchase
;----------------------------------------------
MoronPurchase
.proc MoronPurchase
;Moron buys nothing
rts
.endp
;-------
TryToPurchaseOnePiece .proc
.proc TryToPurchaseOnePiece
; A - weapon number, better it will be in range(1,32)
; TankNr in X
; DOES NOT CHANGE X
tay
lda PurchaseMeTable,y
beq SorryNoPurchase
@@ -320,28 +395,73 @@ SorryNoPurchase
;----------------------------------------------
ShooterPurchase .proc
mva #4 tempXroller; number of purchases to perform
.proc ShooterPurchase
; first try to buy defensives
mva #2 tempXroller; number of offensive purchases to perform
ldx TankNr
loop
randomize 1 14
@
randomize ind_Battery________ ind_StrongParachute
jsr TryToPurchaseOnePiece
dec tempXroller
bne loop
rts
.endp
;----------------------------------------------
PoolsharkPurchase .proc
mva #8 tempXroller; number of purchases to perform
ldx TankNr
loop
randomize 1 30
bne @-
; and now offensives
mva #4 tempXroller; number of offensive purchases to perform
;ldx TankNr
@
randomize ind_Missile________ ind_Heavy_Roller___
jsr TryToPurchaseOnePiece
dec tempXroller
bne loop
bne @-
rts
.endp
;----------------------------------------------
.proc PoolsharkPurchase
; first try to buy defensives
mva #3 tempXroller; number of offensive purchases to perform
ldx TankNr
@
randomize ind_Battery________ ind_Auto_Defense___
jsr TryToPurchaseOnePiece
dec tempXroller
bne @-
; and now offensives
mva #8 tempXroller; number of purchases to perform
;ldx TankNr
@
randomize ind_Missile________ ind_Dirt_Charge____
jsr TryToPurchaseOnePiece
dec tempXroller
bne @-
rts
.endp
;----------------------------------------------
.proc TosserPurchase
; what is my money level
ldx TankNr
lda MoneyH,x ; money / 256
sta tempXroller ; perform this many purchase attempts
; first try to buy defensives
mva #3 tempXroller; number of defensive purchases to perform
@
randomize ind_Battery________ ind_Auto_Defense___
jsr TryToPurchaseOnePiece
dec tempXroller
bne @-
; and now offensives
lda MoneyH,x ; money / 256
asl ;*2
sta tempXroller ; perform this many purchase attempts
@
randomize ind_Missile________ ind_Dirt_Charge____
jsr TryToPurchaseOnePiece
dec tempXroller
bne @-
rts
.endp
Binary file not shown.
+110 -352
View File
@@ -70,32 +70,6 @@ pmtableH
.by >(pmgraph+$700)
.by >(pmgraph+$300)
;-----------
; this table changes Angle to the appropriate tank character
BarrelTableL
.by $02,$02,$02,$02,$02,$02,$02,$02
.by $04,$04,$04,$04,$04,$04,$04,$04
.by $06,$06,$06,$06,$06,$06,$06,$06,$06
.by $08,$08,$08,$08,$08,$08,$08,$08
.by $0a,$0a,$0a,$0a,$0a,$0a,$0a,$0a
.by $0c,$0c,$0c,$0c,$0c,$0c,$0c,$0c,$0c
.by $0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e
.by $10,$10,$10,$10,$10,$10,$10,$10
.by $12,$12,$12,$12,$12,$12,$12,$12,$12
.by $14,$14,$14,$14,$14,$14,$14,$14
.by $16,$16,$16,$16,$16,$16,$16,$16
BarrelTableR
.by $2c,$2c,$2c,$2c,$2c,$2c,$2c,$2c
.by $2a,$2a,$2a,$2a,$2a,$2a,$2a,$2a
.by $28,$28,$28,$28,$28,$28,$28,$28,$28
.by $26,$26,$26,$26,$26,$26,$26,$26
.by $24,$24,$24,$24,$24,$24,$24,$24
.by $22,$22,$22,$22,$22,$22,$22,$22,$22
.by $20,$20,$20,$20,$20,$20,$20,$20
.by $1e,$1e,$1e,$1e,$1e,$1e,$1e,$1e
.by $1c,$1c,$1c,$1c,$1c,$1c,$1c,$1c,$1c
.by $1a,$1a,$1a,$1a,$1a,$1a,$1a,$1a
.by $18,$18,$18,$18,$18,$18,$18,$18
sintable
.by 0
.by 4
@@ -210,332 +184,100 @@ disktance ;tanks distance
; this table is for deciding where a tank should slide
; accordingly to what is below the tank
; there are 3 bits used here
; bit 0 - go down
; bit 1 - go left
; bit 2 - go right
; position in the table equals to bit pattern of soil below tank
; values in table mean that tank is moving to the left
SlideLeftTable
.BY %00000001
.BY %00000010
.BY %00000011
.BY %00000100
.BY %00000101
.BY %00000110
.BY %00000111
.BY %00001100
WhereToSlideTable
; we have 3 bits, when set: 2 - go left, 1 - go right, 0 - go down
.BY %001 ; 00000000
.BY %101 ; 00000001
.BY %100 ; 00000010
.BY %100 ; 00000011
.BY %100 ; 00000100
.BY %100 ; 00000101
.BY %100 ; 00000110
.BY %100 ; 00000111
.BY %000 ; 00001000
.BY %000 ; 00001001
.BY %000 ; 00001010
.BY %000 ; 00001011
.BY %100 ; 00001100
.BY %000 ; 00001101
.BY %000 ; 00001110
.BY %000 ; 00001111
.BY %000 ; 00010000
.BY %000 ; 00010001
.BY %000 ; 00010010
.BY %000 ; 00010011
.BY %000 ; 00010100
.BY %000 ; 00010101
.BY %000 ; 00010110
.BY %000 ; 00010111
.BY %000 ; 00011000
.BY %000 ; 00011001
.BY %000 ; 00011010
.BY %000 ; 00011011
.BY %000 ; 00011100
.BY %000 ; 00011101
.BY %000 ; 00011110
.BY %000 ; 00011111
.BY %010 ; 00100000
.BY %000 ; 00100001
.BY %000 ; 00100010
.BY %000 ; 00100011
.BY %000 ; 00100100
.BY %000 ; 00100101
.BY %000 ; 00100110
.BY %000 ; 00100111
.BY %000 ; 00101000
.BY %000 ; 00101001
.BY %000 ; 00101010
.BY %000 ; 00101011
.BY %000 ; 00101100
.BY %000 ; 00101101
.BY %000 ; 00101110
.BY %000 ; 00101111
.BY %010 ; 00110000
.BY %000 ; 00110001
.BY %000 ; 00110010
.BY %000 ; 00110011
.BY %000 ; 00110100
.BY %000 ; 00110101
.BY %000 ; 00110110
.BY %000 ; 00110111
.BY %000 ; 00111000
.BY %000 ; 00111001
.BY %000 ; 00111010
.BY %000 ; 00111011
.BY %000 ; 00111100
.BY %000 ; 00111101
.BY %000 ; 00111110
.BY %000 ; 00111111
.BY %010 ; 01000000
.BY %000 ; 01000001
.BY %000 ; 01000010
.BY %000 ; 01000011
.BY %000 ; 01000100
.BY %000 ; 01000101
.BY %000 ; 01000110
.BY %000 ; 01000111
.BY %000 ; 01001000
.BY %000 ; 01001001
.BY %000 ; 01001010
.BY %000 ; 01001011
.BY %000 ; 01001100
.BY %000 ; 01001101
.BY %000 ; 01001110
.BY %000 ; 01001111
.BY %000 ; 01010000
.BY %000 ; 01010001
.BY %000 ; 01010010
.BY %000 ; 01010011
.BY %000 ; 01010100
.BY %000 ; 01010101
.BY %000 ; 01010110
.BY %000 ; 01010111
.BY %000 ; 01011000
.BY %000 ; 01011001
.BY %000 ; 01011010
.BY %000 ; 01011011
.BY %000 ; 01011100
.BY %000 ; 01011101
.BY %000 ; 01011110
.BY %000 ; 01011111
.BY %010 ; 01100000
.BY %000 ; 01100001
.BY %000 ; 01100010
.BY %000 ; 01100011
.BY %000 ; 01100100
.BY %000 ; 01100101
.BY %000 ; 01100110
.BY %000 ; 01100111
.BY %000 ; 01101000
.BY %000 ; 01101001
.BY %000 ; 01101010
.BY %000 ; 01101011
.BY %000 ; 01101100
.BY %000 ; 01101101
.BY %000 ; 01101110
.BY %000 ; 01101111
.BY %000 ; 01110000
.BY %000 ; 01110001
.BY %000 ; 01110010
.BY %000 ; 01110011
.BY %000 ; 01110100
.BY %000 ; 01110101
.BY %000 ; 01110110
.BY %000 ; 01110111
.BY %000 ; 01111000
.BY %000 ; 01111001
.BY %000 ; 01111010
.BY %000 ; 01111011
.BY %000 ; 01111100
.BY %000 ; 01111101
.BY %000 ; 01111110
.BY %000 ; 01111111
.BY %011 ; 10000000
.BY %000 ; 10000001
.BY %000 ; 10000010
.BY %000 ; 10000011
.BY %000 ; 10000100
.BY %000 ; 10000101
.BY %000 ; 10000110
.BY %000 ; 10000111
.BY %000 ; 10001000
.BY %000 ; 10001001
.BY %000 ; 10001010
.BY %000 ; 10001011
.BY %000 ; 10001100
.BY %000 ; 10001101
.BY %000 ; 10001110
.BY %000 ; 10001111
.BY %000 ; 10010000
.BY %000 ; 10010001
.BY %000 ; 10010010
.BY %000 ; 10010011
.BY %000 ; 10010100
.BY %000 ; 10010101
.BY %000 ; 10010110
.BY %000 ; 10010111
.BY %000 ; 10011000
.BY %000 ; 10011001
.BY %000 ; 10011010
.BY %000 ; 10011011
.BY %000 ; 10011100
.BY %000 ; 10011101
.BY %000 ; 10011110
.BY %000 ; 10011111
.BY %010 ; 10100000
.BY %000 ; 10100001
.BY %000 ; 10100010
.BY %000 ; 10100011
.BY %000 ; 10100100
.BY %000 ; 10100101
.BY %000 ; 10100110
.BY %000 ; 10100111
.BY %000 ; 10101000
.BY %000 ; 10101001
.BY %000 ; 10101010
.BY %000 ; 10101011
.BY %000 ; 10101100
.BY %000 ; 10101101
.BY %000 ; 10101110
.BY %000 ; 10101111
.BY %000 ; 10110000
.BY %000 ; 10110001
.BY %000 ; 10110010
.BY %000 ; 10110011
.BY %000 ; 10110100
.BY %000 ; 10110101
.BY %000 ; 10110110
.BY %000 ; 10110111
.BY %000 ; 10111000
.BY %000 ; 10111001
.BY %000 ; 10111010
.BY %000 ; 10111011
.BY %000 ; 10111100
.BY %000 ; 10111101
.BY %000 ; 10111110
.BY %000 ; 10111111
.BY %010 ; 11000000
.BY %000 ; 11000001
.BY %000 ; 11000010
.BY %000 ; 11000011
.BY %000 ; 11000100
.BY %000 ; 11000101
.BY %000 ; 11000110
.BY %000 ; 11000111
.BY %000 ; 11001000
.BY %000 ; 11001001
.BY %000 ; 11001010
.BY %000 ; 11001011
.BY %000 ; 11001100
.BY %000 ; 11001101
.BY %000 ; 11001110
.BY %000 ; 11001111
.BY %000 ; 11010000
.BY %000 ; 11010001
.BY %000 ; 11010010
.BY %000 ; 11010011
.BY %000 ; 11010100
.BY %000 ; 11010101
.BY %000 ; 11010110
.BY %000 ; 11010111
.BY %000 ; 11011000
.BY %000 ; 11011001
.BY %000 ; 11011010
.BY %000 ; 11011011
.BY %000 ; 11011100
.BY %000 ; 11011101
.BY %000 ; 11011110
.BY %000 ; 11011111
.BY %010 ; 11100000
.BY %000 ; 11100001
.BY %000 ; 11100010
.BY %000 ; 11100011
.BY %000 ; 11100100
.BY %000 ; 11100101
.BY %000 ; 11100110
.BY %000 ; 11100111
.BY %000 ; 11101000
.BY %000 ; 11101001
.BY %000 ; 11101010
.BY %000 ; 11101011
.BY %000 ; 11101100
.BY %000 ; 11101101
.BY %000 ; 11101110
.BY %000 ; 11101111
.BY %000 ; 11110000
.BY %000 ; 11110001
.BY %000 ; 11110010
.BY %000 ; 11110011
.BY %000 ; 11110100
.BY %000 ; 11110101
.BY %000 ; 11110110
.BY %000 ; 11110111
.BY %000 ; 11111000
.BY %000 ; 11111001
.BY %000 ; 11111010
.BY %000 ; 11111011
.BY %000 ; 11111100
.BY %000 ; 11111101
.BY %000 ; 11111110
.BY %000 ; 11111111
;-----------------------------------------------------------
; this table changes Angle to the appropriate tank character
BarrelTable
.by $2C,$2C,$2C,$2C,$2C,$2C,$2C,$2C,$2A,$2A,
.by $2A,$2A,$2A,$2A,$2A,$2A,$28,$28,$28,$28,
.by $28,$28,$28,$28,$28,$26,$26,$26,$26,$26,
.by $26,$26,$26,$24,$24,$24,$24,$24,$24,$24,
.by $24,$22,$22,$22,$22,$22,$22,$22,$22,$22,
.by $20,$20,$20,$20,$20,$20,$20,$20,$1E,$1E,
.by $1E,$1E,$1E,$1E,$1E,$1E,$1C,$1C,$1C,$1C,
.by $1C,$1C,$1C,$1C,$1C,$1A,$1A,$1A,$1A,$1A,
.by $1A,$1A,$1A,$18,$18,$18,$18,$18,$18,$18,
;.by $18,
.by $16,$16,$16,$16,$16,$16,$16,$16,$14,$14,
.by $14,$14,$14,$14,$14,$14,$12,$12,$12,$12,
.by $12,$12,$12,$12,$12,$10,$10,$10,$10,$10,
.by $10,$10,$10,$0E,$0E,$0E,$0E,$0E,$0E,$0E,
.by $0E,$0C,$0C,$0C,$0C,$0C,$0C,$0C,$0C,$0C,
.by $0A,$0A,$0A,$0A,$0A,$0A,$0A,$0A,$08,$08,
.by $08,$08,$08,$08,$08,$08,$06,$06,$06,$06,
.by $06,$06,$06,$06,$06,$04,$04,$04,$04,$04,
.by $04,$04,$04,$02,$02,$02,$02,$02,$02,$02,
.by $02,
EndOfTheBarrelX
; right angles from 0 (vertically up) to 90 (horizontally to the right)
.by 4,4,4,4,4,4,4,4,4,4,4
.by 5,5,5,5,5,5,5,5,5,5
.by 6,6,6,6,6,6,6,6,6
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7
; right angles from 0 (horizontally right) to 90 (up)
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0 ; not used
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,6,6,6,6,6,6,6,6,6,
.by 5,5,5,5,5,5,5,5,5,5,
.by 4,4,4,4,4,4,4,4,4,4,
;.by 4,
; left angles from 90 (horizontally to the left) to 1 (vertically up)
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.by 1,1,1,1,1,1,1,1,1
.by 2,2,2,2,2,2,2,2,2,2
.by 3,3,3,3,3,3,3,3,3,3,3
; left angles from 90 (vertical) to 180 (horizontally left)
.by 3,3,3,3,3,3,3,3,3,3,
.by 3,2,2,2,2,2,2,2,2,2,
.by 2,1,1,1,1,1,1,1,1,1,
.by 0,0,0,0,0,0,0,0,0,0,
.by 0,0,0,0,0,0,0,0,0,0,
.by 0,0,0,0,0,0,0,0,0,0,
.by 0,0,0,0,0,0,0,0,0,0,
.by 0,0,0,0,0,0,0,0,0,0,
.by 0,0,0,0,0,0,0,0,0,0,
.by 0
EndOfTheBarrelY
; right angles from 0 (vertically up) to 90 (horizontally to the right)
.by 7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
.by 6,6,6,6,6,6,6,6,6
.by 5,5,5,5,5,5,5,5,5,5
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
.by 4,4,4,4,4,4,4,4,4,4,4,4,4,4 ; one pixel Up for fix problems with colision check
; .by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
; right angles from 0 (horizontally right) to 90 (up)
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0 ; not used
; one pixel Up for fix problems with colision check
;.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
.by 4,4,4,4,4,4,4,4,4,4,
.by 4,4,4,4,4,4,4,4,4,4,
.by 4,4,4,4,4,4,4,5,5,5,
.by 5,5,5,5,5,5,5,6,6,6,
.by 6,6,6,6,6,6,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
;.by 7,
; left angles from 90 (vertical) to 180 (horizontally left)
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,6,6,6,6,6,
.by 6,6,6,6,5,5,5,5,5,5,
.by 5,5,5,5,4,4,4,4,4,4,
.by 4,4,4,4,4,4,4,4,4,4,
.by 4,4,4,4,4,4,4,4,4,4,
.by 4,
; one pixel Up for fix problems with colision check
;.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
; left angles from 90 (horizontally to the left) to 1 (vertically up)
; .by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
.by 4,4,4,4,4,4,4,4,4,4,4,4,4,4 ; one pixel Up for fix problems with colision check
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
.by 5,5,5,5,5,5,5,5,5,5
.by 6,6,6,6,6,6,6,6,6
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7
;-------------------------------------------------
TanksNamesDefault
@@ -687,18 +429,18 @@ WeaponPriceL
WeaponUnits
.by 10 ;Baby_Missile___
.by 5 ;Missile________
.by 3 ;Baby_Nuke______
.by 2 ;Baby_Nuke______
.by 1 ;Nuke___________
.by 2 ;LeapFrog_______
.by 2 ;Funky_Bomb_____
.by 3 ;MIRV___________
.by 3 ;Funky_Bomb_____
.by 2 ;MIRV___________
.by 1 ;Death_s_Head___
.by 10 ;Napalm_________
.by 2 ;Hot_Napalm_____
.by 20 ;Tracer_________
.by 10 ;Smoke_Tracer___
.by 10 ;Baby_Roller____
.by 5 ;Roller_________
.by 5 ;Baby_Roller____
.by 3 ;Roller_________
.by 2 ;Heavy_Roller___
.by 5 ;Riot_Charge____
.by 2 ;Riot_Blast_____
@@ -710,9 +452,9 @@ WeaponUnits
.by 10 ;Baby_Sandhog___
.by 5 ;Sandhog________
.by 2 ;Heavy_Sandhog__
.by 10 ;Dirt_Clod______
.by 5 ;Dirt_Ball______
.by 2 ;Ton_of_Dirt____
.by 5 ;Dirt_Clod______
.by 3 ;Dirt_Ball______
.by 1 ;Ton_of_Dirt____
.by 4 ;Liquid_Dirt____
.by 2 ;Dirt_Charge____
.by 10 ;Earth_Disrupter
@@ -739,7 +481,7 @@ WeaponUnits
.by 5 ;Horz_Guidance__
.by 5 ;Vert_Guidance__
.by 2 ;Lazy_Boy_______
.by 8 ;Parachute______
.by 3 ;Parachute______
.by 2 ;StrongParachute
.by 2 ;Mag_Deflector__
.by 3 ;Shield_________
@@ -800,6 +542,22 @@ PurchaseMeTable ;weapons good to be purchased by the robot
dta 0 ;"----------------" ; 45
dta 0 ;"----------------" ; 46
dta 0 ;"----------------" ; 47
dta 0 ;"White Flag " ; 48
dta 1 ;"Battery " ; 49
dta 0 ;"Bal Guidance " ; 50
dta 0 ;"Horz Guidance " ; 51
dta 0 ;"Vert Guidance " ; 52
dta 0 ;"Lazy Boy " ; 53
dta 1 ;"Parachute " ; 54
dta 1 ;"Strong Parachute" ; 55
dta 1 ;"Mag Deflector " ; 56
dta 1 ;"Shield " ; 57
dta 1 ;"Force Shield " ; 58
dta 1 ;"Heavy Shield " ; 59
dta 0 ;"Super Mag " ; 60
dta 1 ;"Auto Defense " ; 61
dta 0 ;"Fuel Tank " ; 62
dta 0 ;"Nuclear Winter " ; 63
;-------------------------------------------------
+19 -19
View File
@@ -23,27 +23,27 @@ price_Napalm_________ = $ffff ;496 ;_8
price_Hot_Napalm_____ = $ffff ;511 ;_9
price_Tracer_________ = 102 ;_10
price_Smoke_Tracer___ = 291 ;_11
price_Baby_Roller____ = 689 ;_12
price_Roller_________ = 600 ;_13
price_Heavy_Roller___ = 592 ;_14
price_Riot_Charge____ = 330 ;_15
price_Riot_Blast_____ = 341 ;_16
price_Riot_Bomb______ = 369 ;_17
price_Heavy_Riot_Bomb = 322 ;_18
price_Baby_Digger____ = 336 ;_19
price_Digger_________ = 276 ;_20
price_Heavy_Digger___ = 253 ;_21
price_Baby_Sandhog___ = 218 ;_22
price_Baby_Roller____ = 211 ;_12
price_Roller_________ = 244 ;_13
price_Heavy_Roller___ = 326 ;_14
price_Riot_Charge____ = 230 ;_15
price_Riot_Blast_____ = 241 ;_16
price_Riot_Bomb______ = 259 ;_17
price_Heavy_Riot_Bomb = 272 ;_18
price_Baby_Digger____ = 136 ;_19
price_Digger_________ = 176 ;_20
price_Heavy_Digger___ = 207 ;_21
price_Baby_Sandhog___ = 158 ;_22
price_Sandhog________ = 191 ;_23
price_Heavy_Sandhog__ = 305 ;_24
price_Heavy_Sandhog__ = 223 ;_24
price_Dirt_Clod______ = 104 ;_25
price_Dirt_Ball______ = 130 ;_26
price_Ton_of_Dirt____ = 171 ;_27
price_Liquid_Dirt____ = 530 ;_28
price_Dirt_Charge____ = 581 ;_29
price_Liquid_Dirt____ = 330 ;_28
price_Dirt_Charge____ = 343 ;_29
price_Earth_Disrupter = $ffff ;430 ;_30
price_Plasma_Blast___ = $ffff ;274 ;_31
price_Laser__________ = 577 ;_32
price_Laser__________ = 277 ;_32
price______________33 = 0
price______________34 = 0
price______________35 = 0
@@ -67,10 +67,10 @@ price_Vert_Guidance__ = $ffff ;_52
price_Lazy_Boy_______ = $ffff ;_53
price_Parachute______ = 234 ;_54
price_StrongParachute = 1000 ;_55
price_Mag_Deflector__ = 245 ;_56
price_Shield_________ = 112 ;_57
price_Force_Shield___ = 268 ;_58
price_Heavy_Shield___ = 375 ;_59
price_Mag_Deflector__ = 745 ;_56
price_Shield_________ = 224 ;_57
price_Force_Shield___ = 1100 ;_58
price_Heavy_Shield___ = 628 ;_59
price_Super_Mag______ = $ffff ;_60
price_Auto_Defense___ = 512 ;_61
price_Fuel_Tank______ = $ffff ;_62
+5 -16
View File
@@ -609,29 +609,18 @@ DrawNextTank
ldx tankNr
; let's check the energy
lda eXistenZ,x
bne SkipRemovigPM ; if energy=0 then no tank
bne SkipHidingPM ; if energy=0 then no tank
; hide P/M
lda #0
sta hposp0,x
jmp DoNotDrawTankNr
SkipRemovigPM
SkipHidingPM
lda AngleTable,x
bmi AngleToLeft01
lda #90
sec
sbc AngleTable,x
tay
lda BarrelTableR,y
jmp CharacterAlreadyKnown
AngleToLeft01
sec
sbc #(255-90)
tay
lda BarrelTableL,y
CharacterAlreadyKnown
lda BarrelTable,y
sta CharCode
DrawTankNrX
ldx tanknr
@@ -742,11 +731,11 @@ tankflash_loop
sne:mva #1 fs ; finish it
mva #1 Erase
ldx TankNr
jsr DrawTankNr.SkipRemovigPM ; it's necessary becouse DrawTankNr skips tanks with no energy !
jsr DrawTankNr.SkipHidingPM ; it's necessary becouse DrawTankNr skips tanks with no energy !
PAUSE 2
mva #0 Erase
ldx TankNr
jsr DrawTankNr.SkipRemovigPM
jsr DrawTankNr.SkipHidingPM
PAUSE 2
dec fs
jne tankflash_loop
+3
View File
@@ -104,6 +104,9 @@
.macro randomize
;usage: randomize floor ceiling
;returns (in A) a random .byte between "floor" and "ceiling"
.if :2 < :1
.error "floor higher than ceiling"
.endif
?rand
lda random
cmp #:1 ;floor
+24 -26
View File
@@ -36,7 +36,7 @@
;we decided it must go in 'English' to let other people work on it
.macro build
dta d"145" ; number of this build (3 bytes)
dta d"146" ; number of this build (3 bytes)
.endm
icl 'definitions.asm'
@@ -73,6 +73,9 @@
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
;----------------------------
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
;----------------------------
.zpvar weaponPointer .word
.zpvar dliCounter .byte
@@ -308,12 +311,16 @@ SettingEnergies
jsr SetMainScreen
jsr ColorsOfSprites
lda #0
sta colpf2s ; status line "off"
sta colpf1s
jsr drawmountains ;draw them
jsr drawtanks ;finally draw tanks
mva #0 TankSequencePointer
;---------round screen is ready---------
mva #TextForegroundColor colpf1s ; status line "on"
rts
.endp
@@ -373,6 +380,7 @@ DoNotFinishTheRound
mva #0 noDeathCounter
mva #sfx_seppuku sfx_effect
jsr DisplaySeppuku
jmp Seppuku
@@ -485,12 +493,15 @@ AfterExplode
NoFallDown2
;here tanks are falling down
mva tankNr tempor2
mva #0 TankNr
mvx #0 TankNr
TanksFallDown
lda eXistenZ,x
beq NoExistNoFall
jsr TankFalls
inc:lda TankNr
cmp NumberOfPlayers
NoExistNoFall
inc:ldx TankNr
cpx NumberOfPlayers
bne TanksFallDown
mva tempor2 TankNr
missed
@@ -741,6 +752,9 @@ NotNegativeShieldEnergy
sta ydraw+1
; get position of the tank
ldx TankNr
lda #0 ; turn off defense weapons when hara-kiring
sta ActiveDefenceWeapon,x
sta ShieldEnergy,x
lda xtankstableL,x
sta xdraw
lda xtankstableH,x
@@ -1076,9 +1090,9 @@ UsageLoop
bcs RandomizeAngle
sta temp
lda #90 ; CARRY=0 here
sbc temp
;sta temp
;lda #90 ; CARRY=0 here
;sbc temp
rts
.endp
@@ -1132,32 +1146,16 @@ LimitForce
.proc MoveBarrelToNewPosition
jsr DrawTankNr
ldx TankNr
lda AngleTable,x
clc
adc #90 ;shift angle to the positive values
sta temp
lda NewAngle
clc
adc #90
cmp temp
cmp AngleTable,x
beq BarrelPositionIsFine
bcc rotateLeft ; older is bigger
rotateRight;older is lower
inc angleTable,x
bne MoveBarrelToNewPosition
mva #$30 CharCode ; if angle goes through 0 we clear the barrel
jsr DrawTankNr.drawtankNrX
jmp MoveBarrelToNewPosition
rotateLeft
dec angleTable,x
bpl MoveBarrelToNewPosition
mva #$2e CharCode
jsr DrawTankNr.drawtankNrX
jmp MoveBarrelToNewPosition
BarrelPositionIsFine
rts
@@ -1344,7 +1342,7 @@ font4x4
ins 'artwork/font4x4s.bmp',+62
;----------------------------------------------
TankFont
ins 'artwork/tanks.fnt'
ins 'artwork/tanksv2.fnt'
;----------------------------------------------
icl 'variables.asm'
;----------------------------------------------
@@ -1364,7 +1362,7 @@ MODUL equ $b000 ;address of RMT module
TheEnd
.ECHO 'TheEnd: ',TheEnd
.if TheEnd > PMGraph + $300
.error memory conflict
.error "memory conflict"
.endif
;----------------------------------------------
BIN
View File
Binary file not shown.
+25 -20
View File
@@ -803,7 +803,11 @@ NotBattery
beq DefActivationEnd
NotWhiteFlag
NoDeactivateWhiteFlag
; activate new defensive
sta ActiveDefenceWeapon,x
; set defensive energy
lda DefensiveEnergy,y
sta ShieldEnergy,x
DecreaseDefensive
; decrease number of defensives
lda TanksWeaponsTableL,x
@@ -815,8 +819,6 @@ DecreaseDefensive
sbc #1
sta (weaponPointer),y
lda DefensiveEnergy,y
sta ShieldEnergy,x
DefActivationEnd
jmp WaitForKeyRelease ; rts
@@ -1203,7 +1205,7 @@ CheckNextLevel
.proc displaydec ;decimal (word), displayposition (word)
;--------------------------------------------------
; displays decimal number as in parameters (in text mode)
; leading zeores are removed
; leading zeroes are removed
; the range is (0000..9999 - two bytes)
ldy #3 ; there will be 4 digits
@@ -1905,33 +1907,36 @@ NoShieldEnergy
ldx TankNr
lda AngleTable,x
bmi AngleToLeft
lda #$7f ; (tab) character
sta textbuffer+40+25
lda #0 ;space
sta textbuffer+40+22
lda #90
sec
sbc AngleTable,x
lda AngleTable,x
sta decimal
;lda #$7f ; (tab) character
;sta textbuffer+40+25
lda #0 ;space
;sta textbuffer+40+22
sta decimal+1 ; angle is single byte, but displayed with displaydec (word) routine
;lda #90
;sec
;sbc AngleTable,x
tay
lda BarrelTableR,y
lda BarrelTable,y
sta CharCode
bne AngleDisplay ;like jmp, because code always <>0
AngleToLeft
sec
sbc #(255-90)
;sec
;sbc #(255-90)
sta decimal
tay
lda BarrelTableL,y
lda BarrelTable,y
sta CharCode
lda #$7e ;(del) char
sta textbuffer+40+22
lda #0 ;space
sta textbuffer+40+25
;lda #$7e ;(del) char
;sta textbuffer+40+22
;lda #0 ;space
;sta textbuffer+40+25
AngleDisplay
mwa #textbuffer+40+23 displayposition
jsr displaybyte
mwa #textbuffer+40+21 displayposition
jsr displaydec
;=========================
;display Wind
+2 -2
View File
@@ -12,7 +12,7 @@ TanksNames ; DO NOT ZERO - ticket #24
:6 dta d" "
;----------------------------------------------------
;Options DO NOT ZERO - ticket #27
OptionsTable .by 0,0,2,2,0,1,3
OptionsTable .by 0,1,2,2,0,1,3
RoundsInTheGame .by 10 ;how many rounds in the current game
seppukuVal .by 75
;----------------------------------------------------
@@ -178,7 +178,7 @@ xcircle .DS 2
ycircle .DS 2
tempcir .DS 2
;TankFalls
IfFallDown .DS 1
FallingSoundBit .DS 1
PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
Parachute .DS 1 ; are you insured with parachute?
+257 -256
View File
@@ -202,11 +202,8 @@ FunkyBombLoop
lda random
sta Force
mva #1 Force+1
;Angle randomization Range: (-16..+16)
lda random
lsr
and #%00011111
scc:eor #$ff
;Angle randomization Range: (70-110 degrees)
randomize 70 110
sta Angle
lda #0
@@ -235,16 +232,22 @@ NoExplosionInFunkyBomb
mva #31 ExplosionRadius
jsr CalculateExplosionRange
mva #sfx_nuke sfx_effect
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
sbw xdraw #35
jsr CalculateExplosionRange
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
adw xdraw #70
jsr CalculateExplosionRange
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
sbw xdraw #35
;
sbw ydraw #35
@@ -252,18 +255,32 @@ NoExplosionInFunkyBomb
cpw ydraw #screenHeight
bcs NoUpperCircle
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
NoUpperCircle
adw ydraw #70
;jsr CalculateExplosionRange
cpw ydraw #screenHeight
bcs NoLowerCircle
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
NoLowerCircle
mva #sfx_silencer sfx_effect
rts
.endp
.proc SaveDrawXY
mwa xdraw tempXROLLER
mwa ydraw modify
rts
.endp
.proc UnSaveDrawXY
mwa tempXROLLER xdraw
mwa modify ydraw
rts
.endp
; ------------------------
.proc babyroller
inc FallDown2
@@ -536,35 +553,30 @@ DiggerCharacter
lda #$00
sbc #$00
sta ybyte+1
mva #0 drawFunction
mwa xdraw LaserCoordinate
mwa ydraw LaserCoordinate+2
mwa xbyte LaserCoordinate+4
mwa ybyte LaserCoordinate+6
mva #sfx_lightning sfx_effect
jsr draw
mva #0 color
mwa LaserCoordinate xdraw
mwa LaserCoordinate+2 ydraw
mwa LaserCoordinate+4 xbyte
mwa LaserCoordinate+6 ybyte
mva #sfx_lightning sfx_effect
jsr draw
mva #1 color
mwa LaserCoordinate xdraw
mwa LaserCoordinate+2 ydraw
mwa LaserCoordinate+4 xbyte
mwa LaserCoordinate+6 ybyte
mva #sfx_lightning sfx_effect
jsr draw
mva #0 color
mwa LaserCoordinate xdraw
mwa LaserCoordinate+2 ydraw
mwa LaserCoordinate+4 xbyte
mwa LaserCoordinate+6 ybyte
mva #sfx_lightning sfx_effect
jsr draw
mva #51 yc ; laser blink counter
@
lda yc
and #$01
sta color
mwa LaserCoordinate xdraw
mwa LaserCoordinate+2 ydraw
mwa LaserCoordinate+4 xbyte
mwa LaserCoordinate+6 ybyte
mva #sfx_lightning sfx_effect
jsr draw
dec:lda yc
bpl @-
mva #1 color
mwa LaserCoordinate xdraw
mwa LaserCoordinate+2 ydraw
@@ -1179,34 +1191,34 @@ CTRLPressedDown
bmi ForceGoesZero
jmp BeforeFire
pressedLeft
pressedRight
mva #sfx_set_power_2 sfx_effect
ldx TankNr
dec AngleTable,x
lda AngleTable,x
cmp #$ff ; if angle goes through 0 we clear the barrel
bne NotThrough90DegreesLeft
mva #$2e CharCode
jsr DrawTankNr.drawtankNrX
NotThrough90DegreesLeft
cmp #(255-91)
;cmp #180 ; if angle goes through 180 we clear the barrel
;bne NotThrough90DegreesLeft
;mva #$2e CharCode ; TODO: change
;jsr DrawTankNr.drawtankNrX
;NotThrough90DegreesLeft
cmp #255 ; -1
jne BeforeFire
lda #90
lda #180
sta AngleTable,x
jmp BeforeFire
pressedRight
pressedLeft
mva #sfx_set_power_2 sfx_effect
ldx TankNr
INC AngleTable,x
lda AngleTable,x
bne NotThrough90DegreesRight
mva #$30 CharCode ; if angle goes through 0 we clear the barrel
jsr DrawTankNr.drawtankNrX
NotThrough90DegreesRight
cmp #91
;bne NotThrough90DegreesRight
;mva #$30 CharCode ; if angle goes through 0 we clear the barrel
;jsr DrawTankNr.drawtankNrX
;NotThrough90DegreesRight
cmp #181
jne BeforeFire
lda #(255-90)
lda #0
sta AngleTable,x
jmp BeforeFire
@@ -1354,15 +1366,14 @@ ShotUnderGround
rts
.endp
;--------------------------------------------------
.proc TankFalls;
;--------------------------------------------------
mva #sfx_shield_off sfx_effect
lda #0
sta PreviousFall
sta PreviousFall ; bit 7 - left, bit 6 - right
sta EndOfTheFallFlag
sta Parachute
mva #2 FallingSoundBit ; another trick for only one sfx initialization in loop
; let's check if the given tank has got the parachute
ldx TankNr
@@ -1376,155 +1387,13 @@ ShotUnderGround
ParachuteActive
inc Parachute
TankFallsX
; coordinates of the first pixel under the tank
ldx TankNr
lda XtankstableL,x
sta xdraw
lda XtankstableH,x
sta xdraw+1
lda Ytankstable,x
clc
adc #1 ; in this point the comment helped us! For the very first
; time in our lives! Tada! It opens a new chapter!!!
sta ydraw
;
lda #08
sta mask2 ; Loop Counter
ByteBelowTank
jsr point
beq EmptyPoint2
sec
bcs ROLPoint2
EmptyPoint2
clc
ROLPoint2
rol mask1
inw xdraw
dec mask2
bne ByteBelowTank
ldx mask1
lda WhereToSlideTable,x
sta IfFallDown ; taking directions of falling down from the table
bne ItStillFalls
; Tank falling down already finished, but it is not sure that
; the horizontal coordinate is even.
; If it is odd then it must be corrected because otherwise
; P/M graphics background would not look OK
ldx TankNr
lda XtanksTableL,x
and #$01
jeq EndOfFall ; if it is even then it is the end
; and if not, we push it one pixel the way it was falling before
lda PreviousFall
sta IfFallDown
inc EndOfTheFallFlag ; because after this correction is shouldn't fall anymore
; we have 3 bits: 0 - go down, 1 - go right, 2 - go left
;---
ItStillFalls
lda Parachute
and #1
bne ParachutePresent
; decreasing energy - if the vertical fall, substract 2
; and if at an angle then substract 1
ldy #1 ; how much energy to substract
lda IfFallDown
and #1
beq NoFallingDown
ldx TankNr
jsr DecreaseEnergyX
lda IfFallDown
and #6
bne FallDiagonally
ldx TankNr
jsr DecreaseEnergyX
FallDiagonally
NoFallingDown
ParachutePresent
; check parachute type
lda ActiveDefenceWeapon,x
cmp #ind_StrongParachute ; strong parachute
bne OneTimeParachute
; decreasing energy of parachute - if the vertical fall, substract 2
; and if at an angle then substract 1
ldy #1 ; how much energy to substract
lda IfFallDown
and #1
beq NoFallingDown2
ldx TankNr
jsr DecreaseShieldEnergyX
cpy #0 ; is necessary to reduce tenk energy ?
beq @+
jsr DecreaseEnergyX
@
ldy #1
lda IfFallDown
and #6
bne FallDiagonally2
ldx TankNr
jsr DecreaseShieldEnergyX
cpy #0 ; is necessary to reduce tenk energy ?
beq @+
jsr DecreaseEnergyX
@
; check energy of parachute
lda ShieldEnergy,x
bne OneTimeParachute
mva #0 Parachute
mva #0 ActiveDefenceWeapon,x ; deactivate defence weapon (parachute)
; and now we must clear parachute symbol
mva #1 Erase
jsr DrawTankParachute
FallDiagonally2
NoFallingDown2
OneTimeParachute
; we must set flag meaning that the tank was falling down
; because later maybe the number of parachutes will decrease
; (if there were parachutes and they were ON)
lda Parachute
ora #2 ; we set bit nr 1 (nr 0 means that parachute is present)
sta Parachute
testowanie
; storing last direction of falling
; (it is not necessarily the direction from the previous
; iteraction, so we must check directional bits before storing)
lda IfFallDown
and #$06
beq FallStraightDown
sta PreviousFall
FallStraightDown
lda Parachute
and #01
beq RapidFalling
wait
RapidFalling
; we finish falling down if the tank reached the edge of the screen
; but if it falls straight down or the other way than the edge,
; then continue falling!
ldx TankNr
lda XtanksTableL,x
bne NotLeftEdge
lda XtanksTableH,x
bne NotLeftEdge
lda IfFallDown
and #$04 ; check if it does not fall left
jne EndOfFall ; if so then maybe we finish
NotLeftEdge
clc
lda XtanksTableL,x
adc #$08 ; we'll check right side of the char
sta temp
lda XtanksTableH,x
adc #0
sta temp+1
cpw temp #screenwidth
bne NotRightEdge
lda IfFallDown
and #$02 ; check if it does not fall right
jne EndOfFall ; if so then maybe we finish
NotRightEdge
; sound only if really falls
lda Parachute
and FallingSoundBit ; bit 1
beq NoFallingSound
mva #0 FallingSoundBit
mva #sfx_shield_off sfx_effect
NoFallingSound
; clear previous position
mva #1 Erase
jsr DrawTankNr
@@ -1538,17 +1407,100 @@ NotRightEdge
DoNotClearParachute
mva #0 Erase
ldx TankNr
lsr IfFallDown ; bit nr 0 (down)
bcc DoesNotFallDown
; tank is falling down
lda EndOfTheFallFlag ; We only get byte below the tank if still falling
bne NoGroundCheck
; coordinates of the first pixel under the tank
ldx TankNr
lda XtankstableL,x
sta xdraw
lda XtankstableH,x
sta xdraw+1
lda Ytankstable,x
clc
adc #1 ; in this point the comment helped us! For the very first
; time in our lives! Tada! It opens a new chapter!!!
sta ydraw
;
; UnderTank1 ; byte under tank
; UnderTank2 ; byte under tank reversed (for simple check right direction)
lda #08
sta temp ; Loop Counter
ByteBelowTank
jsr point
beq EmptyPoint2
sec
ror UnderTank2
sec
bcs ROLPoint2
EmptyPoint2
clc
ror UnderTank2
clc
ROLPoint2
rol UnderTank1
inw xdraw
dec temp
bne ByteBelowTank
NoGroundCheck
ldx TankNr
lda UnderTank1
bne NoFallingDown
; Tank falling down ----
lda Parachute
and #1
bne ParachutePresent
; decreasing energy
ldy #2 ; how much energy to substract
jsr DecreaseEnergyX
ParachutePresent
; check parachute type
lda ActiveDefenceWeapon,x
cmp #ind_StrongParachute ; strong parachute
bne OneTimeParachute
; decreasing energy of parachute
ldy #2 ; how much energy to substract
jsr DecreaseShieldEnergyX
cpy #0 ; is necessary to reduce tenk energy ?
beq @+
jsr DecreaseEnergyX
@
; check energy of parachute
lda ShieldEnergy,x
bne OneTimeParachute
mva #0 Parachute
mva #0 ActiveDefenceWeapon,x ; deactivate defence
OneTimeParachute
lda Parachute
ora #2 ; we set bit nr 1 (nr 0 means that parachute is present)
sta Parachute
; tank is falling down - modify coorinates
lda Ytankstable,x
clc
adc #1
sta Ytankstable,x
DoesNotFallDown
lsr IfFallDown ; bit nr 1 (right)
bcc DoesNotFallLeft
; tank is falling left
jmp EndOfFCycle
NoFallingDown
; check direction (left or right)
ldy #7 ; SlideLeftTable length -1 (from 0 to 7)
@ lda SlideLeftTable,y
cmp UnderTank1
beq FallingRight
cmp UnderTank2
beq FallingLeft
dey
bpl @-
bmi NoLeftOrRight
FallingLeft
; tank is falling left
bit PreviousFall ; bit 6 - right
bvs EndLeftFall
; we finish falling left if the tank reached the edge of the screen
lda XtanksTableL,x
bne NotLeftEdge
lda XtanksTableH,x
beq EndLeftFall
NotLeftEdge
; tank is falling left - modify coorinates
clc
lda XtankstableL,x
adc #1
@@ -1556,10 +1508,23 @@ DoesNotFallDown
lda XtankstableH,x
adc #0
sta XtankstableH,x
DoesNotFallLeft
lsr IfFallDown ; bit nr 2 (left)
bcc DoesNotFallRight
; tank is falling right
mva #%10000000 PreviousFall ; set bit 7 - left
bne EndOfFCycle
FallingRight
; tank is falling right
bit PreviousFall ; bit 7 - left
bmi EndRightFall
; we finish falling right if the tank reached the edge of the screen
clc
lda XtanksTableL,x
adc #$08 ; we'll check right side of the char
sta temp
lda XtanksTableH,x
adc #0
sta temp+1
cpw temp #screenwidth
beq EndRightFall
; tank is falling right - modify coorinates
sec
lda XtankstableL,x
sbc #1
@@ -1567,44 +1532,72 @@ DoesNotFallLeft
lda XtankstableH,x
sbc #0
sta XtankstableH,x
DoesNotFallRight
jsr DrawTankNr
mva #%01000000 PreviousFall ; set bit 6 - right
bne EndOfFCycle
EndLeftFall
EndRightFall
NoLeftOrRight
inc EndOfTheFallFlag ; after this is shouldn't fall
EndOfFCycle
; draw tank on new position
jsr DrawTankNr ; ew have TankNr in X (I hope :) )
; checking is parachute present and if so, draw it
lda Parachute
and #01
beq DoNotDrawParachute
cmp #3 ; parachute and falling
bne DoNotDrawParachute
; here we draw parachute
ldx TankNr
jsr DrawTankParachute
wait ; onli if tank with patachute
RapidFalling
DoNotDrawParachute
lda EndOfTheFallFlag
jeq TankFallsX
lda EndOfTheFallFlag
jeq TankFallsX
; Tank falling down already finished, but it is not sure that
; the horizontal coordinate is even.
; If it is odd then it must be corrected because otherwise
; P/M graphics background would not look OK
ldx TankNr
lda XtanksTableL,x
and #$01
beq EndOfFall ; if it is even then it is the end
; and if not, we push it one pixel the way it was falling before
lda #%10000000 ; set "virtual ground" for right falling
ldy #%00000001
bit PreviousFall
bmi ForceFallLeft
tay ; tricky - replaces ldy #%10000000
lda #%00000001 ; set "virtual ground" for left falling
ForceFallLeft
sta UnderTank1
sty UnderTank2
jne TankFallsX
EndOfFall
jsr DrawTankNr
mva #1 Erase
ldx TankNr
; if tank was falling down having parachute,
; we must deduct one parachute
lda Parachute
cmp #$03 ; was falling down and the parachute
bne ThereWasNoParachute
; first we clear parachute on the screen
mva #1 Erase
ldx TankNr
bne NoParachuteWeapon
; first we check type of parachute
lda ActiveDefenceWeapon,x
cmp #ind_Parachute______ ; deactivate weapon only if parachute (54)
bne NoParachuteWeapon
mva #0 ActiveDefenceWeapon,x ; deactivate defence weapon (parachute)
NoParachuteWeapon
; now we clear parachute on the screen if present
lda Parachute
and #01
beq ThereWasNoParachute
jsr DrawTankParachute
ThereWasNoParachute
mva #0 Erase
ldx TankNr
jsr DrawTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) )
ThereWasNoParachute
mva #sfx_silencer sfx_effect
rts
.endp
;--------------------------------------------------
@@ -1629,8 +1622,8 @@ ThereWasNoParachute
; Angle(byte) 128=0, 255=maxright, 0=maxleft
;--------------------------------------------------
;g=-0.1
;vx=Force*sin(Angle)
;vy=Force*cos(Angle)
;vx=Force*cos(Angle)
;vy=Force*sin(Angle)
;
;:begin
;ytraj=ytray-vy
@@ -1640,6 +1633,9 @@ ThereWasNoParachute
;plot xtraj,ytraj - there is clearing in plot
;goto begin
; smoke tracer :)
ldy #0
ldx TankNr
@@ -1667,45 +1663,41 @@ RepeatFlight
sta ydraw+1
;vx calculation
;vx = sin(90-Angle) for Angle <=90
;vx = -sin(Angle-90) for 90 < Angle <= 180
aslw Force ;Force = Force * 2
;sin(Angle)
;cos(Angle) (but we use sin table only so some shenanigans happen)
ldx Angle
stx LeapFrogAngle ; we will need it later
;Angle works like this:
;0 'degrees' is straight up
;90 'degrees' is horizontally right
;255 is straight up (same as 0)
;255-90 (165) horizontally left
;0 'degrees' is horizontally right
;90 'degrees' is straight up
;180 horizontally left
bpl FlightRight
; (we have to set goleft used in rolling weapons)
cpx #91
bcc angleUnder90
;and if the highest bit is set then
;Flight to LEFT
;calculate Angle with this formula:
;Angle=90-(Angle-165)
sec
txa
sbc #165 ;(Angle-165)
sta temp
lda #90
sbc temp ;90-(Angle-165)
;and we have rady angle here ... and we go LEFT!
tax
sta Angle
; and now we contine as if nothing happened
; (but we have goleft set to 1!!!)
;over 90
mva #1 goleft
bne @+
sec
txa ; lda # Angle
sbc #90
tax
jmp @+
FlightRight
angleUnder90
mva #0 goleft
@
lda sintable,x ;sin(Angle)
sta Multiplee ;sin(Angle)*Force
sec ; X = 90-Angle
lda #90
sbc Angle
tax
@
lda sintable,x ; cos(X)
sta Multiplee ; *Force
mwa Force Multiplier
lda #$0
sta Multiplier+2
@@ -1744,18 +1736,27 @@ DoNotAdd
.endr
@
;======vy
lda #0 ;cos(Angle)
;vy = sin(Angle) for Angle <=90
;vy = sin(180-Angle) for 90 < Angle <= 180
lda #0
sta vy
sta vy+1
sta vy+2
;--
lda #90
ldx Angle
cpx #91
bcc YangleUnder90
lda #180
sec
sbc Angle
tax
YangleUnder90
lda sintable,x
sta Multiplee ;cos(Angle)*Force
sta Multiplee ;sin(Angle)*Force
mwa Force Multiplier
lda #$0
sta Multiplier+2
@@ -1814,7 +1815,7 @@ Loopi
; we check if it is MIRV and if so, jump to MIRV routine
ldx TankNr
lda ActiveWeapon,x
cmp #6 ; MIRV
cmp #ind_MIRV___________ ; MIRV
jeq MIRVdownLoop
StillUp