Merge branch 'develop' of https://github.com/pkali/scorch_src into develop
@@ -0,0 +1,113 @@
|
||||
|
||||
|
||||
* --- MAIN PROGRAM
|
||||
org $2000
|
||||
FontManual
|
||||
ins '../../artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||
|
||||
StartManual
|
||||
; jsr init_song
|
||||
|
||||
lda >FontManual
|
||||
sta chbase
|
||||
sta chbas
|
||||
lda #$00
|
||||
sta colbak
|
||||
lda #$00
|
||||
sta colpf0
|
||||
lda #$02
|
||||
sta colpf1
|
||||
lda #$08
|
||||
sta colpf2
|
||||
lda #$00
|
||||
sta colpf3
|
||||
lda #$03
|
||||
|
||||
; and now display manual language selection screen
|
||||
mva <ManualDL dlptrs
|
||||
mva >ManualDL dlptrs+1
|
||||
mva #%00111110 dmactls ;set new screen width
|
||||
|
||||
@checkkey
|
||||
lda trig0 ; FIRE #0
|
||||
beq game
|
||||
|
||||
lda trig1 ; FIRE #1
|
||||
beq game
|
||||
|
||||
lda consol ; START
|
||||
and #1
|
||||
beq game
|
||||
|
||||
lda skctl ; ANY KEY
|
||||
and #$04
|
||||
bne @checkkey
|
||||
|
||||
game
|
||||
; silent
|
||||
lda #0
|
||||
ldx #8
|
||||
@ sta POKEY,x
|
||||
sta POKEY2,x ; stereo
|
||||
dex
|
||||
bpl @-
|
||||
|
||||
;no glitching please (issue #67)
|
||||
lda #0
|
||||
sta $D400 ;dmactl
|
||||
sta $022F ;dmactls
|
||||
|
||||
|
||||
mva #$ff portb ;ROM switch on
|
||||
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
||||
cli ;IRQ enabled
|
||||
|
||||
; and now display manual language selection screen
|
||||
mva <lngDL dlptrs
|
||||
mva >lngDL dlptrs+1
|
||||
mva #%00111110 dmactls ;set new screen width
|
||||
rts ;return to ... DOS
|
||||
|
||||
|
||||
InitEnglish
|
||||
lda ManualLangFlag
|
||||
cmp #1 ; english
|
||||
jeq StartManual
|
||||
rts
|
||||
|
||||
InitPolish
|
||||
lda ManualLangFlag
|
||||
cmp #2 ; polish
|
||||
jeq StartManual
|
||||
rts
|
||||
|
||||
//--------------------
|
||||
ManualDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word ManTitle
|
||||
.byte $70,$70
|
||||
.byte $42
|
||||
.word ManText
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word ManualDL
|
||||
; ------------------------------------------------
|
||||
ManualTexts
|
||||
ManTitle
|
||||
dta d" manual "*
|
||||
ManText
|
||||
dta d" English Manual "
|
||||
dta d" English Manual "
|
||||
;---
|
||||
ini InitEnglish
|
||||
;---
|
||||
|
||||
org ManualTexts
|
||||
dta d" instrukcja "*
|
||||
dta d" Polska instrukcja "
|
||||
dta d" Polska instrukcja "
|
||||
;---
|
||||
ini InitPolish
|
||||
;---
|
||||
|
||||
@@ -13,7 +13,7 @@ OptionsHere
|
||||
dta d"Rounds : 10 20 30 40 50 "
|
||||
dta d"Missiles : slug slow norm fast hare "
|
||||
dta d"Seppuku : nevr rare norm oftn alws "
|
||||
dta d"Mountains: NL BE CZ CH NP "
|
||||
dta d"Mountain : NL BE CZ CH NP "
|
||||
dta d"Walls : none wrap bump boxy rand "
|
||||
;; 01234567890123456789012345678901
|
||||
; dta d"Players: 2 3 4 5 6 "
|
||||
@@ -29,9 +29,13 @@ OptionsScreenEnd
|
||||
|
||||
;-----------------------------------------------
|
||||
NameScreen2
|
||||
dta d" Tank 1 *1 +1 Name:"
|
||||
dta d" Tank 1 "
|
||||
dta char_joy
|
||||
dta d"1 "
|
||||
dta char_tank
|
||||
dta d"1 Name:"
|
||||
NameAdr
|
||||
dta d" "
|
||||
dta d" "
|
||||
NameScreen4
|
||||
dta d" "
|
||||
NamesOfLevels
|
||||
|
||||
@@ -3,7 +3,9 @@
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
;---------------------------------------------------
|
||||
purchaseTextBuffer
|
||||
dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
dta d"Player: "
|
||||
dta char_joy
|
||||
dta d" Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
|
||||
; DLs fragments (modified by game code)
|
||||
; all Purchase DL :)
|
||||
|
||||
@@ -19,13 +19,31 @@ OptionsScreen
|
||||
dta d" "
|
||||
dta d" Press "
|
||||
dta d"Return"*
|
||||
dta d" to proceed "
|
||||
dta d" to proceed " ; this text has common part with OptionsSubTitle (7bytes) :)
|
||||
.ELIF TARGET = 5200
|
||||
dta d" Please select option with joystick one "
|
||||
dta d" and press FIRE to proceed "
|
||||
dta d" and press FIRE to proceed " ; this text has common part with OptionsSubTitle (7bytes) :)
|
||||
.ENDIF
|
||||
; 0123456789012345678901234567890123456789
|
||||
;-----------------------------------------------
|
||||
OptionsSubTitle
|
||||
dta d" Unknown Father of All Games"
|
||||
;-----------------------------------------------
|
||||
MoreUp
|
||||
dta d" " ; common part of this text and OptionsSubTitle :)
|
||||
dta 92,92,92
|
||||
dta d" more "
|
||||
dta 92,92,92
|
||||
; dta d" "
|
||||
MoreDown
|
||||
dta d" " ; common part of both texts
|
||||
dta 93,93,93
|
||||
dta d" more "
|
||||
dta 93,93,93
|
||||
; dta d" " ; common part of text and empty line :)
|
||||
EmptyLine
|
||||
dta d" "
|
||||
;-----------------------------------------------
|
||||
NameScreen
|
||||
.IF TARGET = 800
|
||||
dta d" Enter names of players "
|
||||
@@ -46,7 +64,7 @@ NameScreen5
|
||||
dta d"INV"*
|
||||
dta d" - Shape "
|
||||
dta d"Return"*
|
||||
dta d" - Proceed "
|
||||
dta d" - Proceed" ; two spaces in nex text
|
||||
.ELIF TARGET = 5200
|
||||
dta d" "
|
||||
dta d"(5)"*
|
||||
@@ -55,58 +73,51 @@ NameScreen5
|
||||
dta d" - Diffic. "
|
||||
dta d" "
|
||||
dta d"FIRE"*
|
||||
dta d" - Proceed "
|
||||
dta d" - Proceed " ; two spaces in nex text
|
||||
.ENDIF
|
||||
;-----------------------------------------------
|
||||
MoreUp
|
||||
dta d" "
|
||||
dta 92,92,92
|
||||
dta d" more "
|
||||
dta 92,92,92
|
||||
dta d" "
|
||||
MoreDown
|
||||
dta d" "
|
||||
dta 93,93,93
|
||||
dta d" more "
|
||||
dta 93,93,93
|
||||
dta d" "
|
||||
WeaponsDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Tab"*
|
||||
dta d ": Defensive/Offensive weapon "
|
||||
dta d" " ; common part of this and previous text
|
||||
dta $fe ; left arrow symbol
|
||||
dta d"/"
|
||||
dta d"Tab"*
|
||||
dta d ": Defensives/Offensives "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Left"*
|
||||
dta d ": Defensive/Offensive weapon"
|
||||
dta d" "
|
||||
dta d"Left"*
|
||||
dta d ": Defensives/Offensives "
|
||||
.ENDIF
|
||||
PurchaseDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Purchase "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
dta $ff ; right arrow symbol
|
||||
dta d"/"
|
||||
dta d"Space"*
|
||||
dta d": Purchase "
|
||||
dta d"Return"*
|
||||
dta d": Next"
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Purchase "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
dta d": Purchase "
|
||||
dta d"FIRE"*
|
||||
dta d": Next "
|
||||
.ENDIF
|
||||
ActivateDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Activate "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
dta $ff ; right arrow symbol
|
||||
dta d"/"
|
||||
dta d"Space"*
|
||||
dta d": Activate "
|
||||
dta d"Return"*
|
||||
dta d": Exit"
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Activate "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
dta d": Activate "
|
||||
dta d"FIRE"*
|
||||
dta d": Exit "
|
||||
.ENDIF
|
||||
EmptyLine
|
||||
dta d" "
|
||||
;---------------------------------------------------
|
||||
OptionsTitle
|
||||
.IF TARGET = 800
|
||||
@@ -115,13 +126,13 @@ OptionsTitle
|
||||
dta d" scorch supersystem "*
|
||||
.ENDIF
|
||||
DifficultyTitle
|
||||
dta d" difficulty "*
|
||||
dta d" difficulty"* ; " " 3 bytes - common part of 2 texts
|
||||
GameOverTitle
|
||||
dta d" game over "*
|
||||
PurchaseTitle
|
||||
dta d"purchase weapons"
|
||||
InventoryTitle
|
||||
dta d"activate weapons"*
|
||||
GameOverTitle
|
||||
dta d" game over "*
|
||||
GameOverTitle2
|
||||
dta d" Player Points Hits Earned Money "
|
||||
;-----------------------------------------------------
|
||||
@@ -169,7 +180,8 @@ dl ; MAIN game display list
|
||||
.by $0f+$80 ; DLI
|
||||
:2 .by $0f ;2
|
||||
.by $0f+$80 ; DLI (black to end);1
|
||||
:38 .byte $0f ;35 ..... = 200
|
||||
:37 .byte $0f ;34 ..... = 199
|
||||
.by $0f+$80 ; DLI - Black Hole
|
||||
.by $4f
|
||||
.wo EmptyLine ; additional line of ground
|
||||
.byte $41
|
||||
@@ -193,6 +205,9 @@ OptionsDL
|
||||
.byte $4f
|
||||
.word (display+140*40)
|
||||
:21 .by $0f ;76
|
||||
.byte $70+$80
|
||||
.byte $42
|
||||
.word OptionsSubTitle
|
||||
.byte $41
|
||||
.word OptionsDL
|
||||
;------------------------
|
||||
|
||||
@@ -4,7 +4,9 @@
|
||||
|
||||
statusBuffer
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Player: * "
|
||||
dta d"Player: "
|
||||
dta char_joy
|
||||
dta d" "
|
||||
dta d"Energy: Angle: Force: "
|
||||
dta d"Round: Wind: "
|
||||
|
||||
|
||||
@@ -16,8 +16,7 @@ unPlotAfterX
|
||||
lda oldplotH,x
|
||||
sta oldplot+1
|
||||
|
||||
lda oldply,x
|
||||
tay
|
||||
ldy oldply,x
|
||||
lda oldora,x
|
||||
sta (oldplot),y
|
||||
|
||||
@@ -41,7 +40,7 @@ MakeUnPlot
|
||||
;---
|
||||
tay
|
||||
ldx WhichUnPlot
|
||||
tya
|
||||
;tya
|
||||
sta oldply,x
|
||||
|
||||
ldx ydraw
|
||||
@@ -52,23 +51,24 @@ MakeUnPlot
|
||||
sta xbyte+1
|
||||
sta oldplot+1
|
||||
|
||||
lda xdraw
|
||||
and #$7
|
||||
tax
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda color
|
||||
bne ClearUnPlot
|
||||
|
||||
;plotting here
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
ora bittable,x
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
bne ContinueUnPlot ; allways <>0
|
||||
ClearUnPlot
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
and bittable2,x
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
ContinueUnPlot
|
||||
ldx WhichUnPlot
|
||||
@@ -140,24 +140,58 @@ MakePlot
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
lda xdraw
|
||||
and #$7
|
||||
tax
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda color
|
||||
bne ClearPlot
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable,x
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
EndOfPlot
|
||||
rts
|
||||
ClearPlot
|
||||
lda (xbyte),y
|
||||
and bittable2,x
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
rts
|
||||
.endp
|
||||
|
||||
.IF METEORS = 1
|
||||
; -----------------------------------------
|
||||
.proc ExPlot ;ExPlot (EplotX, EplotY)
|
||||
; EOR plot:
|
||||
; Inverts color of a pixel
|
||||
; Note: No coordinate control!!!
|
||||
; With off-screen coordinates, it can damage main program.
|
||||
; only for ingame meteors
|
||||
; -----------------------------------------
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
;xbyte = xbyte/8
|
||||
lda EplotX+1
|
||||
lsr
|
||||
lda EplotX
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
lsr
|
||||
sta EplotByte
|
||||
;---
|
||||
ldx EplotY
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta EplotByte+1
|
||||
|
||||
ldx EplotX ; optimization (256 bytes long bittable)
|
||||
|
||||
lda (EplotByte),y
|
||||
eor bittable1_long,x
|
||||
sta (EplotByte),y
|
||||
rts
|
||||
.endp
|
||||
.ENDIF
|
||||
; -----------------------------------------
|
||||
.proc point_plot
|
||||
; -----------------------------------------
|
||||
@@ -180,49 +214,123 @@ ClearPlot
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
lda xdraw
|
||||
and #$7
|
||||
tax
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda (xbyte),y
|
||||
eor #$ff
|
||||
and bittable,x
|
||||
and bittable1_long,x
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc drawmountains
|
||||
;--------------------------------------------------
|
||||
mwa #0 xdraw
|
||||
mwa #mountaintable modify
|
||||
mwa #mountaintable modify ; mountaintable pointer
|
||||
mva #1 color
|
||||
|
||||
drawmountainsloop
|
||||
jsr DrawMountainLine ; draws column of mountains (one pixel wide)
|
||||
inw modify
|
||||
inw xdraw ; naxt column
|
||||
cpw xdraw #screenwidth
|
||||
bne drawmountainsloop
|
||||
rts
|
||||
DrawMountainLine
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
; calculate lower point in one screen byte
|
||||
lda xdraw
|
||||
and #%00000111 ; only every 8th pixel
|
||||
bne MinCalculated
|
||||
ldy #7
|
||||
@ cmp (modify),y
|
||||
bcs NotLower
|
||||
lda (modify),y
|
||||
NotLower
|
||||
dey
|
||||
bpl @-
|
||||
sta temp2
|
||||
inc temp2 ; this is our minimum (in one byte wide - 8 columns)
|
||||
bit ClearSky
|
||||
bpl NoClearSky
|
||||
; Clear Sky
|
||||
mwa #0 ydraw
|
||||
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
|
||||
@ lda #$ff
|
||||
sta (xbyte),y
|
||||
adw xbyte #screenBytes ; next line
|
||||
inc ydraw
|
||||
lda ydraw
|
||||
cmp #screenheight
|
||||
beq NoClearSky
|
||||
cmp temp2 ; our minimum height od sky
|
||||
bne @-
|
||||
NoClearSky
|
||||
MinCalculated
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
cmp #screenheight
|
||||
beq NoMountain
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
; there was Drawline proc
|
||||
lda #screenheight
|
||||
sec
|
||||
sbc ydraw
|
||||
sta tempbyte01
|
||||
jsr plot.MakePlot
|
||||
; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
|
||||
; jmp IntoDraw ; jumps inside Draw routine
|
||||
; because one pixel is already plotted (and who cares? :) )
|
||||
@
|
||||
lda (xbyte),y
|
||||
and bittable2,x
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
;IntoDraw
|
||||
adw xbyte #screenBytes
|
||||
dec tempbyte01
|
||||
inc ydraw
|
||||
lda ydraw
|
||||
cmp temp2 ; this is our minimum
|
||||
bne @-
|
||||
; end of Drawline proc
|
||||
; and now fill bytes!
|
||||
lda xdraw
|
||||
and #%00000111 ; only every 8th pixel
|
||||
bne NotFillBytes
|
||||
lda temp2
|
||||
cmp #screenheight+1 ; only if minimum is not miniminimum :)
|
||||
beq NotFillBytes
|
||||
|
||||
dec ydraw ; protection if temp2=screenheight
|
||||
@ lda #0
|
||||
sta (xbyte),y
|
||||
adw xbyte #screenBytes
|
||||
inc ydraw
|
||||
lda ydraw
|
||||
cmp #screenheight
|
||||
bne @-
|
||||
NotFillBytes
|
||||
.ELSE
|
||||
bit ClearSky
|
||||
bpl NoClearSky
|
||||
; Clear Sky
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
sty color
|
||||
clearline
|
||||
jsr plot.MakePlot
|
||||
dec ydraw
|
||||
lda ydraw
|
||||
cmp #$ff
|
||||
bne clearline
|
||||
mva #1 color
|
||||
NoClearSky
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
cmp #screenheight
|
||||
beq NoMountain
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
; there was Drawline proc
|
||||
drawline
|
||||
jsr plot.MakePlot
|
||||
@@ -233,18 +341,114 @@ drawline
|
||||
; end of Drawline proc
|
||||
.ENDIF
|
||||
NoMountain
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc CalcAndDrawMountains
|
||||
;--------------------------------------------------
|
||||
; Calculate mountaintable from screen data
|
||||
; for speedup SoilDown, etc.
|
||||
mva #$ff ClearSky
|
||||
; Range alignment to full bytes.
|
||||
lda RangeLeft
|
||||
and #%11111000
|
||||
sta RangeLeft
|
||||
adw RangeRight #7
|
||||
lda RangeRight
|
||||
and #%11111000
|
||||
sta RangeRight
|
||||
cpw RangeLeft RangeRight
|
||||
jcs NothingToFall
|
||||
; convert range to bytes
|
||||
lda RangeLeft
|
||||
sta temp
|
||||
sta xdraw
|
||||
lda RangeLeft+1
|
||||
sta xdraw+1
|
||||
lsr @ ; temp / 8
|
||||
ror temp
|
||||
lsr temp ; max range is 511 ! (9 bits)
|
||||
lsr temp ; temp+1 = 0
|
||||
|
||||
; mwa #0 temp+1 ; byte in screen line
|
||||
adw RangeLeft #mountaintable modify
|
||||
HorizontalByteLoop
|
||||
lda #0
|
||||
ldy #7
|
||||
@ sta (modify),y
|
||||
dey
|
||||
bpl @-
|
||||
tax
|
||||
;stx ydraw
|
||||
ColumnLoop
|
||||
lda LineTableL,x ; X=ydraw
|
||||
sta xbyte ; address of first byte in line X
|
||||
lda LineTableH,x
|
||||
sta xbyte+1
|
||||
ldy temp
|
||||
lda (xbyte),y
|
||||
sta temp2 ; byte from screen (8 pixels)
|
||||
ldy #7
|
||||
ByteLoop
|
||||
lsr temp2
|
||||
bcc NoPixel
|
||||
;clc
|
||||
; C = 0
|
||||
lda #0 ; becouse C=1
|
||||
adc (modify),y
|
||||
sta (modify),y
|
||||
NoPixel
|
||||
dey
|
||||
bpl ByteLoop ; next bit in byte
|
||||
|
||||
inx ; ydraw
|
||||
;inc ydraw
|
||||
;ldy ydraw
|
||||
cpx #screenheight
|
||||
bne ColumnLoop ; next byte in colum
|
||||
; redrawing a column (byte) of mountains uses the drawmountains fragment
|
||||
mva #7 temp+1 ; draw 8 mountain columns
|
||||
@ jsr drawmountains.DrawMountainLine
|
||||
mva #sfx_silencer sfx_effect
|
||||
inw modify
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
bne drawmountainsloop
|
||||
dec temp+1
|
||||
bpl @-
|
||||
inc temp
|
||||
cpw xdraw RangeRight
|
||||
bne HorizontalByteLoop ; next column of bytes
|
||||
NothingToFall
|
||||
mva #$00 ClearSky
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SoilDownTurbo
|
||||
;--------------------------------------------------
|
||||
; fast SoilDown froc - test
|
||||
jsr ClearTanks
|
||||
NoClearTanks
|
||||
jsr CalcAndDrawMountains
|
||||
jmp DrawTanks
|
||||
;rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc TypeChar
|
||||
; puts char on the graphics screen
|
||||
; in: CharCode
|
||||
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
|
||||
;--------------------------------------------------
|
||||
; check coordinates
|
||||
cpw xdraw #(screenwidth-7)
|
||||
bcs CharOffTheScreen
|
||||
lda ydraw
|
||||
cmp #7
|
||||
bcc CharOffTheScreen
|
||||
cmp #(screenHeight-1)
|
||||
bcc CharOnTheScreen
|
||||
CharOffTheScreen
|
||||
rts
|
||||
CharOnTheScreen
|
||||
Fast ; Put char without coordinates check!
|
||||
; char to the table
|
||||
lda CharCode
|
||||
sta fontind
|
||||
@@ -403,13 +607,15 @@ EndPutChar
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; checks ommited.
|
||||
; char to the table
|
||||
Fast ; Put char without coordinates check!
|
||||
lda CharCode4x4
|
||||
and #%00000001
|
||||
beq Upper4bits
|
||||
beq Upper4bits ; A=0
|
||||
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
|
||||
Upper4bits
|
||||
sta nibbler4x4
|
||||
lda CharCode4x4
|
||||
and #$3f ;always CAPITAL letters, also ignore inverse
|
||||
lsr
|
||||
sta fontind
|
||||
lda #$00
|
||||
@@ -548,13 +754,21 @@ EndPut4x4
|
||||
;--------------------------------------------------
|
||||
.proc ClearScreen
|
||||
;--------------------------------------------------
|
||||
mwa #display temp
|
||||
ldy #0
|
||||
@ lda #$ff
|
||||
sta (temp),y
|
||||
inw temp
|
||||
cpw temp #display+screenheight*screenBytes+1
|
||||
bne @-
|
||||
ldy #<display
|
||||
lda #0
|
||||
sta temp
|
||||
lda #>display
|
||||
sta temp+1
|
||||
Go lda #$ff
|
||||
loop sta (temp),y
|
||||
iny
|
||||
bne @+
|
||||
inc temp+1
|
||||
@ cpy #<(display+screenheight*screenBytes+1)
|
||||
bne loop
|
||||
ldx temp+1
|
||||
cpx #>(display+screenheight*screenBytes+1)
|
||||
bne loop
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -573,6 +787,18 @@ EndPut4x4
|
||||
iny
|
||||
cpy #screenheight+1
|
||||
bne @-
|
||||
; and bittables for fastest plot and point (thanks @jhusak)
|
||||
ldy #0
|
||||
lda #$40
|
||||
@ asl
|
||||
adc #0
|
||||
sta bittable1_long,y
|
||||
tax
|
||||
eor #%11111111
|
||||
sta bittable2_long,y
|
||||
txa
|
||||
dey
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -660,7 +886,7 @@ NoPlot
|
||||
ldx TankNr
|
||||
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
||||
jsr SetFullScreenSoilRange
|
||||
jmp SoilDown2.NoClearTanks
|
||||
jmp SoilDown.NoClearTanks
|
||||
; rts
|
||||
|
||||
; in order to optimize the fragment repeated in both internal loops
|
||||
|
||||
@@ -7,6 +7,8 @@
|
||||
pha
|
||||
phy
|
||||
ldy dliCounter
|
||||
cpy #$14
|
||||
beq GoBlackHole
|
||||
lda dliColorsBack,y
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
@@ -14,7 +16,7 @@
|
||||
nop
|
||||
.ENDIF
|
||||
nop
|
||||
nop
|
||||
;nop
|
||||
sta COLPF1
|
||||
lda GradientNr
|
||||
bne GoGradient
|
||||
@@ -23,25 +25,42 @@ GoGradient
|
||||
iny
|
||||
lda (GradientColors),y ; mountains colors array
|
||||
sta COLPF2
|
||||
NoBlacHoleLine
|
||||
EndOfDLI_Gr
|
||||
inc dliCounter
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
GoBlackHole
|
||||
lda BlackHole
|
||||
beq NoBlacHoleLine
|
||||
nop
|
||||
lda #$00 ; color of last line
|
||||
sta COLPF2
|
||||
beq EndOfDLI_Gr
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptOptions
|
||||
pha
|
||||
phy
|
||||
lda dliCounter
|
||||
bne Subtitle
|
||||
lda #0 ; background color
|
||||
sta COLPF1
|
||||
ldy GradientNr
|
||||
beq @+
|
||||
ldy #1
|
||||
@ lda (GradientColors),y ; mountains colors array
|
||||
sta COLPF2 ; allways <> 0 !!!
|
||||
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||
Subtitle
|
||||
lda #0
|
||||
sta COLPF2
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
lda random
|
||||
and #%00000011
|
||||
ora #%00010000
|
||||
sta COLPF1
|
||||
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGameOver
|
||||
@@ -52,14 +71,14 @@ GoGradient
|
||||
lda #%00100001 ; playfield after P/M - prior=1
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||
EndofPMG
|
||||
cmp #1
|
||||
bne ColoredLines
|
||||
lda #%00100100 ; playfield before P/M
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||
ColoredLines
|
||||
cmp #9
|
||||
beq CreditsScroll
|
||||
@@ -69,15 +88,11 @@ ColoredLines
|
||||
;STA WSYNC
|
||||
sta COLPF2
|
||||
sty COLPF1
|
||||
bne EndOfDLI_GO
|
||||
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||
CreditsScroll
|
||||
lda #$00
|
||||
sta COLPF2
|
||||
EndOfDLI_GO
|
||||
inc dliCounter
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
beq DLIinterruptGraph.EndOfDLI_Gr
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptText
|
||||
@@ -139,6 +154,47 @@ lab2
|
||||
jsr RASTERMUSICTRACKER+3 ;1 play
|
||||
; ------- RMT -------
|
||||
SkipRMTVBL
|
||||
; ------ meteors ------ start
|
||||
.IF METEORS = 1
|
||||
ldx #0
|
||||
bit Mcounter
|
||||
bpl MeteorOnSky
|
||||
bit MeteorsFlag
|
||||
bmi SkipMeteors
|
||||
; randomize meteor
|
||||
lda random
|
||||
and #%11111111
|
||||
bne SkipMeteors
|
||||
lda random
|
||||
sta Mpoint1X
|
||||
sta Mpoint2X
|
||||
lda #0
|
||||
sta Mpoint1X+1
|
||||
sta Mpoint2X+1
|
||||
lda random
|
||||
and #$1f
|
||||
sta Mpoint1Y
|
||||
sta Mpoint2Y
|
||||
mva #10 Mcounter
|
||||
MeteorOnSky
|
||||
jsr GoMplot
|
||||
NoFirstPlot
|
||||
ldx #2 ; second point coordinates
|
||||
lda Mcounter
|
||||
beq @+
|
||||
dec Mcounter
|
||||
bpl SkipSecondPlot
|
||||
@ lda Mpoint1Y,x
|
||||
cmp #64
|
||||
bne GoSecondPlot
|
||||
mva #$ff Mcounter
|
||||
bmi SkipMeteors
|
||||
GoSecondPlot
|
||||
jsr GoMplot2
|
||||
SkipSecondPlot
|
||||
SkipMeteors
|
||||
.ENDIF
|
||||
; ------ meteors ------ end
|
||||
bit ScrollFlag
|
||||
bpl EndOfCreditsVBI
|
||||
CreditsVBI
|
||||
@@ -177,6 +233,14 @@ EndOfCreditsVBI
|
||||
sta STICK0
|
||||
lda STRIG0,x
|
||||
sta STRIG0
|
||||
; and PADDLES (2 and 3 joystick button)
|
||||
txa
|
||||
asl
|
||||
tax
|
||||
lda PADDL0,x
|
||||
sta PADDL0
|
||||
; lda PADDL1,x
|
||||
; sta PADDL1
|
||||
jmp XITVBV
|
||||
.ELIF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
@@ -226,7 +290,7 @@ EndOfCreditsVBI
|
||||
mva #consol_reset consol
|
||||
mva #@kbcode._none kbcode
|
||||
@
|
||||
|
||||
exit
|
||||
pla
|
||||
tay
|
||||
pla
|
||||
@@ -234,17 +298,32 @@ EndOfCreditsVBI
|
||||
pla
|
||||
rti
|
||||
.ENDIF
|
||||
; ------ meteors plot/flight subroutine ------ start
|
||||
.IF METEORS = 1
|
||||
GoMplot
|
||||
lda Mpoint1Y,x
|
||||
cmp #64
|
||||
beq @+
|
||||
GoMplot2
|
||||
sta EplotY
|
||||
inc Mpoint1Y,x
|
||||
mwa Mpoint1X,x EplotX
|
||||
inw Mpoint1X,x
|
||||
jmp Explot
|
||||
@ rts
|
||||
.ENDIF
|
||||
; ------ meteors plot/flight subroutine ------ end
|
||||
.endp
|
||||
.IF TARGET = 5200
|
||||
.proc kb_continue
|
||||
cmp #$0c ; START key on 5200 keypad
|
||||
beq StartPressed
|
||||
sta kbcode ;Store key code in shadow.
|
||||
mva #0 SkStatSimulator
|
||||
exit pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
beq VBLinterrupt.exit
|
||||
StartPressed
|
||||
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
|
||||
bne VBLinterrupt.exit
|
||||
.endp
|
||||
.ENDIF
|
||||
|
||||
|
||||
@@ -113,10 +113,11 @@
|
||||
.endif
|
||||
?rand
|
||||
lda random
|
||||
cmp #:1 ;floor
|
||||
bcc ?rand
|
||||
cmp #:2+1 ;ceiling
|
||||
cmp #:2+1-:1 ;ceiling
|
||||
bcs ?rand
|
||||
.if %1>0 ; if floor = 0 - no add offset
|
||||
adc #:1
|
||||
.endif
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phx
|
||||
|
||||
@@ -134,10 +134,11 @@
|
||||
.endif
|
||||
?rand
|
||||
lda random
|
||||
cmp #:1 ;floor
|
||||
bcc ?rand
|
||||
cmp #:2+1 ;ceiling
|
||||
cmp #:2+1-:1 ;ceiling
|
||||
bcs ?rand
|
||||
.if %1>0 ; if floor = 0 - no add offset
|
||||
adc #:1
|
||||
.endif
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phx
|
||||
|
||||
@@ -16,20 +16,27 @@
|
||||
; - money each player has on the beginning of the game (moneyL i moneyH)
|
||||
; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight
|
||||
|
||||
jsr clearscreen ;let the screen be clean
|
||||
; we only need to clear last 60 lines (faster)
|
||||
ldy #<(display+40*140)
|
||||
lda #0
|
||||
sta temp
|
||||
lda #>(display+40*140)
|
||||
sta temp+1
|
||||
jsr clearscreen.Go ;let the screen be clean
|
||||
; jsr clearscreen ;let the screen be clean
|
||||
|
||||
mwa #DisplayCopyRom temp
|
||||
mwa #display temp2
|
||||
mwa #DisplayCopyEnd+1 modify
|
||||
jsr CopyFromROM
|
||||
jsr OptionsInversion ; to prevent flashing of options
|
||||
|
||||
mwa #OptionsDL dlptrs
|
||||
|
||||
lda #%00111110 ; normal screen width, DL on, P/M on
|
||||
sta dmactls
|
||||
jsr SetPMWidth
|
||||
jsr SetPMWidthAndColors
|
||||
mva #TextBackgroundColor COLOR2
|
||||
jsr ColorsOfSprites
|
||||
mva #$ca COLOR1
|
||||
mva #$00 COLBAKS ; set color of background
|
||||
|
||||
@@ -63,9 +70,6 @@
|
||||
|
||||
OptionsMainLoop
|
||||
|
||||
lda WindChangeInRound
|
||||
sta OptionsHere+126
|
||||
|
||||
jsr OptionsInversion
|
||||
jsr getkey
|
||||
bit escFlag
|
||||
@@ -73,19 +77,20 @@ OptionsMainLoop
|
||||
|
||||
cmp #@kbcode._down ; $f ;cursor down
|
||||
bne OptionsNoDown
|
||||
inc:lda OptionsY
|
||||
cmp #maxoptions
|
||||
bne OptionsMainLoop
|
||||
mva #maxoptions-1 OptionsY
|
||||
jmp OptionsMainLoop
|
||||
ldx OptionsY
|
||||
inx
|
||||
cpx #maxoptions
|
||||
beq OptionsMainLoop
|
||||
stx OptionsY
|
||||
bne OptionsMainLoop ; allways not 0
|
||||
|
||||
OptionsNoDown
|
||||
cmp #@kbcode._up ; $e ;cursor up
|
||||
bne OptionsNoUp
|
||||
dec OptionsY
|
||||
bpl OptionsMainLoop
|
||||
mva #0 OptionsY
|
||||
jmp OptionsMainLoop
|
||||
inc OptionsY
|
||||
beq OptionsMainLoop ; allways 0
|
||||
|
||||
OptionsNoUp
|
||||
cmp #@kbcode._left ; $6 ;cursor left
|
||||
@@ -95,7 +100,7 @@ OptionsNoUp
|
||||
lda OptionsTable,X
|
||||
bpl OptionsMainLoop
|
||||
inc OptionsTable,X
|
||||
jmp OptionsMainLoop
|
||||
beq OptionsMainLoop ; allways 0
|
||||
|
||||
OptionsNoLeft
|
||||
cmp #@kbcode._right ; $7 ;cursor right
|
||||
@@ -107,7 +112,7 @@ OptionsNoLeft
|
||||
cmp #5 ; number of columns in options
|
||||
bne OptionsMainLoop
|
||||
dec OptionsTable,X
|
||||
jmp OptionsMainLoop
|
||||
bne OptionsMainLoop ; allways not 0
|
||||
|
||||
OptionsNoRight
|
||||
cmp #@kbcode._ret ; $c ;Return key
|
||||
@@ -131,6 +136,27 @@ OptionsNoTab
|
||||
sta WindChangeInRound
|
||||
rts
|
||||
NotWind
|
||||
cmp #$02
|
||||
bne NotGravity
|
||||
lda FastSoilDown
|
||||
eor #$66 ; 'f' character
|
||||
sta FastSoilDown
|
||||
rts
|
||||
NotGravity
|
||||
cmp #$07
|
||||
bne NoMountains
|
||||
lda RandomMountains
|
||||
eor #$1f ; '?' character
|
||||
sta RandomMountains
|
||||
rts
|
||||
NoMountains
|
||||
cmp #$08
|
||||
bne NoBlackHole
|
||||
lda BlackHole
|
||||
eor #$5d ; cursor down character
|
||||
sta BlackHole
|
||||
rts
|
||||
NoBlackHole
|
||||
ldy GradientNr
|
||||
iny
|
||||
cpy #$03
|
||||
@@ -149,6 +175,17 @@ NoGradientLoop
|
||||
; inversing selected option (cursor)
|
||||
;--------
|
||||
.proc OptionsInversion
|
||||
|
||||
; Additional option symbols
|
||||
lda BlackHole
|
||||
sta OptionsHere+328
|
||||
lda RandomMountains
|
||||
sta OptionsHere+288
|
||||
lda WindChangeInRound
|
||||
sta OptionsHere+128
|
||||
lda FastSoilDown
|
||||
sta OptionsHere+88
|
||||
|
||||
YPos = temp2
|
||||
XPos = temp2+1
|
||||
optionWidth = 6
|
||||
@@ -193,13 +230,11 @@ _inverter
|
||||
; clean inversion otherwise
|
||||
lda (temp),y
|
||||
and #$7f ; clear the top bit
|
||||
sta (temp),y
|
||||
bpl @+ ; JMP
|
||||
invertme
|
||||
lda (temp),y
|
||||
ora #$80 ; set the top bit
|
||||
sta (temp),y
|
||||
@
|
||||
@ sta (temp),y
|
||||
; next character in an option
|
||||
iny
|
||||
rts
|
||||
@@ -216,11 +251,11 @@ invertme
|
||||
ldx TankNr
|
||||
lda SkillTable,x
|
||||
beq ManualPurchase
|
||||
jsr PurchaseAI ; remember to make ActivateAI :) !!!
|
||||
jsr PurchaseAI ; skill of the TankNr in A, TankNr in X
|
||||
jmp AfterManualPurchase
|
||||
ManualPurchase
|
||||
lda JoyNumber,x
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
jsr SetJoystickPort ; set joystick port for player
|
||||
mva #0 isInventory
|
||||
jsr Purchase ; purchase weapons
|
||||
bit escFlag
|
||||
@@ -266,11 +301,13 @@ AfterManualPurchase
|
||||
|
||||
mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
|
||||
|
||||
; we are clearing list of the weapons
|
||||
mva #$00 WhichList
|
||||
; offensive weapon - 0, deffensive - %10000000
|
||||
GoToActivation
|
||||
mva #$ff LastWeapon
|
||||
|
||||
; we are clearing list of the weapons
|
||||
jsr ClearLists ; fast lists clear
|
||||
|
||||
SetDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
|
||||
jsr PMoutofScreen
|
||||
@@ -294,7 +331,7 @@ GoToActivation
|
||||
sta COLOR1 ; set color of header text
|
||||
ldy #0
|
||||
sty COLBAKS ; set color of background
|
||||
lda tanknr
|
||||
txa ; TankNr
|
||||
:3 asl ; 8 chars per name
|
||||
tax
|
||||
NextChar03
|
||||
@@ -339,28 +376,12 @@ AfterPurchase
|
||||
|
||||
lda whichList
|
||||
bne PositionDefensive
|
||||
|
||||
; calculate positionOnTheList from the activeWeapon (offensives)
|
||||
ldx tankNr
|
||||
lda activeWeapon,x
|
||||
ldy #0
|
||||
@
|
||||
cmp IndexesOfWeaponsL1,y
|
||||
beq ?weaponfound
|
||||
iny
|
||||
cpy #(last_offensive - first_offensive )+1 ; maxOffensiveWeapons
|
||||
bne @-
|
||||
; not found apparently?
|
||||
; TODO: check border case (the last weapon)
|
||||
ldy #0
|
||||
beq ?weaponFound ; jmp
|
||||
jsr calcPosOffensive
|
||||
jmp ?weaponFound
|
||||
PositionDefensive
|
||||
jsr calcPosDefensive
|
||||
|
||||
|
||||
?weaponFound
|
||||
; weapon index in Y
|
||||
sty positionOnTheList
|
||||
jsr _MakeOffsetDown ; set list screen offset
|
||||
|
||||
; Here we have all we need
|
||||
@@ -459,7 +480,7 @@ ListChange
|
||||
lda WhichList
|
||||
eor #%10000000 ; flip WhichList
|
||||
sta WhichList
|
||||
bne DeffensiveSelected
|
||||
bmi DeffensiveSelected
|
||||
|
||||
mwa #ListOfWeapons WeaponsListDL
|
||||
lda isInventory
|
||||
@@ -490,9 +511,9 @@ DeffensiveSelected
|
||||
; Creating full list of the available weapons for displaying
|
||||
; in X there is an index of the weapon to be checked,
|
||||
; in 'Xbyte' address of the first char in filled screen line
|
||||
@weapon_index = temp
|
||||
|
||||
CreateList
|
||||
stx temp ; index of a weapon will be necessary later
|
||||
stx @weapon_index ; index of a weapon will be necessary later
|
||||
; checking if the weapon of the given index is present
|
||||
lda WeaponUnits,x
|
||||
jeq NoWeapon
|
||||
@@ -508,7 +529,7 @@ CreateList
|
||||
mwa #PurchaseTitle DLPurTitleAddr
|
||||
|
||||
; checking if we can afford buying this weapon
|
||||
ldx temp
|
||||
;ldx @weapon_index
|
||||
lda moneyH,y
|
||||
cmp WeaponPriceH,x
|
||||
bne @+
|
||||
@@ -520,14 +541,9 @@ CreateList
|
||||
; we have enough cash and the weapon can be
|
||||
; added to the list
|
||||
|
||||
; first parentheses and other special chars
|
||||
; first special chars
|
||||
; (it's easier this way)
|
||||
;ldy #22
|
||||
;lda #08 ; "("
|
||||
;STA (XBYTE),y
|
||||
;ldy #32
|
||||
;lda #09 ; ")"
|
||||
;sta (xbyte),y
|
||||
|
||||
ldy #24
|
||||
lda #15 ; "/"
|
||||
sta (xbyte),y
|
||||
@@ -538,9 +554,9 @@ CreateList
|
||||
;now number of units (shells) to be purchased
|
||||
adw xbyte #22 displayposition ; 23 chars from the beginning of the line
|
||||
lda WeaponUnits,x
|
||||
sta decimal
|
||||
;sta decimal
|
||||
jsr displaybyte
|
||||
ldx temp ;getting back index of the weapon
|
||||
ldx @weapon_index ;getting back index of the weapon
|
||||
|
||||
; and now price of the weapon
|
||||
adw xbyte #25 displayposition ; 26 chars from the beginning of the line
|
||||
@@ -561,12 +577,13 @@ itIsInventory
|
||||
; and Title
|
||||
mwa #InventoryTitle DLPurTitleAddr
|
||||
|
||||
ldx temp
|
||||
; ldx @weapon_index
|
||||
; Y contains TankNr
|
||||
lda TanksWeaponsTableL,y
|
||||
sta weaponPointer
|
||||
lda TanksWeaponsTableH,y
|
||||
sta weaponPointer+1
|
||||
ldy temp
|
||||
ldy @weapon_index
|
||||
lda (weaponPointer),y
|
||||
jeq noWeapon
|
||||
|
||||
@@ -581,42 +598,22 @@ itIsInventory
|
||||
notInventory
|
||||
|
||||
; number of posessed shells
|
||||
lda temp ; weapon index again
|
||||
jsr HowManyBullets
|
||||
sta decimal
|
||||
|
||||
adw xbyte #1 displayposition
|
||||
lda @weapon_index ; weapon index again
|
||||
jsr HowManyBullets
|
||||
;sta decimal
|
||||
jsr displaybyte
|
||||
|
||||
ldx temp ;weapon index
|
||||
ldx @weapon_index
|
||||
; now symbol of the weapon
|
||||
lda WeaponSymbols,x
|
||||
ldy #$4 ; 4 chars from the beginning of the line
|
||||
sta (xbyte),y
|
||||
|
||||
; and now name of the weapon and finisheeeedd !!!!
|
||||
mva #0 temp+1 ; this number is only in X
|
||||
; times 16 (it's length of the names of weapons)
|
||||
ldy #3 ; Rotate 4 times
|
||||
@
|
||||
asl temp
|
||||
rol temp+1
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
adw temp #NamesOfWeapons-6 weaponPointer
|
||||
|
||||
ldy #6 ; from 6th char on screen
|
||||
|
||||
@
|
||||
lda (weaponPointer),y
|
||||
sta (xbyte),y
|
||||
iny
|
||||
cpy #(16+6)
|
||||
bne @-
|
||||
|
||||
|
||||
; in X there is what we need (weapon index)
|
||||
adw xbyte #6 weaponPointer ; from 6th char on screen
|
||||
txa
|
||||
jsr DisplayWeaponName
|
||||
|
||||
; If on screen after the purchase there is still
|
||||
; present the weapon purchased recently,
|
||||
@@ -688,15 +685,14 @@ WeHaveOffset
|
||||
sta xbyte ; multiplier (temporarily here, it will be erased anyway)
|
||||
lda #$00 ;
|
||||
sta xbyte+1 ; higher byte of the Result
|
||||
ldx #$05 ; 2^5
|
||||
ldy #$05 ; 2^5
|
||||
@ asl xbyte
|
||||
rol xbyte+1
|
||||
dex
|
||||
dey
|
||||
bne @-
|
||||
|
||||
; Y = 0 now
|
||||
; add to the address of the list
|
||||
adw xbyte #ListOfWeapons
|
||||
ldy #0
|
||||
ClearList1
|
||||
cpw xbyte #ListOfWeapons1End
|
||||
beq ListCleared1
|
||||
@@ -713,15 +709,14 @@ ListCleared1
|
||||
sta xbyte ; multiplier (temporarily here, it will be erased anyway)
|
||||
lda #$00 ;
|
||||
sta xbyte+1 ; higher byte of the Result
|
||||
ldx #$05 ; 2^5
|
||||
ldy #$05 ; 2^5
|
||||
@ asl xbyte
|
||||
rol xbyte+1
|
||||
dex
|
||||
dey
|
||||
bne @-
|
||||
|
||||
; Y = 0 now
|
||||
; add to the address of the list
|
||||
adw xbyte #ListOfDefensiveWeapons
|
||||
ldy #0
|
||||
ClearList2
|
||||
cpw xbyte #ListOfDefensiveWeaponsEnd
|
||||
beq ListCleared2
|
||||
@@ -786,15 +781,11 @@ Suprise ; get a random weapon
|
||||
bcc GetRandomDefensive
|
||||
GetRandomOffensive
|
||||
randomize ind_Missile last_offensive
|
||||
;cmp #ind_Buy_me ; buy me do not buy buy me :)
|
||||
;beq GetRandomOffensive
|
||||
tay
|
||||
bne NoSuprise ; Y always <> 0
|
||||
GetRandomDefensive
|
||||
randomize ind_Battery last_defensive
|
||||
tay
|
||||
; lda WeaponUnits,y ; check if weapon exist
|
||||
; beq GetRandomDefensive
|
||||
|
||||
NoSuprise
|
||||
lda TanksWeaponsTableL,x
|
||||
@@ -803,14 +794,13 @@ NoSuprise
|
||||
sta weaponPointer+1
|
||||
|
||||
clc
|
||||
lda (weaponPointer),y ; and we have number of posessed bullets of the weapon
|
||||
adc WeaponUnits,y
|
||||
sta (weaponPointer),y ; and we added appropriate number of bullets
|
||||
cmp #100 ; but there should be no more than 99 bullets
|
||||
lda (weaponPointer),y ; and we have number of posessed bullets of the weapon
|
||||
adc WeaponUnits,y ; and we added appropriate number of bullets
|
||||
cmp #100 ; but there should be no more than 99 bullets
|
||||
bcc LessThan100
|
||||
lda #99
|
||||
sta (weaponPointer),y
|
||||
lda #99
|
||||
LessThan100
|
||||
sta (weaponPointer),y
|
||||
|
||||
mva #0 PositionOnTheList ; to move the pointer to the top when no more monies
|
||||
jmp Purchase.AfterPurchase
|
||||
@@ -909,15 +899,13 @@ DefActivationEnd
|
||||
ldx tankNr
|
||||
lda ActiveDefenceWeapon,x
|
||||
beq ?noWeaponActive
|
||||
ldy #0 ; min defensive weapon
|
||||
ldy #number_of_defensives ; maxDefensiveWeapon
|
||||
@
|
||||
cmp IndexesOfWeaponsL2,y
|
||||
beq ?weaponfound
|
||||
iny
|
||||
cpy #(last_defensive - first_defensive )+1 ; maxDefensiveWeapon
|
||||
dey
|
||||
bne @-
|
||||
; not found apparently?
|
||||
; TODO: check border case (the last weapon)
|
||||
; Y = 0
|
||||
?noWeaponActive
|
||||
ldy #0
|
||||
?weaponFound
|
||||
@@ -927,20 +915,20 @@ DefActivationEnd
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc calcPosOffensive
|
||||
; calculate positionOnTheList from the activeWeapon (defensives)
|
||||
;--------------------------------------------------
|
||||
ldx tankNr
|
||||
lda ActiveWeapon,x
|
||||
beq ?noWeaponActive
|
||||
ldy #0 ; min defensive weapon
|
||||
ldy #number_of_offensives ; maxOffensiveWeapon
|
||||
@
|
||||
cmp IndexesOfWeaponsL1,y
|
||||
beq ?weaponfound
|
||||
iny
|
||||
cpy #(last_offensive - first_offensive ) ; maxOffensiveWeapon
|
||||
dey
|
||||
bne @-
|
||||
; not found apparently?
|
||||
; TODO: check border case (the last weapon)
|
||||
; Y = 0
|
||||
?noWeaponActive
|
||||
ldy #0
|
||||
?weaponFound
|
||||
@@ -977,7 +965,7 @@ EraseLoop
|
||||
dex
|
||||
bne @-
|
||||
SelectList2
|
||||
lda #$7f ; little char (tab) - this is the pointer
|
||||
lda #char_TAB ; little char (tab) - this is the pointer
|
||||
sta (xbyte),y
|
||||
; now we clear up and down arrows indicating more content below or above screen
|
||||
ldx #<EmptyLine
|
||||
@@ -998,7 +986,7 @@ CharToList1
|
||||
dex
|
||||
bne @-
|
||||
SelectList1
|
||||
lda #$7f ; pointer = little char = (tab)
|
||||
lda #char_TAB ; pointer = little char = (tab)
|
||||
sta (xbyte),y
|
||||
; now moving the window basing on given offset
|
||||
mwa #ListOfWeapons xbyte
|
||||
@@ -1038,6 +1026,26 @@ NoArrowDown
|
||||
sty MoreDowndl+1
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ClearLists
|
||||
;--------------------------------------------------
|
||||
ldy #<ListOfWeapons
|
||||
lda #0
|
||||
sta temp2
|
||||
lda #>ListOfWeapons
|
||||
sta temp2+1
|
||||
Go lda #$0
|
||||
loop sta (temp2),y
|
||||
iny
|
||||
bne @+
|
||||
inc temp2+1
|
||||
@ cpy #<ListOfDefensiveWeaponsEnd
|
||||
bne loop
|
||||
ldx temp2+1
|
||||
cpx #>ListOfDefensiveWeaponsEnd
|
||||
bne loop
|
||||
rts
|
||||
.endp
|
||||
; -----------------------------------------------------
|
||||
.proc EnterPlayerNames
|
||||
;entering names of players
|
||||
@@ -1074,14 +1082,14 @@ NoArrowDown
|
||||
|
||||
jsr PMoutofScreen
|
||||
; display tank number
|
||||
ldx tanknr
|
||||
ldx TankNr
|
||||
lda skillTable,x
|
||||
sta difficultyLevel
|
||||
lda digits+1,x
|
||||
sta NameScreen2+7
|
||||
|
||||
; copy existing name and place cursor at end
|
||||
lda TankNr
|
||||
txa ; TankNr
|
||||
:3 asl
|
||||
tax
|
||||
|
||||
@@ -1107,12 +1115,10 @@ LastNameChar
|
||||
CheckKeys
|
||||
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
||||
ldx TankNr
|
||||
lda JoyNumber,x
|
||||
tay
|
||||
ldy JoyNumber,x
|
||||
lda digits+1,y
|
||||
sta NameScreen2+11 ; display joystick port number
|
||||
lda TankShape,x
|
||||
tay
|
||||
ldy TankShape,x
|
||||
lda digits+1,y
|
||||
sta NameScreen2+15 ; display tank shape number
|
||||
jsr CursorDisplay
|
||||
@@ -1252,35 +1258,42 @@ NotRobot
|
||||
|
||||
mva #sfx_next_player sfx_effect
|
||||
|
||||
|
||||
; check if all chars are empty (" ")
|
||||
ldy #7
|
||||
lda #0
|
||||
@ ora NameAdr,y
|
||||
and #$7F ; remove inverse (Cursor)
|
||||
dey
|
||||
bpl @-
|
||||
tay
|
||||
beq MakeDefaultName
|
||||
|
||||
ldy #0
|
||||
stx temp+1 ; remember start position in tanksnames
|
||||
sty temp ; 0 if name is empty
|
||||
@
|
||||
lda NameAdr,y
|
||||
and #$7f ; remove inverse (Cursor)
|
||||
sta tanksnames,x
|
||||
ora temp
|
||||
sta temp
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
bne @-
|
||||
lda temp ; check if all chars are empty (" ")
|
||||
beq MakeDefaultName
|
||||
rts
|
||||
MakeDefaultName
|
||||
@
|
||||
lda tanksnamesDefault,x
|
||||
sta tanksnames,x
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
ldy difficultyLevel
|
||||
lda LevelNameBeginL,y ; address on the screen
|
||||
sta temp2
|
||||
lda LevelNameBeginH,y
|
||||
sta temp2+1
|
||||
ldx temp+1
|
||||
ldy #1 ; after first char (space)
|
||||
@ lda (temp2),y
|
||||
and #$7f ; remove inverse
|
||||
sta tanksnames,x
|
||||
beq MakeNumber ; first space found :)
|
||||
inx
|
||||
iny
|
||||
cpy #8
|
||||
bne @-
|
||||
MakeNumber
|
||||
ldy tanknr
|
||||
lda digits+1,y
|
||||
sta tanksnames,x
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -1326,7 +1339,7 @@ CharOK
|
||||
CharacterFound
|
||||
; now in X we have Character (index) on PositionInName
|
||||
; wait for centered joy
|
||||
mva #128-15 pressTimer ; reset (trick)
|
||||
mva #128-KeyRepeatSpeed pressTimer ; reset (trick)
|
||||
@ lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
@@ -1485,6 +1498,7 @@ nexdigit
|
||||
; leading zeores are removed
|
||||
; the range is (00..99 - one byte)
|
||||
|
||||
sta decimal
|
||||
ldy #1 ; there will be 2 digits
|
||||
NextDigit2
|
||||
ldx #8 ; 8-bit dividee so Rotate 8 times
|
||||
@@ -1543,12 +1557,11 @@ displayloop1
|
||||
sta dmactls
|
||||
lda #%00100100 ; playfield before P/M
|
||||
sta GPRIOR
|
||||
jsr SetPMWidth
|
||||
jsr ColorsOfSprites
|
||||
jsr SetPMWidthAndColors
|
||||
mva #0 COLOR1
|
||||
sta COLBAKS ; set color of background
|
||||
sta CreditsVScrol
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
jsr SetJoystickPort ; set joystick port for player
|
||||
mva #TextForegroundColor COLOR2
|
||||
SetDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
|
||||
; make text and color lines for each tank
|
||||
@@ -1612,8 +1625,7 @@ NextChar
|
||||
mva #0 displayposition ; overwrite first digit
|
||||
; put AI symbol or joystick
|
||||
ldx TankNr
|
||||
lda SkillTable,x
|
||||
tay
|
||||
ldy SkillTable,x
|
||||
bne ThisIsAI
|
||||
ldy JoyNumber,x
|
||||
iny ; tricky
|
||||
@@ -1621,10 +1633,10 @@ ThisIsAI
|
||||
lda digits,y
|
||||
ldy #39
|
||||
sta (temp),y ; AI level or joy number
|
||||
ldy #$0a ; Joystick symbol
|
||||
ldy #char_joy ; Joystick symbol
|
||||
lda SkillTable,x
|
||||
beq NotAItank
|
||||
ldy #$5e ; Computer symbol
|
||||
ldy #char_computer ; Computer symbol
|
||||
NotAItank
|
||||
tya
|
||||
ldy #38
|
||||
@@ -1708,9 +1720,9 @@ FastTank
|
||||
jsr IsKeyPressed
|
||||
bne MainTanksFloatingLoop ; neverending loop
|
||||
mva #$00 ScrollFlag ; credits scroll off
|
||||
jsr MakeDarkScreen
|
||||
jmp GameOverResultsClear
|
||||
; rts
|
||||
jmp MakeDarkScreen
|
||||
; jsr GameOverResultsClear
|
||||
; rts
|
||||
RandomizeTankPos
|
||||
randomize 10 (32-7) ; 10 not 8 - barrel !! :)
|
||||
sta Ytankstable,x
|
||||
@@ -1729,14 +1741,13 @@ RandomizeTankPos
|
||||
lda XtankOffsetGO_H,x
|
||||
adc #0
|
||||
sta XtankstableH,x
|
||||
ldy #0
|
||||
lda random
|
||||
cmp #32 ; like 1:8
|
||||
bcc NowFastTank
|
||||
lda #0
|
||||
sta ActiveDefenceWeapon,x
|
||||
rts
|
||||
NowFastTank
|
||||
lda #1
|
||||
bcs NowNotFastTank
|
||||
iny
|
||||
NowNotFastTank
|
||||
tya
|
||||
sta ActiveDefenceWeapon,x
|
||||
rts
|
||||
GameOverResultsClear
|
||||
@@ -1824,11 +1835,11 @@ NextChar02
|
||||
; displaying number of active controller port or AI level
|
||||
;=========================
|
||||
ldx TankNr
|
||||
ldy #$5e ; Computer symbol
|
||||
ldy #char_computer ; Computer symbol
|
||||
lda SkillTable,x
|
||||
tax
|
||||
bne ThisIsAI
|
||||
ldy #$0a ; Joystick symbol
|
||||
ldy #char_joy ; Joystick symbol
|
||||
ldx JoystickNumber
|
||||
inx ; tricky
|
||||
ThisIsAI
|
||||
@@ -1855,77 +1866,52 @@ ThisIsAI
|
||||
;=========================
|
||||
lda ActiveWeapon,x
|
||||
jsr HowManyBullets
|
||||
sta decimal
|
||||
mwa #statusBuffer+21 displayposition
|
||||
;sta decimal
|
||||
mwx #statusBuffer+21 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;=========================
|
||||
;displaying name of the weapon
|
||||
;=========================
|
||||
mwa #statusBuffer+24 weaponPointer ; from 24th char on screen
|
||||
ldx TankNr
|
||||
lda ActiveWeapon,x
|
||||
sta temp ;get back number of the weapon
|
||||
mva #0 temp+1
|
||||
; times 16 (because this is length of weapon name)
|
||||
ldy #3 ; shift left 4 times
|
||||
@
|
||||
aslw temp
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
adw temp #NamesOfWeapons
|
||||
ldy #15
|
||||
@
|
||||
lda (temp),y
|
||||
sta statusBuffer+24,y
|
||||
dey
|
||||
bpl @-
|
||||
jsr DisplayWeaponName
|
||||
|
||||
;=========================
|
||||
;displaying name of the defence weapon (if active)
|
||||
;=========================
|
||||
mwa #statusBuffer+40+40+23 weaponPointer ; where to display the
|
||||
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
|
||||
bpl @+
|
||||
lda #$5e ; Auto Defense symbol
|
||||
lda #char_computer ; Auto Defense symbol
|
||||
@
|
||||
sta statusBuffer+80+21
|
||||
lda #$08 ; (
|
||||
sta statusBuffer+80+22
|
||||
lda #$09 ; )
|
||||
sta statusBuffer+80+39
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne ActiveDefence
|
||||
; clear brackets
|
||||
lda #space
|
||||
sta statusBuffer+80+22
|
||||
sta statusBuffer+80+39
|
||||
mwa #emptyLine temp
|
||||
jmp ClearingOnly
|
||||
; lda #0 ; #space == #0
|
||||
tay
|
||||
jsr DisplayWeaponName.ClearingOnly
|
||||
beq NoDefenceName ; like JMP
|
||||
ActiveDefence
|
||||
sta temp ;get back number of the weapon
|
||||
mva #0 temp+1
|
||||
; times 16 (because this is length of weapon name)
|
||||
ldy #3 ; shift left 4 times
|
||||
@
|
||||
aslw temp
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
adw temp #NamesOfWeapons
|
||||
ClearingOnly
|
||||
ldy #15
|
||||
@
|
||||
lda (temp),y
|
||||
sta statusBuffer+40+40+23,y
|
||||
dey
|
||||
bpl @-
|
||||
jsr DisplayWeaponName
|
||||
lda #char_bracketO ; (
|
||||
sta statusBuffer+80+22
|
||||
lda #char_bracketC ; )
|
||||
sta statusBuffer+80+39
|
||||
NoDefenceName
|
||||
|
||||
DisplayEnergy
|
||||
;=========================
|
||||
;displaying the energy of a tank
|
||||
;=========================
|
||||
lda Energy,x
|
||||
sta decimal
|
||||
mwa #statusBuffer+48 displayposition
|
||||
;sta decimal
|
||||
mwx #statusBuffer+48 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;=========================
|
||||
@@ -1943,12 +1929,11 @@ ClearingOnly
|
||||
beq NoDefenceWeapon
|
||||
lda ShieldEnergy,x
|
||||
beq NoShieldEnergy
|
||||
sta decimal ; displayed value
|
||||
lda #$08 ; (
|
||||
sta statusBuffer+40+10
|
||||
mwa #statusBuffer+40+11 displayposition
|
||||
;sta decimal ; displayed value
|
||||
mvx #char_bracketO statusBuffer+40+10 ; (
|
||||
mwx #statusBuffer+40+11 displayposition
|
||||
jsr displaybyte
|
||||
lda #$09 ; )
|
||||
lda #char_bracketC ; )
|
||||
sta statusBuffer+40+13
|
||||
NoDefenceWeapon
|
||||
NoShieldEnergy
|
||||
@@ -1961,12 +1946,12 @@ NoShieldEnergy
|
||||
bit Wind+3 ; highest byte of 4 byte wind
|
||||
bmi DisplayLeftWind
|
||||
sta statusBuffer+80+17 ; (space) char
|
||||
lda #$7f ; (tab) char
|
||||
lda #char_TAB ; (tab) char
|
||||
sta statusBuffer+80+20
|
||||
bne DisplayWindValue
|
||||
DisplayLeftWind
|
||||
sta statusBuffer+80+20 ; (space) char
|
||||
lda #$7e ;(del) char
|
||||
lda #char_DEL ;(del) char
|
||||
sta statusBuffer+80+17
|
||||
sec ; Wind = -Wind
|
||||
lda #$00
|
||||
@@ -1978,16 +1963,16 @@ DisplayLeftWind
|
||||
DisplayWindValue
|
||||
:4 lsrw temp ;divide by 16 to have a nice value on a screen
|
||||
lda temp
|
||||
sta decimal
|
||||
mwa #statusBuffer+80+18 displayposition
|
||||
;sta decimal
|
||||
mwx #statusBuffer+80+18 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;=========================
|
||||
;display round number
|
||||
;=========================
|
||||
lda CurrentRoundNr
|
||||
sta decimal
|
||||
mwa #statusBuffer+80+7 displayposition
|
||||
;sta decimal
|
||||
mwx #statusBuffer+80+7 displayposition
|
||||
jsr displaybyte ;decimal (byte), displayposition (word)
|
||||
|
||||
;=========================
|
||||
@@ -2013,29 +1998,27 @@ displayAngle
|
||||
bcs AngleToLeft
|
||||
AngleToRight
|
||||
; now we have values from 0 to 89 and right angle
|
||||
sta decimal
|
||||
;sta decimal
|
||||
sty statusBuffer+40+22 ; (space) character
|
||||
lda #$7f ; (tab) character
|
||||
sta statusBuffer+40+25
|
||||
mvx #char_TAB statusBuffer+40+25 ; (tab) character
|
||||
bne AngleDisplay
|
||||
AngleToLeft
|
||||
sec
|
||||
lda #180
|
||||
sbc AngleTable,x
|
||||
; angles 180 - 91 converted to 0 - 89
|
||||
sta decimal
|
||||
;sta decimal
|
||||
sty statusBuffer+40+25 ; (space) character
|
||||
lda #$7e ;(del) char
|
||||
sta statusBuffer+40+22
|
||||
mvx #char_DEL statusBuffer+40+22 ;(del) char
|
||||
bne AngleDisplay
|
||||
VerticallyUp
|
||||
; now we have value 90
|
||||
sta decimal
|
||||
;sta decimal
|
||||
sty statusBuffer+40+25 ; (space) character
|
||||
sty statusBuffer+40+22 ; (space) character
|
||||
|
||||
AngleDisplay
|
||||
mwa #statusBuffer+40+23 displayposition
|
||||
mwx #statusBuffer+40+23 displayposition
|
||||
jsr displaybyte
|
||||
ldx TankNr
|
||||
rts
|
||||
@@ -2077,5 +2060,59 @@ AngleDisplay
|
||||
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------------------------
|
||||
.proc DisplayWeaponName
|
||||
; nr of weapon in A, address to put in weaponPointer
|
||||
@weapon_index = TextNumberOff
|
||||
sta @weapon_index ;get back number of the weapon
|
||||
mwa #NamesOfWeapons LineAddress4x4
|
||||
jsr _calc_inverse_display
|
||||
; now copy text to screen
|
||||
dey ; ldy #-1
|
||||
@
|
||||
iny
|
||||
lda (LineAddress4x4),y
|
||||
sta (weaponPointer),y
|
||||
bpl @-
|
||||
and #%01111111 ; remove reverse
|
||||
clearingOnly
|
||||
sta (weaponPointer),y
|
||||
lda #0 ; clean the rest
|
||||
iny:cpy #16 ; weapon name is max 16 chars
|
||||
bne clearingonly
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.proc _calc_inverse_display
|
||||
; optymalization station. not a real function
|
||||
; or is it?
|
||||
@weapon_index = TextNumberOff
|
||||
@inverse_counter = temp+1
|
||||
|
||||
mva #0 @inverse_counter
|
||||
ldy LineAddress4x4 ; lower byte to Y
|
||||
sta LineAddress4x4 ; #0
|
||||
loop
|
||||
lda (LineAddress4x4),y
|
||||
spl:inc @inverse_counter
|
||||
lda @weapon_index
|
||||
beq zeroth_talk ; special treatment of talk #0
|
||||
cmp @inverse_counter
|
||||
beq lets_talk
|
||||
iny
|
||||
bne loop
|
||||
inc LineAddress4x4+1
|
||||
bne loop
|
||||
|
||||
lets_talk
|
||||
iny
|
||||
bne @+
|
||||
inc LineAddress4x4+1
|
||||
@
|
||||
zeroth_talk
|
||||
sty LineAddress4x4
|
||||
ldy #0
|
||||
rts
|
||||
.endp
|
||||
|
||||
.endif
|
||||
@@ -44,9 +44,11 @@ MakeUnPlot
|
||||
sta xbyte+1
|
||||
sta oldplot+1
|
||||
|
||||
lda xdraw
|
||||
and #$7
|
||||
tax
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
ldy #0
|
||||
|
||||
lda color
|
||||
@@ -55,13 +57,13 @@ MakeUnPlot
|
||||
;plotting here
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
ora bittable,x
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
bne ContinueUnPlot ; allways <>0
|
||||
ClearUnPlot
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
and bittable2,x
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
ContinueUnPlot
|
||||
ldx WhichUnPlot
|
||||
@@ -128,21 +130,23 @@ MakePlot
|
||||
adc xdraw+1
|
||||
sta xbyte+1
|
||||
|
||||
lda xdraw
|
||||
and #$7
|
||||
tax
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
ldy #0
|
||||
lda color
|
||||
bne ClearPlot
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable,x
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
EndOfPlot
|
||||
rts
|
||||
ClearPlot
|
||||
lda (xbyte),y
|
||||
and bittable2,x
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
rts
|
||||
.endp
|
||||
@@ -167,13 +171,15 @@ ClearPlot
|
||||
adc xdraw+1
|
||||
sta xbyte+1
|
||||
|
||||
lda xdraw
|
||||
and #$7
|
||||
tax
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
ldy #0
|
||||
lda (xbyte),y
|
||||
eor #$ff
|
||||
and bittable,x
|
||||
and bittable1_long,x
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -184,30 +190,86 @@ ClearPlot
|
||||
mva #1 color
|
||||
|
||||
drawmountainsloop
|
||||
jsr DrawMountainLine
|
||||
inw modify
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
jne drawmountainsloop
|
||||
rts
|
||||
DrawMountainLine
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
; calculate lower point in one screen byte
|
||||
lda xdraw
|
||||
and #%00000111 ; only every 8th pixel
|
||||
bne MinCalculated
|
||||
; A=0
|
||||
ldy #7
|
||||
@ cmp (modify),y
|
||||
bcs NotLower
|
||||
lda (modify),y
|
||||
NotLower
|
||||
dey
|
||||
bpl @-
|
||||
sta temp2
|
||||
inc temp2 ; this is our minimum
|
||||
MinCalculated
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
cmp #screenheight
|
||||
beq NoMountain
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
; there was Drawline proc
|
||||
lda #screenheight
|
||||
sec
|
||||
sbc ydraw
|
||||
sta tempbyte01
|
||||
jsr plot.MakePlot
|
||||
; X - index in bittable (number of bit) and nothing more (for use) in C64 :)
|
||||
; jmp IntoDraw ; jumps inside Draw routine
|
||||
; because one pixel is already plotted (and who cares? :) )
|
||||
lda xdraw
|
||||
and #%11111000
|
||||
sta temp ; store for a bit faster add
|
||||
clc ; and faster
|
||||
@
|
||||
lda (xbyte),y
|
||||
and bittable2,x
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
;IntoDraw
|
||||
inc ydraw
|
||||
lda temp
|
||||
; lda xdraw
|
||||
; and #%11111000
|
||||
;sta xbyte
|
||||
;---
|
||||
ldy ydraw
|
||||
; clc ; C allways clear ! ?
|
||||
adc linetableL,y
|
||||
sta xbyte
|
||||
lda linetableH,y
|
||||
adc xdraw+1
|
||||
sta xbyte+1
|
||||
tya
|
||||
ldy #0
|
||||
cmp temp2 ; this is our minimum
|
||||
bne @-
|
||||
; end of Drawline proc
|
||||
; and now fill bytes!
|
||||
lda xdraw
|
||||
and #%11111000
|
||||
and #%00000111 ; only every 8th pixel
|
||||
bne NotFillBytes
|
||||
lda temp2
|
||||
cmp #screenheight+1 ; only if minimum is not miniminimum :)
|
||||
beq NotFillBytes
|
||||
|
||||
dec ydraw ; protection if temp2=screenheight
|
||||
@ lda #0
|
||||
tay
|
||||
sta (xbyte),y
|
||||
inc ydraw
|
||||
lda xdraw
|
||||
; lda xdraw
|
||||
; and #%11111000
|
||||
;sta xbyte
|
||||
;---
|
||||
ldy ydraw
|
||||
@@ -217,11 +279,17 @@ drawmountainsloop
|
||||
lda linetableH,y
|
||||
adc xdraw+1
|
||||
sta xbyte+1
|
||||
ldy #0
|
||||
dec tempbyte01
|
||||
bne @-
|
||||
; end of Drawline proc
|
||||
tya
|
||||
cmp #screenheight
|
||||
bne @-
|
||||
NotFillBytes
|
||||
.ELSE
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
cmp #screenheight
|
||||
beq NoMountain
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
; there was Drawline proc
|
||||
drawline
|
||||
jsr plot.MakePlot
|
||||
@@ -232,18 +300,36 @@ drawline
|
||||
; end of Drawline proc
|
||||
.ENDIF
|
||||
NoMountain
|
||||
inw modify
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
bne drawmountainsloop
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SoilDownTurbo
|
||||
;--------------------------------------------------
|
||||
; fast SoilDown froc - test
|
||||
jsr ClearTanks
|
||||
NoClearTanks
|
||||
; jsr CalcAndDrawMountains
|
||||
jmp DrawTanks
|
||||
;rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc TypeChar
|
||||
; puts char on the graphics screen
|
||||
; in: CharCode
|
||||
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
|
||||
;--------------------------------------------------
|
||||
; check coordinates
|
||||
cpw xdraw #(screenwidth-7)
|
||||
bcs CharOffTheScreen
|
||||
lda ydraw
|
||||
cmp #7
|
||||
bcc CharOffTheScreen
|
||||
cmp #(screenHeight-1)
|
||||
bcc CharOnTheScreen
|
||||
CharOffTheScreen
|
||||
rts
|
||||
CharOnTheScreen
|
||||
Fast ; Put char without coordinates check!
|
||||
; char to the table
|
||||
lda CharCode
|
||||
sta fontind
|
||||
@@ -397,13 +483,15 @@ EndPutChar
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; checks ommited.
|
||||
; char to the table
|
||||
Fast ; Put char without coordinates check!
|
||||
lda CharCode4x4
|
||||
and #%00000001
|
||||
beq Upper4bits
|
||||
beq Upper4bits ; A=0
|
||||
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
|
||||
Upper4bits
|
||||
sta nibbler4x4
|
||||
lda CharCode4x4
|
||||
and #$3f ;always CAPITAL letters, also ignore inverse
|
||||
lsr
|
||||
sta fontind
|
||||
lda #$00
|
||||
@@ -538,13 +626,21 @@ EndPut4x4
|
||||
;--------------------------------------------------
|
||||
.proc ClearScreen
|
||||
;--------------------------------------------------
|
||||
mwa #displayC64 temp
|
||||
ldy #0
|
||||
@ lda #$ff
|
||||
sta (temp),y
|
||||
inw temp
|
||||
cpw temp #displayC64+screenheight*screenBytes+1
|
||||
bne @-
|
||||
ldy #<displayC64
|
||||
lda #0
|
||||
sta temp
|
||||
lda #>displayC64
|
||||
sta temp+1
|
||||
Go lda #$ff
|
||||
loop sta (temp),y
|
||||
iny
|
||||
bne @+
|
||||
inc temp+1
|
||||
@ cpy #<(displayC64+screenheight*screenBytes+1)
|
||||
bne loop
|
||||
ldx temp+1
|
||||
cpx #>(displayC64+screenheight*screenBytes+1)
|
||||
bne loop
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -572,6 +668,18 @@ next8lines
|
||||
iny
|
||||
cpy #screenheight+1
|
||||
bne @-
|
||||
; and bittables for fastest plot and point (thanks @jhusak)
|
||||
ldy #0
|
||||
lda #$40
|
||||
@ asl
|
||||
adc #0
|
||||
sta bittable1_long,y
|
||||
tax
|
||||
eor #%11111111
|
||||
sta bittable2_long,y
|
||||
txa
|
||||
dey
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -680,7 +788,7 @@ NoPlot
|
||||
ldx TankNr
|
||||
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
||||
jsr SetFullScreenSoilRange
|
||||
jmp SoilDown2.NoClearTanks
|
||||
jmp SoilDown.NoClearTanks
|
||||
; rts
|
||||
|
||||
; in order to optimize the fragment repeated in both internal loops
|
||||
|
||||
@@ -252,10 +252,11 @@ upstartEnd
|
||||
.endif
|
||||
?rand
|
||||
lda random
|
||||
cmp #:1 ;floor
|
||||
bcc ?rand
|
||||
cmp #:2+1 ;ceiling
|
||||
cmp #:2+1-:1 ;ceiling
|
||||
bcs ?rand
|
||||
.if %1>0 ; if floor = 0 - no add offset
|
||||
adc #:1
|
||||
.endif
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phx
|
||||
|
||||
@@ -4,7 +4,12 @@
|
||||
.IF *>0
|
||||
|
||||
WeaponsListDL = 0
|
||||
NamesOfLevels = 0
|
||||
|
||||
NamesOfLevels
|
||||
dta d" HUMAN Moron Shooter "
|
||||
dta d" Poolshark Tosser Chooser "
|
||||
dta d" Spoiler Cyborg Unknown "
|
||||
|
||||
;----------------------------------------
|
||||
; this module contains routines used in text mode
|
||||
; like shop and start-up options
|
||||
@@ -26,6 +31,9 @@ NamesOfLevels = 0
|
||||
dex
|
||||
bpl @-
|
||||
|
||||
lda #$1f ; '?' character
|
||||
sta RandomMountains
|
||||
|
||||
rts
|
||||
|
||||
Autoplay_OptionsTable .by 4,4,2,2,4,1,3,2,4
|
||||
@@ -151,7 +159,10 @@ EndOfNick
|
||||
; level of the computer opponent goes to
|
||||
; the table of levels (difficulties)
|
||||
ldx tanknr
|
||||
lda #6 ; Spoiler
|
||||
txa
|
||||
clc
|
||||
adc #2
|
||||
; lda #6 ; Spoiler
|
||||
sta DifficultyLevel
|
||||
sta skilltable,x
|
||||
beq NotRobot
|
||||
@@ -169,35 +180,42 @@ NotRobot
|
||||
|
||||
mva #sfx_next_player sfx_effect
|
||||
|
||||
|
||||
; check if all chars are empty (" ")
|
||||
ldy #7
|
||||
lda #0
|
||||
@ ora #0 ; NameAdr,y
|
||||
and #$7F ; remove inverse (Cursor)
|
||||
dey
|
||||
bpl @-
|
||||
tay
|
||||
beq MakeDefaultName
|
||||
|
||||
ldy #0
|
||||
nextchar04
|
||||
lda #0 ; NameAdr,y
|
||||
and #$7f ; remove inverse (Cursor)
|
||||
sta tanksnames,x
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
bne nextchar04
|
||||
stx temp+1 ; remember start position in tanksnames
|
||||
sty temp ; 0 if name is empty
|
||||
@
|
||||
lda #0 ; NameAdr,y
|
||||
and #$7f ; remove inverse (Cursor)
|
||||
sta tanksnames,x
|
||||
ora temp
|
||||
sta temp
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
bne @-
|
||||
lda temp ; check if all chars are empty (" ")
|
||||
beq MakeDefaultName
|
||||
rts
|
||||
MakeDefaultName
|
||||
nextchar05
|
||||
lda tanksnamesDefault,x
|
||||
ldy difficultyLevel
|
||||
lda LevelNameBeginL,y ; address on the screen
|
||||
sta temp2
|
||||
lda LevelNameBeginH,y
|
||||
sta temp2+1
|
||||
ldx temp+1
|
||||
ldy #1 ; after first char (space)
|
||||
@ lda (temp2),y
|
||||
and #$7f ; remove inverse
|
||||
sta tanksnames,x
|
||||
beq MakeNumber ; first space found :)
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
bne nextchar05
|
||||
cpy #8
|
||||
bne @-
|
||||
MakeNumber
|
||||
ldy tanknr
|
||||
lda digits+1,y
|
||||
sta tanksnames,x
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -263,6 +281,7 @@ nexdigit
|
||||
; leading zeores are removed
|
||||
; the range is (00..99 - one byte)
|
||||
|
||||
sta decimal
|
||||
ldy #1 ; there will be 2 digits
|
||||
NextDigit2
|
||||
ldx #8 ; 8-bit dividee so Rotate 8 times
|
||||
@@ -323,11 +342,34 @@ displayloop1
|
||||
;-------------------------------------------------
|
||||
.proc DisplayStatus
|
||||
;-------------------------------------------------
|
||||
DisplayEnergy
|
||||
DisplayAngle
|
||||
ldx TankNr
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.proc _calc_inverse_display
|
||||
; optymalization station. not a real function
|
||||
; or is it?
|
||||
@weapon_index = TextNumberOff
|
||||
@inverse_counter = temp+1
|
||||
|
||||
mwa #0 @inverse_counter
|
||||
tay ; ldy #0
|
||||
@
|
||||
inw LineAddress4x4
|
||||
lda (LineAddress4x4),y
|
||||
spl:inc @inverse_counter
|
||||
lda @weapon_index
|
||||
beq zeroth_talk ; special treatment of talk #0
|
||||
cmp @inverse_counter
|
||||
bne @-
|
||||
|
||||
inw LineAddress4x4 ; we were pointing at the char with inverse, must go 1 further
|
||||
zeroth_talk
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
|
||||
|
||||
.endif
|
||||
@@ -1,264 +1,405 @@
|
||||
# Basic instruction manual:
|
||||
|
||||
You can play using the keyboard (all functionality) or the joystick in the first port (all functionality necessary for gameplay).
|
||||
You can play using the keyboard (all functionality) or the joystick in any port (all functionality necessary for gameplay).
|
||||
|
||||
|
||||
## 1. Game Option Selection.
|
||||

|
||||
|
||||
On the first screen, you can configure gameplay options:
|
||||
* number of players (2 - 6) includes both human and computer-controlled players
|
||||
* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
|
||||
* gravity
|
||||
* maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be):
|
||||
* 1B - maximum wind strength: 5
|
||||
* 3B - maximum wind strength: 20
|
||||
* 5B - maximum wind strength: 40
|
||||
* 7B - maximum wind strength: 70
|
||||
* 9B - maximum wind strength: 99
|
||||
* number of rounds in a game
|
||||
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
|
||||
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
|
||||
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
|
||||
* the way the walls (edges of the screen) work:
|
||||
* none - projectiles that flew off the screen do not return (black color of the screen frame)
|
||||
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
|
||||
* bump - the right and left walls deflect projectiles that want to fly through them (dark blue color of the screen frame)
|
||||
* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
|
||||
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
|
||||
|
||||
* **Players** - number of players (2 - 6) includes both human and computer-controlled players
|
||||
|
||||
* **Cash** - the initial amount of cash assigned to each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
|
||||
|
||||
* **Gravity** - strength of gravity
|
||||
|
||||
* **Wind** - maximum wind strength in Beaufort scale (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be):
|
||||
* 1B - maximum wind strength: 5
|
||||
* 3B - maximum wind strength: 20
|
||||
* 5B - maximum wind strength: 40
|
||||
* 7B - maximum wind strength: 70
|
||||
* 9B - maximum wind strength: 99
|
||||
|
||||
* **Rounds** - number of rounds in a game
|
||||
|
||||
* **Missiles** - missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
|
||||
|
||||
* **Seppuku** - frequency of suicides :) - if for several turns the game has not recorded hits (tank is constantly shooting inaccurately), the tank commits suicide - here you determine how long they can "shoot for the stars" :) - if only people are playing the optimal setting is "norm", in the case of computer-controlled players ... you choose.
|
||||
|
||||
* **Mountain** - The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands) to soaring and high (NP - Federal Democratic Republic of Nepal)
|
||||
|
||||
* **Walls** - the way the walls (edges of the screen) work:
|
||||
* **none** - projectiles that flew off the screen never return (black color of the screen frame)
|
||||
* **wrap** - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
|
||||
* **bump** - the right and left walls deflect projectiles that try to fly through them (dark blue color of the screen frame)
|
||||
* **boxy** - just like bump, except that the "ceiling" also bounces projectiles off (green color of the screen frame)
|
||||
* **rand** - at the beginning of each round, one of the above 4 wall mechanics is chosen randomly.
|
||||
|
||||
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - dark blue, boxy - green.
|
||||
|
||||
Select options with cursor keys or a joystick.
|
||||
|
||||
The [TAB] or [SELECT] key, and on the Atari 5200 console, the [5] controller key change the color of the mountains (3 versions to choose from) or (if the cursor indicates the wind strength selection option "Wind") change the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the "?" sign next to the word "Wind".
|
||||
The **TAB**, **SELECT**, or second joystick button (supported Joy 2B+ standard or compatible), and on the Atari 5200 console, the **5** controller key changes the color of the mountains (3 versions to choose from).
|
||||
|
||||
The [RETURN] key or a joystick button moves to the next screen.
|
||||
If the cursor indicates the wind strength selection option **Wind**, pressing **TAB** changes the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the **?** sign next to the word **Wind**.
|
||||
|
||||
## 2. Entering the name of players and selecting the level of computer-controlled players
|
||||
If the cursor indicates the gravity selection option **Gravity**, pressing **TAB** changes the procedure of falling ground to a less impressive but faster one, and vice versa. The selection of fast ground fall is indicated by the letter **f** next to the word **Gravity**.
|
||||
|
||||
If the cursor points to the option of selecting the height of the mountains **Mountain**, pressing **TAB** toggles the option of changing the height of the mountains every round. Drawing every round is indicated by the **?** sign next to the word **Mountain**.
|
||||
|
||||
The **RETURN** key or a joystick button moves to the next screen.
|
||||
|
||||
|
||||
## 2. Players and robo tank levels
|
||||

|
||||
Entering names of players and selecting levels of computer-controlled players.
|
||||
|
||||
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
|
||||
|
||||
The **TAB**, **SELECT** or second joystick button, and on the Atari 5200 console the **5** controller key allows you to choose which joystick port the player will use.
|
||||
|
||||
The **INVERSE** or **OPTION** key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the **5** key.
|
||||
At the same time, you can enter the name of the selected player from the keyboard.
|
||||
|
||||
When the **RETURN** key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
|
||||
|
||||
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
|
||||
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
|
||||
The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
|
||||
At the same time, you can enter the name of the selected player from the keyboard.
|
||||
When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
|
||||
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
|
||||
|
||||
If the name is not entered, it will be supplemented with the default name.
|
||||
If a name is not entered, it will be supplemented with the default one.
|
||||
|
||||
|
||||
## 3. Shopping screen (before each round)
|
||||

|
||||

|
||||
On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. You move through the lists with the cursor keys (up and down) or with the joystick, the **TAB** key or the left arrow, the left joystick tilt or second joystick button changes the screen to defensive or offensive weapons, the **SPACE** key or the right arrow and also the joystick to the right does the purchase of the indicated weapon.
|
||||
|
||||
On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. The information on the screen probably needs no more description. You move through the lists with the cursor keys (up and down) or with the joystick, the [TAB] key or the left arrow or the left joystick tilt change the screen to defensive or offensive weapons, the [SPACE] key or the right arrow and also the joystick to the right does the purchase of the indicated weapon.
|
||||
|
||||
The [RETURN] key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with [TAB], etc) weapons.
|
||||
The **RETURN** key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with **TAB**, etc) weapons.
|
||||
|
||||

|
||||
|
||||
This makes it possible to activate shields and others before the round starts.
|
||||
|
||||
Another [RETURN] key or joystick button press switches to the next player's shopping screen.
|
||||
|
||||
**RETURN** key or joystick button press switches to the next player's shopping screen.
|
||||
(For computer players this screen is not shown.)
|
||||
|
||||
## 4. The main screen of the game
|
||||

|
||||
|
||||
## 4. The main screen of the game.
|
||||

|
||||
The status line shows which player is currently allowed to take a shot and a set of other information:
|
||||
* player's tank name,
|
||||
|
||||
* **Player** - player's name,
|
||||
|
||||
* active joystick number or difficulty level of computer-controlled player (1-**Moron** - 8-**Unknown**),
|
||||
|
||||
* currently selected offensive weapon (symbol quantity and name),
|
||||
* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
|
||||
* the angle and the direction of the barrel set by the player,
|
||||
* the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10 . This means that you can fire weaker shots only when having a small amount of energy,
|
||||
* the current round number,
|
||||
* wind speed and direction,
|
||||
|
||||
* **Energy** - the player's remaining energy points and if he or she has an active defensive weapon that has its energy - in parentheses the energy level,
|
||||
|
||||
* **Angle** - the angle and the direction of the barrel set by the player,
|
||||
|
||||
* **Force** - the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10. This means that you can fire weaker shots only when having a small amount of energy,
|
||||
|
||||
* **Round** - the current round number,
|
||||
|
||||
* **Wind** - wind speed and direction,
|
||||
|
||||
* "computer" symbol if **Auto Defense** is active,
|
||||
|
||||
* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
|
||||
|
||||
The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
|
||||
The keyboard controls cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the force of the shot.
|
||||
|
||||
| A800 | 5200 | function |
|
||||
| --- | --- | --- |
|
||||
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
|
||||
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). |
|
||||
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
|
||||
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
|
||||
| [M] | [PAUSE] | disable/enable background music. |
|
||||
| [S] | [RESET] | disable/enable effect sounds. |
|
||||
| [START] | N/A | speed up some game animations. |
|
||||
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
|
||||
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
|
||||
| [G] | N/A | changes the mountain shading |
|
||||
| [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
|
||||
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
|
||||
| [CTRL] + [HELP] | N/A | Toggle "visual debug" mode. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder. |
|
||||
|
||||
## 5. Game mechanics - offensive weapons
|
||||
| A800 | Function |
|
||||
|--------------|--------------------|
|
||||
| **SPACE**/**FIRE** | shoot (see ↓)|
|
||||
| **TAB**/**SELECT** | weapon change (↓)|
|
||||
| **I** | inventory (↓)|
|
||||
| **A**/**OPTION** | defensives (↓)|
|
||||
| **M** | music on/off |
|
||||
| **S** | sound on/off |
|
||||
| **START** | turbo mode (↓)|
|
||||
| **O** | game over (↓)|
|
||||
| **START**+**OPTION** | immediate quit (↓)|
|
||||
| **G** | color scheme (↓)|
|
||||
| **ESC** | return (↓)|
|
||||
| **Y** | confirm (↓)|
|
||||
| **CTRL**+**HELP** | visual debug (↓)|
|
||||
|
||||
* **shoot** or joystick button pressed briefly - firing a shot.
|
||||
|
||||
* **weapon change** or second joystick button - selection of offensive weapons (this option is not available directly with one button joystick - you need to select Inventory)
|
||||
|
||||
* **inventory** - long hold of the joystick button - go to Inventory. It is two screens with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of them to shoot or activate.
|
||||
|
||||
* **defensives** - go directly to the defensive weapon's activation.
|
||||
|
||||
* **turbo mode** - speed up some game animations.
|
||||
|
||||
* **game over** - end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the **ESC** key with the difference that the summary and credits are displayed.
|
||||
|
||||
* **immediate quit** - force the end of the game (Game Over), just like **game over** but without confirmation.
|
||||
|
||||
* **color scheme** - changes the mountain and background shading
|
||||
|
||||
* **return** - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the **ESC** key, which allows you to abort the game and return to the previous menu (of course, there is protection against accidental pressing).
|
||||
|
||||
* **confirm** - when asked to abort or terminate the game - confirmation
|
||||
|
||||
* **visual debug** - Toggle **visual debug** mode. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game.
|
||||
|
||||
|
||||
## 5. Game mechanics - offensive weapons.
|
||||
|
||||
Large points received by the player are the number of tanks that died earlier. If any of the other tanks capitulated earlier (with **White Flag**) it is not added to those that died and does not grant points.
|
||||
Only these points determine the order in the summary.
|
||||
|
||||
|
||||
### Energy of tanks.
|
||||
- At the beginning of each round, each tank has 99 ash units of energy.
|
||||
- Tanks' energy is depleted in 3 ways:
|
||||
* one unit after each shot is fired
|
||||
* while falling (one pixel down - 2 units).
|
||||
* At the beginning of each round, each tank has 99 units of energy.
|
||||
* Energy of tanks is depleted in 3 ways:
|
||||
* one unit after each shot is fired,
|
||||
* while falling (one pixel down - 2 units),
|
||||
* when a projectile hits the tank or next to it - and here the amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
|
||||
|
||||
### How energy subtraction works (and earning money!).
|
||||
After each round the amount of money gained/lost is calculated, this is done on the basis of two variables accumulated by each tank during the round. These variables are:
|
||||
|
||||
`gain` - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
|
||||
### Energy and money.
|
||||
How energy subtraction and earning money works:
|
||||
|
||||
`lose` - energy lost due to explosion/fall (and here it is important - to count the total loss of energy even if the tank has less at the moment of hit).
|
||||
After each round the amount of money gained/lost is calculated, this is done based on two variables accumulated by each tank during the round. These variables are:
|
||||
|
||||
**gain** - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
|
||||
|
||||
**loss** - energy lost due to explosion/fall (and here it is important - to count the total loss of energy even if the tank has less at the moment of hit).
|
||||
|
||||
In addition, the tank that won the round has a parameter gain (captured from hit tanks energy) increased by the remaining energy at the end of the round (because it did not die and should have it - although it also happens otherwise :) )
|
||||
|
||||
Specifically:
|
||||
|
||||
|
||||
### After each round:
|
||||
`money = money + (20 * (gain+energy))`.
|
||||
**money = money + (20 * (gain+energy))**
|
||||
|
||||
`money = money - (10 * lose)`.
|
||||
**money = money - (10 * loss)**
|
||||
|
||||
`if money <0 then money=0`.
|
||||
**if money < 0 then money = 0**
|
||||
|
||||
(at the start of each round `gain` and `lose` have a value of 0).
|
||||
(at the start of each round **gain** and **loss** have a value of 0).
|
||||
|
||||
During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
|
||||
|
||||
### tank taking a shot:
|
||||
`gain = gain + EnergyDecrease`.
|
||||
**gain = gain + EnergyDecrease**
|
||||
|
||||
### tank hit:
|
||||
`lose = lose + EnergyDecrease`.
|
||||
**loss = loss + EnergyDecrease**
|
||||
|
||||
Where `EnergyDecrease` is the loss of energy due to the hit.
|
||||
Where **EnergyDecrease** is the loss of energy due to the hit.
|
||||
|
||||
Of course, at the same time, the hit tank loses the amount of energy stored in **EnergyDecrease**, except that here the loss cannot exceed the energy you have.
|
||||
|
||||
Of course, at the same time the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss cannot exceed the energy you have.
|
||||
|
||||
## How a hit works.
|
||||
|
||||
Each weapon that results in an explosion has its own blast radius.
|
||||
Each weapon that results in an explosion has its blast radius.
|
||||
|
||||
After the explosion, every tank in its range loses energy.
|
||||
|
||||
It works in such a way that if the hit is exactly on the center point of the tank `EnergyDecrease` receives the maximum value for the weapon, and for each pixel of distance from the center of the tank this value is reduced by 8.
|
||||
|
||||
For example, if a hit with the Baby Missile weapon hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
|
||||
For example, if **Baby Missile** hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
|
||||
If you hit with the same weapon at a distance of 10 pixels from the center of the tank, the loss will be only 8 units.
|
||||
|
||||
And here are the values of maximum energy loss for individual weapons. If a weapon explodes several times, each explosion is calculated independently (additional values in the table):
|
||||
|
||||
| Offensive weapons | maximum energy loss |
|
||||
| --- | --- |
|
||||
| Baby Missile | 88 |
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog| 136 112 112 |
|
||||
| Funky Bomb | 168 88 (* 5) |
|
||||
| MIRV | 136 (* 5) |
|
||||
| Death's Head | 240 (* 5) |
|
||||
| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
|
||||
| Hot Napalm | 80 (the rule is the same as in Napalm) |
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
|
||||
| Riot Blast | 0 (as in Riot Charge, but in a radius of 61 pixels) |
|
||||
| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
|
||||
| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
|
||||
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
|
||||
| Digger | 0 (as above - greater undermining) |
|
||||
| Heavy Digger | 0 (as above - greatest undermining) |
|
||||
| Baby Sandhog | (as above - another way of undermining) |
|
||||
| Sandhog | 0 (as above - larger dig) |
|
||||
| Heavy Sandhog | 0 (as above - largest dig) |
|
||||
| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
|
||||
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
|
||||
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
|
||||
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
|
||||
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
|
||||
|
||||
Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points.
|
||||
Only these points determine the order in the summary
|
||||
| Offensive weapon | Max loss |
|
||||
|------------------|-------------|
|
||||
| Baby Missile | 88 |
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog | 136 112 112 |
|
||||
| Funky Bomb | 168 88 (*5) |
|
||||
| MIRV | 136 (*5) |
|
||||
| Death's Head | 240 (*5) |
|
||||
| Napalm | 40 (see ↓) |
|
||||
| Hot Napalm | 80 (↓) |
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (↓) |
|
||||
| Riot Blast | 0 (↓) |
|
||||
| Riot Bomb | 0 (↓) |
|
||||
| Heavy Riot Bomb | 0 (↓) |
|
||||
| Baby Digger | 0 (↓) |
|
||||
| Digger | 0 (↓) |
|
||||
| Heavy Digger | 0 (↓) |
|
||||
| Sandhog | 0 (↓) |
|
||||
| Heavy Sandhog | 0 (↓) |
|
||||
| Dirt Clod | 0 (↓) |
|
||||
| Dirt Ball | 0 (↓) |
|
||||
| Ton of Dirt | 0 (↓) |
|
||||
| Liquid Dirt | 0 (↓) |
|
||||
| Dirt Charge | 0 (↓) |
|
||||
| Stomp | 0 (↓) |
|
||||
| Laser | 100 (↓) |
|
||||
|
||||
Remarks:
|
||||
* **Napalm** - this weapon is different and the distance from the center is not determined, simply any tank in the range of the flames loses 40 units of energy.
|
||||
|
||||
* **Hot Napalm** - the rule is the same as in **Napalm**, 80 units.
|
||||
|
||||
* **Riot Charge** - no energy is subtracted, but a portion of the soil upward from the hit point in a 31-pixel radius is removed.
|
||||
|
||||
* **Riot Blast** - as in Riot Charge, but in a radius of 61 pixels.
|
||||
|
||||
* **Riot Bomb** - no energy is subtracted, but the soil in a radius of 17 pixels from the hit point is destroyed - as in the case of **Missile**. The weapon is useful for digging out after being buried, or for digging under an opponent.
|
||||
|
||||
* **Heavy Riot Bomb** as in **Riot Bomb**, but the explosion radius is 29 pixels from the point of impact - as in the case of **Nuke**
|
||||
|
||||
* **Baby Digger** - no energy is subtracted, but a portion of the soil is dug in a radius of 60 pixels from the point of impact.
|
||||
|
||||
* **Digger** - as above - more digging.
|
||||
|
||||
* **Heavy Digger** - as above - even more digging.
|
||||
|
||||
* **Sandhog** - as above - another way of digging
|
||||
|
||||
* **Heavy Sandhog** - as above - the largest dig
|
||||
|
||||
* **Dirt Clod** - no energy is subtracted, but a soil ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent.
|
||||
|
||||
* **Dirt Ball** - as above, but the radius of the ball is 22 pixels.
|
||||
|
||||
* **Ton of Dirt** - as above, but the radius of the ball is 31 pixels.
|
||||
|
||||
* **Liquid Dirt** - (floods the ground at the point of hit with liquid soil, filling in the depressions.
|
||||
|
||||
* **Stomp** - no energy is subtracted, but all tanks within a radius depending on the force of the shot are pushed back, and after being pushed back they may fall or be buried. With a maximum force of 990 units, the radius of action is about 60 pixels.
|
||||
|
||||
* **Laser** - 100 energy units deducted, but only in the case of a direct hit - that is, the hit tank always dies.
|
||||
|
||||
|
||||
## 6. And now for defensive weapons:
|
||||
|
||||
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
|
||||
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain cash. You also limit the loss of your energy and cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
|
||||
|
||||
* **Battery** - when activated, it recharges the tank's energy to full (99 units). It is one of three defensive weapons that does not deactivate other defensive weapons when used.
|
||||
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
|
||||
|
||||
* **Hovercraft** - a weapon that allows the tank to move. It has its fuel supply in the form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains, and using the cursor keys or a joystick you can move the tank to a new position. **SPACE** or the joystick button causes the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall on its own. It is not possible to land on other tanks.
|
||||
|
||||
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
|
||||
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether tis but a scratch or a direct hit with a nuke), and deactivates immediately afterward.
|
||||
* **Heavy Shield** - a shield with its own energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its own energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield.
|
||||
|
||||
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead, it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether "tis but a scratch" or a direct hit with a nuke), and deactivates immediately afterward.
|
||||
|
||||
* **Heavy Shield** - a shield with its energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield.
|
||||
|
||||
* **Force Shield** - the strongest shield - works just like Heavy Shield only that it is combined with **Parachute**. What is important in this case, falling does not take energy away from the shield or the tank. It is only taken away by hits.
|
||||
* **Bouncy Castle** - a passive-aggressive weapon :). It works as follows - in a case of a direct tank hit (and shield), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it is also works like **Heavy Shield** and has 99 units at the start (we will probably have to rethink this value and give a smaller one here).
|
||||
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
|
||||
|
||||
* **Bouncy Castle** - a passive-aggressive weapon :). It works as follows - in the case of a direct tank hit (and shield), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it also works like **Heavy Shield** and has 99 units at the start.
|
||||
|
||||
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start.
|
||||
|
||||
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
|
||||
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
|
||||
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
|
||||
|
||||
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
|
||||
|
||||
* **Lazy Boy** - it is not a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
|
||||
|
||||
* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
|
||||
|
||||
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
|
||||
|
||||
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
|
||||
|
||||
Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
|
||||
Due to the different warhead tracking systems of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
|
||||
|
||||
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
|
||||
|
||||
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
|
||||
**White Flag**, **Hovercraft**, and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
|
||||
|
||||
You can only have one defensive weapon active at a time (except **Long Schlong** of course :) ). You can always change the decision and activate another defensive weapon or deactivate **White Flag** before firing.
|
||||
|
||||
And of course, activating a weapon when you already have some other weapon activated causes the loss of the previous one (no returns :) ).
|
||||
|
||||
|
||||
## 7. "Other" weapons:
|
||||
|
||||
* **Best F...g Gifts** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Best F...g Gifts** price) but also gain. You can get a weapon otherwise not affordable at all! There is a small probability of drawing by **Best F...g Gifts** itself :). You can then try to use it in battle.
|
||||
|
||||
## 8. difficulty levels of computer-controlled opponents:
|
||||
|
||||
The game has 8 difficulty levels of computer-controlled opponents. Or actually 7 different ones and one "surprise". Each has its own way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
|
||||
## 8. AI opponents levels:
|
||||
|
||||
The game has 8 difficulty levels of computer-controlled opponents. Or 7 different ones and one "surprise". Each has its way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
|
||||
|
||||
* **Moron** - the dumbest of opponents (which does not mean the safest). Shoots completely at random using only one weapon - **Baby Missile**. He doesn't buy anything and doesn't know how to use defensive weapons.
|
||||
|
||||
* **Shooter** - This opponent does not shoot blindly. He chooses one direction for himself. Based on his own position - he shoots in the direction from which there is more space assuming that this is where the other tanks are. He starts firing from a high angle and shot after shot changes this angle to a lower and lower angle trying to fire the entire area on the chosen side. He always fires with the best weapon he has (the highest on the list of weapons he has - that is, not necessarily the best). He does not use defensive weapons even though he buys them! At the beginning of the round, he makes 1 attempt to buy defensive weapons (only from the **Battery** - **Strong Parachute** range) and 4 offensive weapons (from the **Missile** - **Heavy Roller** range).
|
||||
* **Shooter** - This opponent does not shoot blindly. He chooses one direction for himself. Based on his position - he shoots in the direction from which there is more space assuming that this is where the other tanks are. He starts firing from a high angle and shot after shot changes this angle to a lower and lower angle trying to fire the entire area on the chosen side. He always fires with the best weapon he has (the highest on the list of weapons he has - that is, not necessarily the best). He does not use defensive weapons even though he buys them! At the beginning of the round, he makes 1 attempt to buy defensive weapons (only from the **Battery** - **Strong Parachute** range) and 4 offensive weapons (from the **Missile** - **Heavy Roller** range).
|
||||
|
||||
* **Poolshark** - When attacking, he sets the nearest tank as his target, then selects the angle of the shot, and tries to select its strength by drawing it from the selected range. He always shoots with the best weapon he has. He uses defensive weapons. With a probability of 1:3, he activates the best defensive weapon he owns (the highest on the list of weapons he owns - that is, not necessarily the best) before firing. If his energy level drops below 30 units - he uses **Battery** (of course, if he bought it before), if the energy drops below 5 and he has no **Battery** he surrenders - **White Flag**. At the beginning of the round he makes 1 attemp to buy defensive weapons and 6 offensive weapons.
|
||||
* **Poolshark** - When attacking, he sets the nearest tank as his target, then selects the angle of the shot, and tries to select its strength by drawing it from the selected range. He always shoots with the best weapon he has. He uses defensive weapons. With a probability of 1:3, he activates the best defensive weapon he owns (the highest on the list of weapons he owns - that is, not necessarily the best) before firing. If his energy level drops below 30 units - he uses **Battery** (of course, if he bought it before), if the energy drops below 5 and he has no **Battery** he surrenders - **White Flag**. At the beginning of the round, he makes 1 attempt to buy defensive weapons and 6 offensive weapons.
|
||||
|
||||
* **Tosser** - When attacking, he acts exactly like **Poolshark** however, he may have a "better" weapon inventory due to a different purchase tactic. He always activates the best defensive weapon he has before shooting. And just like **Poolshark** he uses **Battery** and **White Flag**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/1250) attempts to buy offensive weapons.
|
||||
* **Tosser** - When attacking, he acts exactly like **Poolshark**. However, he may have a "better" weapon inventory due to a different purchase tactic. He always activates the best defensive weapon he has before shooting. Just like **Poolshark** he uses **Battery** and **White Flag**. At the beginning of the round, he assesses how much money he has, and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/1250) attempts to buy offensive weapons.
|
||||
|
||||
* **Chooser** - Takes as a target the weakest opponent (with the least amount of energy) and aims very precisely, but before the shot the energy of the shot is modified by the parameter of luck :) , that is, despite the precise aiming it does not always hit. He shoots with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He always activates the best defensive weapon he has before shooting and, like **Poolshark**, uses **Battery** and **White Flag**. He purchases just like **Tosser**.
|
||||
* **Chooser** - Takes as a target the weakest opponent (with the least amount of energy) and aims very precisely, but before the shot the energy of the shot is modified by the parameter of luck :), that is, despite the precise aiming it does not always hit. He shoots with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He always activates the best defensive weapon he has before shooting and, like **Poolshark**, uses **Battery** and **White Flag**. He purchases just like **Tosser**.
|
||||
|
||||
* **Spoiler** - He shoots exactly like **Chooser** except that he has more luck :) , which means that even if he doesn't hit the target of his choice, it can be a more precise shot than **Chooser**. He uses defensive weapons exactly like **Chooser**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/320) attempts to buy offensive weapons. When buying defensive weapons, he buys only strong and precise weapons - that is, weapons that won't accidentally hurt him.
|
||||
* **Spoiler** - He shoots exactly like **Chooser** except that he has more luck, which means that even if he doesn't hit the target of his choice, it can be a more precise shot than **Chooser**. If he is unable to hit his chosen target, he tries to choose another target that he can accurately hit. He uses defensive weapons exactly like **Chooser**. At the beginning of the round, he assesses how much money he has, and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/320) attempts to buy offensive weapons. When buying defensive weapons, he buys only strong and precise weapons - that is, weapons that won't accidentally hurt him.
|
||||
|
||||
* **Cyborg** - Takes aim at the weakest opponent (with the least amount of energy) but prefers human-controlled opponents. Aims very accurately and in the vast majority of cases hits on the first shot. He fires the shot with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He uses defensive weapons exactly like **Chooser**. He shops exactly like **Spoiler**.
|
||||
* **Cyborg** - Aims at the weakest opponent (with the least amount of energy) but prefers human-controlled opponents. If he is unable to hit his chosen target, he tries to choose another target that he can accurately hit. Aims very accurately and in the vast majority of cases hits on the first shot. He fires the shot with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He uses defensive weapons exactly like **Chooser** but if he has more than 2 pieces of **Battery** he uses them if the energy decreases below 60 units. He shops exactly like **Spoiler**.
|
||||
|
||||
* **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**.
|
||||
|
||||
Trying to buy a weapon (offensive or defensive) is as follows:
|
||||
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is in the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise the trial ends without making a purchase.
|
||||
### AI goes shopping.
|
||||
Buying a weapon (offensive or defensive) works as follows:
|
||||
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is on the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise, the trial ends without making a purchase.
|
||||
|
||||
Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Chooser**.
|
||||
|
||||
| Offensive weapons | Defensive weapons |
|
||||
| --- | --- |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Parachute |
|
||||
| Nuke | Strong Parachute |
|
||||
| LeapFrog | Mag Deflector |
|
||||
| Funky Bomb | Shield |
|
||||
| MIRV | Heavy Shield |
|
||||
| Death's Head | Force Shield |
|
||||
| Napalm | Bouncy Castle |
|
||||
| Hot Napalm | |
|
||||
| Baby Roller | |
|
||||
| Roller | |
|
||||
| Heavy Roller | |
|
||||
| Offensive | Defensive |
|
||||
|--------------|------------------|
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Parachute |
|
||||
| Nuke | Strong Parachute |
|
||||
| LeapFrog | Mag Deflector |
|
||||
| Funky Bomb | Shield |
|
||||
| MIRV | Heavy Shield |
|
||||
| Death's Head | Force Shield |
|
||||
| Napalm | Bouncy Castle |
|
||||
| Hot Napalm | |
|
||||
| Baby Roller | |
|
||||
| Roller | |
|
||||
| Heavy Roller | |
|
||||
|
||||
Table of weapons purchased by: **Spoiler** and **Cyborg**.
|
||||
|
||||
| Offensive weapons | Defensive weapons |
|
||||
| --- | --- |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Strong Parachute |
|
||||
| Nuke | Mag Deflector |
|
||||
| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
|
||||
| Offensive | Defensive |
|
||||
|--------------|------------------|
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Strong Parachute |
|
||||
| Nuke | Mag Deflector |
|
||||
| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
|
||||
|
||||
|
||||
## 9. Tips from the peanut gallery.
|
||||
|
||||
Remember your defensive tools. Properly using **Auto Defense**, **Shield**, and **Lazy Darwin** will help you defeat the **Cyborg**, even with the help of a **Baby Missile**.
|
||||
|
||||
Fancier doesn't always mean better. Sometimes, a basic shield like the **Shield** is more effective than its pricier counterparts.
|
||||
|
||||
**Napalm** pierces through shields and even the ground. Although it's burning above, it scorches buried tanks.
|
||||
|
||||
**Lazy Darwin** also lends a hand in aiming weapons like the **Laser**.
|
||||
|
||||
Robo tanks don't have a knack for digging themselves out. When buried, they meet their demise from their shots.
|
||||
|
||||
In a hopeless situation, self-destruction might be a better option than waving the **White Flag**. Hitting yourself with a powerful weapon can earn you more cash than you'll lose (check the profit and loss calculation method).
|
||||
|
||||
**Long Schlong** has got serious intimidating power. Become the alpha tank and fear not.
|
||||
|
||||
As a last resort, you can always become a Terminator (the standard model, not T-1000 :) ).
|
||||
|
||||
Robo-tanks do not possess **Autodefense**, so their defenses activate only directly before their shot. A concentrated attack by several players on one robo tank guarantees success.
|
||||
|
||||
Break a barrel or two.
|
||||
|
||||
|
||||
@@ -1,265 +0,0 @@
|
||||
# Podstawowa instrukcja:
|
||||
|
||||
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
|
||||
|
||||
## 1. Wybór opcji gry.
|
||||

|
||||
|
||||
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
|
||||
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
|
||||
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||
* grawitacja
|
||||
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być):
|
||||
* 1B - maksymalna siła wiatru: 5
|
||||
* 3B - maksymalna siła wiatru: 20
|
||||
* 5B - maksymalna siła wiatru: 40
|
||||
* 7B - maksymalna siła wiatru: 70
|
||||
* 9B - maksymalna siła wiatru: 99
|
||||
* liczba rozgrywanych rund
|
||||
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
|
||||
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
|
||||
* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
|
||||
* sposób działania ścian (krawędzi ekranu):
|
||||
* none - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu)
|
||||
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu)
|
||||
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu)
|
||||
* boxy - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
|
||||
* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
|
||||
|
||||
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony.
|
||||
|
||||
Wybór opcji klawiszami kursora lub joystickiem.
|
||||
|
||||
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru) lub (jeśli kursor wskazuje opcję wyboru siły wiatru "Wind") zmieniają sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie "Wind".
|
||||
|
||||
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
|
||||
|
||||
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
|
||||

|
||||
|
||||
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje).
|
||||
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
|
||||
Klawisz [INVERSE] lub [OPTION] umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Na konsoli Atari 5200 uzyskuje się to poprzez cykliczne wybieranie kolejnych portów joysticka klawiszem [5].
|
||||
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
|
||||
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
|
||||
|
||||
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
|
||||
|
||||
## 3. Ekran zakupów (przed każdą rundą)
|
||||

|
||||

|
||||
|
||||
Na tym ekranie można dokonywać zakupów broni ofensywnych i defensywnych. Widoczne są tylko te bronie na które gracza stać wraz z informacją o cenie i ilości jednostek danej broni, którą za ten cenę otrzymamy. Informacje na ekranie nie wymagają chyba więcej opisu. Po listach poruszamy się klawiszami kursora (góra i dół) lub joystickiem, klawisz [TAB] lub strzałka w lewo czy też ruch joystickiem w lewo zmieniają ekran na bronie defensywne lub ofensywne, klawisz [SPACJA] lub strzałka w prawo a także joystick w prawo realizują zakup wskazanej broni.
|
||||
|
||||
Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych.
|
||||
|
||||

|
||||
|
||||
Na ekranie tym można aktywować zakupione wcześniej bronie defensywne czy też ofensywne. Obsługiwany jest identycznie jak ekran zakupów, jednak [SPACJA] lub strzałka w prawo a także joystick w prawo realizują aktywacje wskazanej broni. Umożliwia to aktywowanie osłon jeszcze przed rozpoczęciem rundy.
|
||||
|
||||
Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następnego gracza.
|
||||
(oczywiście dla graczy komputerowych ten ekran się nie pojawia)
|
||||
|
||||
## 4. Główny ekran gry
|
||||

|
||||
|
||||
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||
* nazwa czołgu gracza
|
||||
* numer aktywnego joysticka lub poziom gracza sterowanego przez komputer (1-**Moron** - 8-**Unknown**),
|
||||
* wybrana aktualnie broń ofensywna (symbol ilość nazwa),
|
||||
* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
|
||||
* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
|
||||
* ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
|
||||
* numer aktualnej rundy rozgrywki
|
||||
* prędkość i kierunek wiatru
|
||||
* symbol "komputera" jeśli aktywna jest **Auto Defense**
|
||||
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
|
||||
|
||||
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
||||
|
||||
| A800 | 5200 | funkcja |
|
||||
| --- | --- | --- |
|
||||
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
|
||||
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). |
|
||||
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
|
||||
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
|
||||
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
|
||||
| [S] | [RESET] | wyłączenie/włączenie dźwięków efektów. |
|
||||
| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
|
||||
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
|
||||
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
|
||||
| [G] | brak | zmienia cieniowanie gór |
|
||||
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
|
||||
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
|
||||
| [CTRL] + [HELP] | brak | Przełącza tryb "visual debug". Wizualizuje mierzone odległości, celowanie lasera oraz technikę celowania komputera. Pozostawia bałagan na ekranie, co nie zmienia rozgrywki, tylko ją nieco utrudnia. |
|
||||
|
||||
## 5. Zasady gry - bronie ofensywne
|
||||
|
||||
### Energia czołgów
|
||||
- Na początku każdej rundy każdy czołg ma 99 jednostek energii.
|
||||
- Energii czołgom ubywa na 3 sposoby:
|
||||
* jedna jednostka po oddaniu każdego strzału
|
||||
* w czasie spadania (jeden piksel w dół - 2 jednostki)
|
||||
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
|
||||
|
||||
### Jak działa odejmowanie energii (i zarabianie kasy!)
|
||||
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||
|
||||
`gain` - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
|
||||
|
||||
`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||
|
||||
Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
|
||||
|
||||
Konkretnie:
|
||||
|
||||
### Po każdej rundzie:
|
||||
`money = money + (20 * (gain+energy))`
|
||||
|
||||
`money = money - (10 * lose)`
|
||||
|
||||
`jeśli money <0 to money=0`
|
||||
|
||||
(na starcie każdej rundy `gain` i `lose` mają wartość 0)
|
||||
|
||||
W czasie rundy, jeśli w wyniku strzału oddanego przez czołg inny czołg zostanie trafiony, czołg oddający strzał "dostaje energię" zabraną czołgowi trafionemu.
|
||||
### czołg oddający strzał:
|
||||
`gain = gain + EnergyDecrease`
|
||||
### czołg trafiony:
|
||||
`lose = lose + EnergyDecrease`
|
||||
|
||||
gdzie `EnergyDecrease` to utrata energii w wyniku trafienia.
|
||||
|
||||
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w `EnergyDecrease`, z tym że tutaj strata nie może przekroczyć posiadanej energii.
|
||||
|
||||
## Jak działa trafienie.
|
||||
|
||||
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
|
||||
|
||||
Po eksplozji każdy czołg w jej zasięgu traci energię.
|
||||
|
||||
Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
|
||||
|
||||
Przykładowo jeśli strzał oddany za pomocą broni Baby Missile trafi idealnie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
|
||||
W przypadku trafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
|
||||
|
||||
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
|
||||
|
||||
| Broń ofensywna | maksymalna wartość ubytku energii |
|
||||
| --- | --- |
|
||||
| Baby Missile | 88 |
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog| 136 112 112 |
|
||||
| Funky Bomb | 168 88 (* 5) |
|
||||
| MIRV | 136 (* 5) |
|
||||
| Death's Head | 240 (* 5) |
|
||||
| Napalm | 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii) |
|
||||
| Hot Napalm | 80 (zasada taka jak w Napalm) |
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
|
||||
| Riot Blast | 0 (jak w Riot Charge, tyle że w promieniu 61 pikseli) |
|
||||
| Riot Bomb | 0 (nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku Missile. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika) |
|
||||
| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
|
||||
| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
|
||||
| Digger | 0 (jak wyżej - większy podkop) |
|
||||
| Heavy Digger | 0 (jak wyżej - największy podkop) |
|
||||
| Baby Sandhog | 0 (jak wyżej - inny sposób podkopywania) |
|
||||
| Sandhog | 0 (jak wyżej - większy podkop) |
|
||||
| Heavy Sandhog | 0 (jak wyżej - największy podkop) |
|
||||
| Dirt Clod | 0 (nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika) |
|
||||
| Dirt Ball | 0 (jak wyżej, ale promień kuli to 22 piksele) |
|
||||
| Ton of Dirt | 0 (jak wyżej, ale promień kuli to 31 pikseli) |
|
||||
| Liquid Dirt | 0 (zalewa grunt w punkcie trafienia płynną glebą wypełniając zagłębienia) |
|
||||
| Dirt Charge | 0 (nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika) |
|
||||
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
|
||||
|
||||
Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (Biała Flaga) nie jest doliczany do tych które zginęły i nie daje punktów.
|
||||
Tylko te punkty decydują o kolejności w podsumowaniu
|
||||
|
||||
## 6. A teraz bronie defensywne:
|
||||
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. Po jej użyciu czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję a [SPACJA] lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), jeśli paliwo się skończy czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
|
||||
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
|
||||
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden pikxel).
|
||||
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
|
||||
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield tyle że połączona z Parachute. Co ważne w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
|
||||
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
|
||||
* **Mag Deflector** - druga broń agresywna :) . W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie i tutaj trzeba będzie przemyśleć tę wartość i dać mniejszą).
|
||||
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
|
||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
|
||||
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
|
||||
* **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
|
||||
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
|
||||
|
||||
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||
|
||||
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
|
||||
|
||||
Można mieć aktywną tylko jedną broń defensywną w danej chwili (za wyjątkiem **Long Schlong** oczywiście :) ). Zawsze przed oddaniem strzału możemy zmienić decyzję i aktywować inną broni defensywną czy też dezaktywować **White Flag**.
|
||||
Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną powoduje utratę tej poprzedniej (nie ma zwrotów :) ).
|
||||
|
||||
|
||||
## 7. Bronie 'inne' :) :
|
||||
|
||||
* **Best F...g Gifts** - tej 'broni' nie używa śię w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
|
||||
|
||||
## 8. Poziomy trudności przeciwników sterowanych przez komputer:
|
||||
|
||||
Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A właściwie 7 różnych i jeden "niespodziankę". Każdy z nich ma swój sposób kupowania broni defensywnych i ofensywnych oraz inną metodę wyboru celu i samego celowania, oraz wyboru broni. Ułożone są one na liście według wzrastających "umiejętności":
|
||||
|
||||
* **Moron** - najgłupszy z przeciwników (co nie znaczy że najbezpieczniejszy). Strzela całkowicie przypadkowo używając wyłącznie jednej broni - **Baby Missile**. Nie kupuje nic, nie umie stosować broni defensywnych.
|
||||
|
||||
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
|
||||
|
||||
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), jeżeli energia spadnie poniżej 5 i nie ma **Battery** poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
|
||||
|
||||
* **Tosser** - Atakując działa dokładnie tak jak **Poolshark** jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych.
|
||||
|
||||
* **Chooser** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) i celuje bardzo dokładnie, jednak przed samym strzałem energia strzału modyfikowana jest o parametr szczęścia :) , czyli mimo precyzyjnego wycelowania nie zawsze trafia. Strzał oddaje najlepszą posiadaną bronią chyba że cel jest blisko. Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**.
|
||||
|
||||
* **Spoiler** - Strzela dokładnie tak jak **Chooser** tyle, że ma więcej szczęścia :) , co oznacza że nawet jeśli nie trafi w wybrany cel, to może być to strzał precyzyjniejszy niż **Chooser**. Broni defensywnych używa dokładnie tak jak **Chooser**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/320) prób zakupu broni ofensywnych. Przy zakupie broni defensywnych kupuje tylko bronie silne i precyzyjne - czyli takie, które nie zrobią mu przypadkiem krzywdy.
|
||||
|
||||
* **Cyborg** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) lecz preferuje przeciwników sterowanych przez człowieka. Celuje bardzo dokładnie i w zdecydowanej większości przypadków trafia za pierwszym strzałem. Strzał oddaje najlepszą posiadaną bronią chyba że cel jest blisko. Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**. Zakupy robi dokładnie tak jak **Spoiler**
|
||||
|
||||
* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
|
||||
|
||||
Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
|
||||
Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
|
||||
|
||||
Tabela broni kupowanych przez: **Shooter**, **Poolshark**, **Tosser** i **Chooser**
|
||||
|
||||
| bronie ofensywne | bronie defensywne |
|
||||
| --- | --- |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Parachute |
|
||||
| Nuke | Strong Parachute |
|
||||
| LeapFrog | Mag Deflector |
|
||||
| Funky Bomb | Shield |
|
||||
| MIRV | Heavy Shield |
|
||||
| Death's Head | Force Shield |
|
||||
| Napalm | Bouncy Castle |
|
||||
| Hot Napalm | |
|
||||
| Baby Roller | |
|
||||
| Roller | |
|
||||
| Heavy Roller | |
|
||||
|
||||
Tabela broni kupowanych przez: **Spoiler** i **Cyborg**
|
||||
|
||||
| bronie ofensywne | bronie defensywne |
|
||||
| --- | --- |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Strong Parachute |
|
||||
| Nuke | Mag Deflector |
|
||||
| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
|
||||
@@ -0,0 +1,407 @@
|
||||
# Podstawowa instrukcja:
|
||||
|
||||
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka w dowolnym porcie (wszystkie funkcjonalności niezbędne w rozgrywce).
|
||||
|
||||
|
||||
## 1. Wybór opcji gry.
|
||||

|
||||
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
|
||||
|
||||
* **Players** - liczba graczy (2 - 6) obejmuje tak ludzi, jak graczy sterowanych przez komputer
|
||||
|
||||
* **Cash** - początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||
|
||||
* **Gravity** - siła grtawitacji
|
||||
|
||||
* **Wind** - maksymalna siła wiatru w skali Beauforta (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być):
|
||||
* 1B - maksymalna siła wiatru: 5
|
||||
* 3B - maksymalna siła wiatru: 20
|
||||
* 5B - maksymalna siła wiatru: 40
|
||||
* 7B - maksymalna siła wiatru: 70
|
||||
* 9B - maksymalna siła wiatru: 99
|
||||
|
||||
* **Rounds** - liczba rozgrywanych rund
|
||||
|
||||
* **Missiles** - szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
|
||||
|
||||
* **Seppuku** - częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą "strzelać w próżnię" :) - jeśli grają tylko ludzie, optymalne ustawienie to "norm", a w przypadku graczy sterowanych przez komputer... wedle uznania.
|
||||
|
||||
* **Mountain** - wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
|
||||
|
||||
* **Walls** - sposób działania ścian (krawędzi ekranu):
|
||||
* **none** - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu)
|
||||
* **wrap** - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu)
|
||||
* **bump** - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu)
|
||||
* **boxy** - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
|
||||
* **rand** - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
|
||||
|
||||
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony.
|
||||
|
||||
Wybór opcji klawiszami kursora lub joystickiem.
|
||||
|
||||
Klawisz **TAB**, **SELECT** lub drugi przycisk joysticka (wspierany standard Joy 2B+ lub zgodny) zmieniają kolor gór (3 wersje do wyboru).
|
||||
|
||||
Jeśli kursor wskazuje opcję wyboru siły wiatru **Wind**, wciśnięcie **TAB** zmienia sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie **Wind**.
|
||||
|
||||
Jeśli kursor wskazuje opcję wyboru siły ciążenia **Gravity**, **TAB** zmienia procedurę opadania ziemi na mniej efektowną, ale szybszą i odwrotnie. Wybranie szybkiego opadania ziemi sygnalizowane jest literą "f" przy słowie **Gravity**.
|
||||
|
||||
Jeśli kursor wskazuje opcję wyboru wysokości gór **Mountain**, **TAB** przełącza opcję zmiennej co rundę wysokości gór. Losowanie co rundę jest sygnalizowane znakiem "?" przy słowie **Mountain**.
|
||||
|
||||
Klawisz **RETURN** lub przycisk joysticka przechodzi do następnego ekranu.
|
||||
|
||||
|
||||
## 2. Gracze i poziom przeciwników.
|
||||

|
||||
Wprowadzanie nazw graczy i wybór poziomu graczy sterowanych przez komputer.
|
||||
|
||||
Drugi ekran powtarza się dla każdego z graczy, można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN), czy też komputer (pozostałe opcje).
|
||||
|
||||
Klawisz **TAB**, **SELECT** lub drugi przycisk joysticka pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
|
||||
|
||||
Klawisz **INVERSE** lub **OPTION** umożliwiają wybór jednego z 3 dostępnych kształtów czołgów.
|
||||
|
||||
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||
|
||||
Po naciśnięciu klawisza **RETURN** lub krótkim naciśnięciu przycisku joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
|
||||
|
||||
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
|
||||
|
||||
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
|
||||
|
||||
|
||||
## 3. Ekran zakupów (przed każdą rundą).
|
||||

|
||||

|
||||
Na tym ekranie można dokonywać zakupów broni ofensywnych i defensywnych. Widoczne są tylko te bronie, na które gracza stać wraz z informacją o cenie i ilości jednostek danej broni, którą za tę cenę otrzymamy. Informacje na ekranie nie wymagają chyba więcej opisu. Po listach poruszamy się klawiszami kursora (góra i dół) lub joystickiem, klawisz **TAB** lub strzałka w lewo, czy też ruch joystickiem w lewo lub drugi przycisk joysticka zmieniają ekran na bronie defensywne lub ofensywne, klawisz **SPACJA** lub strzałka w prawo, a także joystick w prawo realizują zakup wskazanej broni.
|
||||
|
||||
Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych.
|
||||
|
||||

|
||||
Na ekranie tym można aktywować zakupione wcześniej bronie defensywne czy też ofensywne. Obsługiwany jest identycznie jak ekran zakupów, jednak **SPACJA** lub strzałka w prawo, a także joystick w prawo realizują aktywacje wskazanej broni. Umożliwia to aktywowanie osłon jeszcze przed rozpoczęciem rundy.
|
||||
|
||||
Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu zakupów następnego gracza.
|
||||
(oczywiście dla graczy komputerowych ten ekran się nie pojawia)
|
||||
|
||||
|
||||
## 4. Główny ekran gry.
|
||||

|
||||
W linii statusowej widoczna jest informacja o tym, który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||
|
||||
* **Player** - nazwa czołgu gracza
|
||||
|
||||
* numer aktywnego joysticka lub poziom gracza sterowanego przez komputer (1-**Moron** - 8-**Unknown**),
|
||||
|
||||
* wybrana aktualnie broń ofensywna (symbol - ilość - nazwa),
|
||||
|
||||
* **Energy** - pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
|
||||
|
||||
* **Angle** - ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
|
||||
|
||||
* **Force** - ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
|
||||
|
||||
* **Round** - numer aktualnej rundy rozgrywki
|
||||
|
||||
* **Wind** - prędkość i kierunek wiatru
|
||||
|
||||
* symbol "komputera" jeśli aktywna jest **Auto Defense**
|
||||
|
||||
* w nawiasie nazwa aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
|
||||
|
||||
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
||||
|
||||
| A800 | funkcja |
|
||||
|--------------|------------------|
|
||||
| **SPACJA**/**FIRE** | strzał (zob. ↓)|
|
||||
| **TAB**/**SELECT** | zmiana broni (↓)|
|
||||
| **I** | inwentarz (↓)|
|
||||
| **A**/**OPTION** | defensywa (↓)|
|
||||
| **M** | wł/wył muzyki |
|
||||
| **S** | wł/wył dźwięków |
|
||||
| **START** | tryb turbo (↓)|
|
||||
| **O** | koniec gry (↓)|
|
||||
| **START**+**OPTION** | bezw. koniec (↓)|
|
||||
| **G** | inne kolory (↓)|
|
||||
| **ESC** | powrót (↓)|
|
||||
| **Y** | zatwierdzam (↓)|
|
||||
| **CTRL**+**HELP** | visual debug (↓)|
|
||||
|
||||
* **strzał**, przycisk joysticka naciśnięte krótko - oddanie strzału
|
||||
|
||||
* **zmiana broni**, drugi przycisk joysticka - wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio standardowym joystickiem - trzeba wybrać Inventory).
|
||||
|
||||
* **inwentarz**, dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne - z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną.
|
||||
|
||||
* **defensywa** - bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
|
||||
|
||||
* **tryb turbo** - przyspiesza/pomija niektóre animacje w grze
|
||||
|
||||
* **koniec gry** - wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza **ESC** z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy.
|
||||
|
||||
* **bezw. koniec** - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak **O**, ale bez potwierdzenia.
|
||||
|
||||
* **inne kolory** - zmienia wariant kolorystyczny gór (3 wersje do wyboru)
|
||||
|
||||
* **powrót** - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz **ESC**, który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
|
||||
|
||||
* **zatwierdzam** - w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji
|
||||
|
||||
* **visual debug** - przełącza tryb "visual debug". Wizualizuje mierzone odległości, celowanie lasera oraz technikę celowania komputera. Pozostawia bałagan na ekranie, co nie zmienia rozgrywki, tylko ją nieco utrudnia.
|
||||
|
||||
|
||||
## 5. Zasady gry - bronie ofensywne.
|
||||
|
||||
Duże punkty otrzymane przez gracza to liczba czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (**White Flag**) nie jest doliczany do tych, które zginęły, i nie daje punktów.
|
||||
|
||||
Tylko te punkty decydują o kolejności w podsumowaniu.
|
||||
|
||||
|
||||
### Energia czołgów.
|
||||
* Na początku każdej rundy każdy czołg ma 99 jednostek energii.
|
||||
|
||||
* Energii czołgom ubywa na 3 sposoby:
|
||||
* jedna jednostka po oddaniu każdego strzału
|
||||
* w czasie spadania (jeden piksel w dół -2 jednostki)
|
||||
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
|
||||
|
||||
|
||||
### Energia i kasa
|
||||
Jak działa odejmowanie energii i zarabianie kasy:
|
||||
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||
|
||||
**gain** - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
|
||||
|
||||
**lose** - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||
|
||||
Dodatkowo czołg, który wygrał rundę, ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
|
||||
|
||||
Konkretnie:
|
||||
|
||||
### Po każdej rundzie:
|
||||
**money = money + (20 * (gain+energy))**
|
||||
|
||||
**money = money - (10 * lose)**
|
||||
|
||||
**jeśli money < 0 to money = 0**
|
||||
|
||||
(na starcie każdej rundy **gain** i **lose** mają wartość 0)
|
||||
|
||||
W czasie rundy, jeśli w wyniku strzału oddanego przez czołg inny czołg zostanie trafiony, czołg oddający strzał "dostaje energię" zabraną czołgowi trafionemu.
|
||||
|
||||
### czołg oddający strzał:
|
||||
**gain = gain + EnergyDecrease**
|
||||
|
||||
### czołg trafiony:
|
||||
**lose = lose + EnergyDecrease**
|
||||
|
||||
gdzie **EnergyDecrease** to utrata energii w wyniku trafienia.
|
||||
|
||||
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w **EnergyDecrease**, z tym że tutaj strata nie może przekroczyć posiadanej energii.
|
||||
|
||||
## Jak działa trafienie.
|
||||
|
||||
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
|
||||
|
||||
Po eksplozji każdy czołg w jej zasięgu traci energię.
|
||||
|
||||
Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu, **EnergyDecrease** otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
|
||||
|
||||
Przykładowo: jeśli strzał oddany za pomocą broni **Baby Missile** trafi idealnie w centrum czołgu, to straci on dokładnie 88 jednostek energii (plus to, co straci spadając po eksplozji).
|
||||
W przypadku trafienia tą samą bronią w odległości 10-ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
|
||||
|
||||
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
|
||||
|
||||
| Broń ofensywna | Max ubytku |
|
||||
|-----------------|--------------|
|
||||
| Baby Missile | 88 |
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog | 136 112 112 |
|
||||
| Funky Bomb | 168 88 (*5) |
|
||||
| MIRV | 136 (*5) |
|
||||
| Death's Head | 240 (*5) |
|
||||
| Napalm | 40 (zob. ↓)|
|
||||
| Hot Napalm | 80 (↓)|
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (↓)|
|
||||
| Riot Blast | 0 (↓)|
|
||||
| Riot Bomb | 0 (↓)|
|
||||
| Heavy Riot Bomb | 0 (↓)|
|
||||
| Baby Digger | 0 (↓)|
|
||||
| Digger | 0 (↓)|
|
||||
| Heavy Digger | 0 (↓)|
|
||||
| Sandhog | 0 (↓)|
|
||||
| Heavy Sandhog | 0 (↓)|
|
||||
| Dirt Clod | 0 (↓)|
|
||||
| Dirt Ball | 0 (↓)|
|
||||
| Ton of Dirt | 0 (↓)|
|
||||
| Liquid Dirt | 0 (↓)|
|
||||
| Dirt Charge | 0 (↓)|
|
||||
| Stomp | 0 (↓)|
|
||||
| Laser | 100 (↓)|
|
||||
|
||||
Uwagi:
|
||||
* **Napalm** - ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii.
|
||||
|
||||
* **Hot Napalm** - zasada taka jak w Napalm, 80 jednostek.
|
||||
|
||||
* **Riot Charge** - nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli.
|
||||
|
||||
* **Riot Blast** - jak w Riot Charge, tyle że w promieniu 61 pikseli.
|
||||
|
||||
* **Riot Bomb** - nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku **Missile**. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika.
|
||||
|
||||
* **Heavy Riot Bomb** - jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku **Nuke**.
|
||||
|
||||
* **Baby Digger** - nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia.
|
||||
|
||||
* **Digger** - jak wyżej - większy podkop.
|
||||
|
||||
* **Heavy Digger** - jak wyżej - największy podkop.
|
||||
|
||||
* **Sandhog** - jak wyżej - inny sposób podkopywania.
|
||||
|
||||
* **Heavy Sandhog** - jak wyżej - największy podkop.
|
||||
|
||||
* **Dirt Clod** - nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika.
|
||||
|
||||
* **Dirt Ball** - jak wyżej, ale promień kuli to 22 piksele.
|
||||
|
||||
* **Ton of Dirt** - jak wyżej, ale promień kuli to 31 pikseli.
|
||||
|
||||
* **Liquid Dirt** - zalewa grunt w punkcie trafienia płynną glebą, wypełniając zagłębienia.
|
||||
|
||||
* **Dirt Charge** - nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika.
|
||||
|
||||
* **Stomp** - nie jest odejmowana energia, ale wszystkie czołgi w promieniu zależnym od siły strzału zostają odepchnięte, a po odepchnięciu mogą spaść lub zostać zasypane. Przy maksymalnej sile 990 jednostek promień działania to około 60 pikseli.
|
||||
|
||||
* **Laser** - tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie.
|
||||
|
||||
|
||||
## 6. A teraz bronie defensywne:
|
||||
|
||||
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii, czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||
|
||||
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa, a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. W wyniku jej użycia czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję, a **SPACJA** lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), a gdy paliwo się skończy, czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
|
||||
|
||||
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
|
||||
|
||||
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami), ma za to swój własny zasób energii, przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden piksel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0, to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden piksel).
|
||||
|
||||
* **Shield** - najprostsza osłona, działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
|
||||
|
||||
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0, to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||
|
||||
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield, tyle że połączona z Parachute. Co ważne, w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
|
||||
|
||||
* **Bouncy Castle** - broń agresywna :) Działa następująco: w przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z taką samą siłą, z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek.
|
||||
|
||||
* **Mag Deflector** - druga broń agresywna :) W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek.
|
||||
|
||||
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna, co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
|
||||
|
||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się - tylko przy niewielkim przysypaniu - ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
|
||||
|
||||
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się, bo nie ma jeszcze do czego celować.
|
||||
|
||||
* **Lazy Darwin** - działa tak jak **Lazy Boy**, ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
|
||||
|
||||
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
* **Spy Hard** - Pomoc dla zapominalskich :) Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
|
||||
|
||||
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector**, przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||
|
||||
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
|
||||
|
||||
Można mieć aktywną tylko jedną broń defensywną w danej chwili (za wyjątkiem **Long Schlong** oczywiście :) ). Zawsze przed oddaniem strzału możemy zmienić decyzję i aktywować inną broń defensywną czy też dezaktywować **White Flag**.
|
||||
|
||||
Oczywiście aktywacja broni w momencie, kiedy mamy już aktywowaną jakąś inną, powoduje utratę tej poprzedniej (nie ma zwrotów :) ).
|
||||
|
||||
|
||||
## 7. Bronie 'inne' :) :
|
||||
|
||||
* **Best F...g Gifts** - tej 'broni' nie używa się w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria, w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts**), ale też zyskać. Jeśli wylosuje się broń dużo droższa, możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
|
||||
|
||||
|
||||
## 8. Siła przeciwników AI:
|
||||
|
||||
Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A właściwie 7 różnych i jeden "niespodziankę". Każdy z nich ma swój sposób kupowania broni defensywnych i ofensywnych oraz inną metodę wyboru celu i samego celowania oraz wyboru broni. Ułożone są one na liście według wzrastających "umiejętności":
|
||||
|
||||
* **Moron** - najgłupszy z przeciwników (co nie znaczy, że najbezpieczniejszy). Strzela całkowicie przypadkowo używając wyłącznie jednej broni - **Baby Missile**. Nie kupuje nic, nie umie stosować broni defensywnych.
|
||||
|
||||
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę, z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
|
||||
|
||||
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), a jeżeli energia spadnie poniżej 5 i nie ma **Battery**, poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
|
||||
|
||||
* **Tosser** - Atakując działa dokładnie tak jak **Poolshark**, jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych.
|
||||
|
||||
* **Chooser** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) i celuje bardzo dokładnie, jednak przed samym strzałem energia strzału modyfikowana jest o parametr szczęścia :) , czyli mimo precyzyjnego wycelowania nie zawsze trafia. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**.
|
||||
|
||||
* **Spoiler** - Strzela dokładnie tak jak **Chooser**, tyle że ma więcej szczęścia :), co oznacza, że nawet jeśli nie trafi w wybrany cel, to może być to strzał precyzyjniejszy niż **Chooser**. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Broni defensywnych używa dokładnie tak jak **Chooser**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/320) prób zakupu broni ofensywnych. Przy zakupie broni defensywnych kupuje tylko bronie silne i precyzyjne - czyli takie, które nie zrobią mu przypadkiem krzywdy.
|
||||
|
||||
* **Cyborg** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii), lecz preferuje przeciwników sterowanych przez człowieka. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Celuje bardzo dokładnie i w zdecydowanej większości przypadków trafia za pierwszym strzałem. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**, ale jeśli ma więcej niź 2 sztuki **Battery**, stosuje je jeśli energia zmniejszy się poniższej 60 jednostek. Zakupy robi dokładnie tak jak **Spoiler**
|
||||
|
||||
* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
|
||||
|
||||
### AI idzie na zakupy
|
||||
|
||||
Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
|
||||
Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie, czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie, to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
|
||||
|
||||
Tabela broni kupowanych przez **Shooter**, **Poolshark**, **Tosser** i **Chooser**
|
||||
|
||||
| ofensywa | defensywa |
|
||||
|----------------|------------------|
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Parachute |
|
||||
| Nuke | Strong Parachute |
|
||||
| LeapFrog | Mag Deflector |
|
||||
| Funky Bomb | Shield |
|
||||
| MIRV | Heavy Shield |
|
||||
| Death's Head | Force Shield |
|
||||
| Napalm | Bouncy Castle |
|
||||
| Hot Napalm | |
|
||||
| Baby Roller | |
|
||||
| Roller | |
|
||||
| Heavy Roller | |
|
||||
|
||||
Tabela broni kupowanych przez **Spoiler** i **Cyborg**
|
||||
|
||||
| ofensywa | defensywa |
|
||||
|----------------|------------------|
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Strong Parachute |
|
||||
| Nuke | Mag Deflector |
|
||||
| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
|
||||
|
||||
|
||||
## 9. Porady spod lady:
|
||||
|
||||
Pamiętaj o broniach defensywnych. **Auto Defense**, **Shield** i **Lazy Darwin** odpowiednio użyte pomogą wygrać z Cyborgiem nawet przy pomocy **Baby Missile**.
|
||||
|
||||
Droższe nie znaczy lepsze. Zwykła osłona typu **Shield** jest czasem skuteczniejsza od droższych osłon.
|
||||
|
||||
**Napalmy** przenikają przez osłony a także przez glebę. Mimo że palą się powyżej niszczą zasypane czołgi.
|
||||
|
||||
**Lazy Darwin** wspomaga także celowanie bronią typu **Laser**.
|
||||
|
||||
Roboczołgi nie umieją się odkopywać. Zakopane giną od własnych strzałów.
|
||||
|
||||
W sytuacji beznadziejnej smobójstwo może być lepsze od **White Flag**. Jeśli trafisz w siebie silną bronią zarobisz więcej pieniędzy niż stracisz (sprawdź sposób obliczania zysków i strat).
|
||||
|
||||
**Long Schlong** potrafi znacząco onieśmielić przeciwników. Bądź alfa-czołgiem i porzuć wszelkie lęki.
|
||||
|
||||
W ostateczności możesz zostać Terminatorem (model standardowy, nie T-1000 :) )
|
||||
|
||||
Roboczołgi nie mają **Autodefense**, więc defensywy aktywują tylko bezpośrednio przed swoim strzałem. Zmasowany atak kilku graczy na jednego roboczołga gwarantuje sukces.
|
||||
|
||||
Połamania luf życzą autorzy.
|
||||
|
Before Width: | Height: | Size: 4.3 KiB After Width: | Height: | Size: 4.6 KiB |
|
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.8 KiB |
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 6.5 KiB After Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 8.4 KiB After Width: | Height: | Size: 8.1 KiB |
|
Before Width: | Height: | Size: 8.5 KiB After Width: | Height: | Size: 7.7 KiB |
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 1.7 KiB |
@@ -0,0 +1,470 @@
|
||||
icl '../Atari/lib/ATARISYS.ASM'
|
||||
icl '../Atari/lib/MACRO.ASM'
|
||||
|
||||
.IFNDEF LANG
|
||||
.def LANG = "PL"
|
||||
.ENDIF
|
||||
|
||||
screen_height = 26
|
||||
screen_width = 40
|
||||
screen = $1000 ; start - 40*screen_height
|
||||
KeyRepeatSpeed = 15 ; (max 127 !!!)
|
||||
|
||||
|
||||
STEREOMODE equ 0
|
||||
|
||||
org screen+screen_height*40 ; after the screen
|
||||
|
||||
.zpvar src .word = $80
|
||||
.zpvar dest .word
|
||||
.zpvar top_src .word
|
||||
.zpvar next_line_begin .byte
|
||||
.zpvar end_address .word
|
||||
.zpvar start_address .word
|
||||
.zpvar temp .word
|
||||
|
||||
start
|
||||
lda #0
|
||||
sta dmactls ; screen off
|
||||
ldx #3
|
||||
@ sta COLOR0-1,x
|
||||
dex
|
||||
bpl @-
|
||||
jsr WaitOneFrame
|
||||
jsr CheckPALorNTSC
|
||||
ldx #<MODUL ;low byte of RMT module to X reg
|
||||
ldy #>MODUL ;hi byte of RMT module to Y reg
|
||||
lda #0 ;starting song line 0-255 to A reg
|
||||
jsr RASTERMUSICTRACKER ;Init
|
||||
;second POKEY init
|
||||
lda #0
|
||||
sta AUDCTL+$10
|
||||
ldy #3
|
||||
sty SKCTL+$10
|
||||
ldy #8
|
||||
@
|
||||
sta POKEY+$10,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
|
||||
mwa #dl dlptrs
|
||||
mva #>WeaponFont chbas
|
||||
|
||||
mwa #man_text top_src
|
||||
|
||||
vmain VBLANK,7
|
||||
|
||||
jsr MakeScreenCopy
|
||||
|
||||
lda #@dmactl(standard|dma) ; standard screen width, DL on, P/M off
|
||||
sta dmactls
|
||||
jsr WaitOneFrame
|
||||
jsr FadeIn
|
||||
|
||||
main_loop
|
||||
bit escflag
|
||||
bpl NoEscape
|
||||
; EXIT THIS WAY --->
|
||||
jsr FadeOut
|
||||
VMAIN XITVBV,7 ; jsr SetVBL (off user proc)
|
||||
lda #0 ; stereo silence
|
||||
sta AUDCTL
|
||||
sta AUDCTL+$10
|
||||
ldy #3
|
||||
sty SKCTL
|
||||
sty SKCTL+$10
|
||||
ldy #8
|
||||
@
|
||||
sta POKEY,y
|
||||
sta POKEY+$10,y
|
||||
dey
|
||||
bpl @-
|
||||
LDA #%01000000 ; DLI off
|
||||
STA NMIEN
|
||||
lda #0 ; screen off
|
||||
sta dmactls
|
||||
sta escflag
|
||||
jsr WaitOneFrame
|
||||
; exit to cart loader
|
||||
XSRC = $7FE ; -$7FF) - adres początku pliku do załadowania z carta (zakres $a000-$bffff)
|
||||
XBANK = $7FD ;) - bank w którym sie znajduje powyższy początek
|
||||
XCLEAR = $7FC ;) - numer strony od której czyścimy pamięć (jak jest zero to nie czyścimy) czyszczenie zatrzymuje sie na $cfff
|
||||
|
||||
mva #0 XBANK
|
||||
mwa #$a000 XSRC
|
||||
mva #$10 XCLEAR
|
||||
jmp $700
|
||||
NoEscape
|
||||
jsr MakeScreenCopy
|
||||
; save the current end of the printed text source
|
||||
mwa src end_address
|
||||
|
||||
jsr GetKey
|
||||
cmp #@kbcode._down
|
||||
beq scroll_down
|
||||
cmp #@kbcode._up
|
||||
beq scroll_up
|
||||
cmp #@kbcode._left
|
||||
beq prev_chapter
|
||||
cmp #@kbcode._right
|
||||
jeq next_chapter
|
||||
jmp main_loop
|
||||
|
||||
scroll_down
|
||||
; find first $ff after top_src and move it there
|
||||
ldy #-1
|
||||
@ iny
|
||||
lda (top_src),y
|
||||
cmp #$ff
|
||||
bne @-
|
||||
iny
|
||||
tya
|
||||
clc
|
||||
adc top_src
|
||||
sta top_src
|
||||
scc:inc top_src+1
|
||||
|
||||
;adw top_src #screen_width
|
||||
cpw end_address #man_text_end
|
||||
scc:mwa start_address top_src
|
||||
jmp main_loop
|
||||
|
||||
scroll_up
|
||||
; find second $ff before top_src
|
||||
sbw top_src #$00ff temp
|
||||
ldy #$ff-1
|
||||
@ dey
|
||||
lda (temp),y
|
||||
cmp #$ff
|
||||
bne @-
|
||||
iny
|
||||
tya
|
||||
clc
|
||||
adc temp
|
||||
sta top_src
|
||||
lda temp+1
|
||||
adc #0
|
||||
sta top_src+1
|
||||
|
||||
;sbw top_src #screen_width
|
||||
cpw top_src #man_text
|
||||
scs:mwa #man_text top_src
|
||||
jmp main_loop
|
||||
|
||||
prev_chapter
|
||||
; find first $fe above the screen
|
||||
sbw top_src #screen_width temp ; start a bit above the current screen
|
||||
ldy #0
|
||||
prev_letter
|
||||
lda (temp),y
|
||||
cmp #$fe ; $fe - chapter marker
|
||||
beq prev_chapter_found
|
||||
dew temp
|
||||
cpw temp #man_text
|
||||
bcs @+
|
||||
mwa #man_text top_src
|
||||
jmp main_loop
|
||||
@
|
||||
jmp prev_letter
|
||||
prev_chapter_found
|
||||
mwa temp top_src
|
||||
jsr WaitForKeyRelease
|
||||
jmp main_loop
|
||||
|
||||
next_chapter
|
||||
; find first $fe below the top of the screen
|
||||
adw top_src #screen_width temp ; start ~1 line below the current screen top
|
||||
ldy #0
|
||||
next_letter
|
||||
lda (temp),y
|
||||
cmp #$fe
|
||||
beq next_chapter_found
|
||||
inw temp
|
||||
cpw temp #man_text_end-screen_width*4
|
||||
bcc @+
|
||||
mwa start_address top_src
|
||||
jmp main_loop
|
||||
@
|
||||
jmp next_letter
|
||||
next_chapter_found
|
||||
mwa temp top_src
|
||||
jsr WaitForKeyRelease
|
||||
jmp main_loop
|
||||
;--------------------------------------------------
|
||||
.proc MakeScreenCopy
|
||||
mwa top_src src
|
||||
mwa #screen dest
|
||||
|
||||
ldx #screen_height-1
|
||||
screen_copy
|
||||
mwa top_src start_address
|
||||
ldy #0
|
||||
@
|
||||
lda (src),y
|
||||
cmp #$fe ; chapter marker
|
||||
bne not_chapter
|
||||
lda #0
|
||||
beq not_eol
|
||||
not_chapter
|
||||
cmp #$ff ; end of line marker
|
||||
bne not_eol
|
||||
sty next_line_begin
|
||||
lda #$00
|
||||
@ sta (dest),y
|
||||
iny
|
||||
cpy #screen_width
|
||||
bne @-
|
||||
jmp next_line
|
||||
|
||||
not_eol
|
||||
sta (dest),y
|
||||
iny
|
||||
cpy #screen_width
|
||||
bne @-1
|
||||
mva #screen_width-1 next_line_begin
|
||||
next_line
|
||||
adw dest #screen_width
|
||||
; adw src #screen_width
|
||||
inc next_line_begin
|
||||
clc
|
||||
lda src
|
||||
adc next_line_begin
|
||||
sta src
|
||||
scc:inc src+1
|
||||
|
||||
dex
|
||||
bpl screen_copy
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc FadeIn
|
||||
ldy #15
|
||||
FirstLoop
|
||||
lda COLOR1
|
||||
cmp #13
|
||||
beq ColorOK
|
||||
inc COLOR1
|
||||
ColorOK
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bpl FirstLoop
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc FadeOut
|
||||
ldy #15
|
||||
FirstLoop
|
||||
lda COLOR1
|
||||
beq ColorOK
|
||||
dec COLOR1
|
||||
ColorOK
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bpl FirstLoop
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
; returns pressed value in A
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
getKeyAfterWait
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
beq checkJoyGetKey ; key not pressed, check Joy
|
||||
cmp #$f7 ; SHIFT
|
||||
beq checkJoyGetKey
|
||||
lda kbcode
|
||||
cmp #@kbcode._none
|
||||
beq checkJoyGetKey
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne getkeyend
|
||||
mvy #$80 escFlag
|
||||
bne getkeyend
|
||||
|
||||
checkJoyGetKey
|
||||
;------------JOY-------------
|
||||
;happy happy joy joy
|
||||
;check for joystick now
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
beq notpressedJoyGetKey
|
||||
tay
|
||||
lda joyToKeyTable,y
|
||||
bne getkeyend
|
||||
|
||||
notpressedJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
beq JoyButton
|
||||
jsr Check2button
|
||||
bcc SecondButton
|
||||
bne checkSelectKey
|
||||
checkSelectKey
|
||||
lda CONSOL
|
||||
and #%00000010 ; Select
|
||||
beq SelectPressed
|
||||
lda CONSOL
|
||||
and #%00000100 ; Option
|
||||
bne getKeyAfterWait
|
||||
OptionPressed
|
||||
lda #@kbcode._atari ; Option key
|
||||
bne getkeyend
|
||||
SecondButton
|
||||
SelectPressed
|
||||
lda #@kbcode._tab ; Select key
|
||||
bne getkeyend
|
||||
JoyButton
|
||||
lda #@kbcode._ret ;Return key
|
||||
getkeyend
|
||||
ldy #0
|
||||
sty ATRACT ; reset atract mode
|
||||
rts
|
||||
Check2button
|
||||
lda PADDL0
|
||||
and #$c0
|
||||
eor #$C0
|
||||
cmp PaddleState
|
||||
sta PaddleState
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
mva #128-KeyRepeatSpeed pressTimer ; tricky
|
||||
StillWait
|
||||
bit pressTimer
|
||||
bmi KeyReleased
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
bne StillWait
|
||||
lda STRIG0
|
||||
beq StillWait
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
bne StillWait
|
||||
lda CONSOL
|
||||
and #%00000110 ; Select and Option only
|
||||
cmp #%00000110
|
||||
bne StillWait
|
||||
KeyReleased
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc VBLANK ;vertical blank interrupt
|
||||
;--------------------------------------------------
|
||||
|
||||
lda ticksPerSecond
|
||||
cmp #60
|
||||
bne PALMusic
|
||||
; it is NTSC HERE -- slow down the sound
|
||||
lda ticks
|
||||
and #%00000111
|
||||
beq skipSoundFrame
|
||||
PALMusic
|
||||
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||
;lda ticks
|
||||
;and #%00000011
|
||||
;beq skipSoundFrame
|
||||
playNow
|
||||
jsr RASTERMUSICTRACKER+3
|
||||
; fake POKEY reverb
|
||||
ldy #8
|
||||
@ lda fake_pokey,y
|
||||
sta $d210,y
|
||||
dey
|
||||
bpl @-
|
||||
skipSoundFrame
|
||||
|
||||
;time update
|
||||
inc:lda ticks
|
||||
cmp ticksPerSecond
|
||||
sne:mva #0 ticks
|
||||
|
||||
VBLANKEND
|
||||
jmp XITVBV
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
waitRTC ; or wait ?
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc CheckPALorNTSC
|
||||
;--------------------------------------------------
|
||||
lda $d014 ;http://www.myatari.com/nirdary.html
|
||||
and #%00001110
|
||||
bne NTSC
|
||||
lda #50
|
||||
sta ticksPerSecond
|
||||
rts
|
||||
NTSC
|
||||
lda #60
|
||||
sta ticksPerSecond
|
||||
rts
|
||||
.endp
|
||||
|
||||
icl "music/rmtplayr.a65"
|
||||
|
||||
|
||||
dl
|
||||
:2 .byte SKIP8
|
||||
.byte LMS+MODE2
|
||||
.word screen
|
||||
:(screen_height-1) .byte MODE2
|
||||
.byte JVB
|
||||
.word dl
|
||||
|
||||
joyToKeyTable
|
||||
.by $ff ;00
|
||||
.by $ff ;01
|
||||
.by $ff ;02
|
||||
.by $ff ;03
|
||||
.by $ff ;04
|
||||
.by $ff ;05
|
||||
.by $ff ;06
|
||||
.by @kbcode._right ;07
|
||||
.by $ff ;08
|
||||
.by $ff ;09
|
||||
.by $ff ;0a
|
||||
.by @kbcode._left ;0b
|
||||
.by $ff ;0c
|
||||
.by @kbcode._down ;0d
|
||||
.by @kbcode._up ;0e
|
||||
.by $ff ;0f
|
||||
|
||||
|
||||
escflag .byte 0
|
||||
paddlestate .byte 0
|
||||
ticks .byte 0
|
||||
ticksPerSecond .byte 0
|
||||
fake_pokey :9 .byte 0
|
||||
pressTimer .byte 0
|
||||
|
||||
|
||||
man_text
|
||||
.if LANG = "PL"
|
||||
ins 'MANUAL_PL_A800.bin' ; 'manual.bin' ;icl 'man_cart_txt_EN.asm'
|
||||
.else
|
||||
ins 'MANUAL_EN.bin'
|
||||
.endif
|
||||
man_text_end
|
||||
.by $ff, $ff
|
||||
|
||||
opt h- ;RMT module is standard Atari binary file already
|
||||
ins "music/czytaczu1_stripped.rmt" ;include music RMT module
|
||||
opt h+
|
||||
MODUL equ $B000
|
||||
org $BC00
|
||||
WeaponFont
|
||||
ins 'manual_font_pl.fnt' ; 'artwork/weapons.fnt'
|
||||
|
||||
run start
|
||||
@@ -0,0 +1,316 @@
|
||||
""" Converts manual files to atari SCREENCODES ready for display
|
||||
"""
|
||||
import re
|
||||
import sys
|
||||
|
||||
MAX_W = 40
|
||||
|
||||
|
||||
def break_long_string(long_string):
|
||||
""" write a python function that breaks a long string of words to a list of MAX_W long strings.
|
||||
Important - each new string must contain the full word, no breaking inside words."""
|
||||
# words = long_string.split()
|
||||
result = []
|
||||
# current_string = ' ' * spaces
|
||||
# for word in words:
|
||||
# if len(current_string) + len(word) <= MAX_W:
|
||||
# current_string += word + ' '
|
||||
# else:
|
||||
# result.append(current_string.rstrip())
|
||||
# current_string = word + ' '
|
||||
#
|
||||
# if current_string:
|
||||
# result.append(current_string.rstrip())
|
||||
while len(long_string) > MAX_W:
|
||||
spaces = len(long_string) - len(long_string.lstrip())
|
||||
brk = long_string.rfind(' ', 0, MAX_W)
|
||||
result.append(long_string[0:brk])
|
||||
long_string = ' ' * (spaces - 1) + long_string[brk:]
|
||||
else:
|
||||
result.append(long_string)
|
||||
return result
|
||||
|
||||
|
||||
def remove_wierd(t: str) -> str:
|
||||
t = re.sub(r'!.*\)?', '', t) # remove embedded image
|
||||
t = re.sub(r'[#`]', '', t)
|
||||
# convert inverses (** to ascii+128
|
||||
i = 0
|
||||
out = ''
|
||||
while i < len(t):
|
||||
if t[i:i+2] == '**':
|
||||
star2_i = t.find('**', i+1)
|
||||
out += ''.join(chr(ord(x)+128) for x in t[i+2:star2_i])
|
||||
i = star2_i+2
|
||||
else:
|
||||
out += t[i]
|
||||
i += 1
|
||||
return out
|
||||
|
||||
|
||||
with open(sys.argv[1], 'r') as f:
|
||||
md = f.readlines()
|
||||
out = ''
|
||||
for line in md:
|
||||
line = line.replace('ó', 'ɠ') # this is a dirty trick to avoid tripping 'ó' which is a legit LATIN-1 char
|
||||
if line.startswith('#'): # header
|
||||
line = remove_wierd(line)
|
||||
out += '←' + line[1:] # header marker
|
||||
out += '-' * len(line) + '\n'
|
||||
else:
|
||||
line = remove_wierd(line)
|
||||
out += line
|
||||
|
||||
# make lines break on words
|
||||
out2 = ''
|
||||
for line in out.split('\n'):
|
||||
if len(line) <= MAX_W:
|
||||
out2 += line + '\n'
|
||||
else:
|
||||
for line_shorter in break_long_string(line):
|
||||
out2 += line_shorter + '\n'
|
||||
|
||||
utf_to_internal = {
|
||||
' ': 0,
|
||||
'!': 1,
|
||||
'"': 2,
|
||||
'#': 3,
|
||||
'$': 4,
|
||||
'%': 5,
|
||||
'&': 6,
|
||||
"'": 7,
|
||||
'(': 8,
|
||||
')': 9,
|
||||
'*': 10,
|
||||
'+': 11,
|
||||
',': 12,
|
||||
'-': 13,
|
||||
'.': 14,
|
||||
'/': 15,
|
||||
'0': 16,
|
||||
'1': 17,
|
||||
'2': 18,
|
||||
'3': 19,
|
||||
'4': 20,
|
||||
'5': 21,
|
||||
'6': 22,
|
||||
'7': 23,
|
||||
'8': 24,
|
||||
'9': 25,
|
||||
':': 26,
|
||||
';': 27,
|
||||
'<': 28,
|
||||
'=': 29,
|
||||
'>': 30,
|
||||
'?': 31,
|
||||
'@': 32,
|
||||
'A': 33,
|
||||
'B': 34,
|
||||
'C': 35,
|
||||
'D': 36,
|
||||
'E': 37,
|
||||
'F': 38,
|
||||
'G': 39,
|
||||
'H': 40,
|
||||
'I': 41,
|
||||
'J': 42,
|
||||
'K': 43,
|
||||
'L': 44,
|
||||
'M': 45,
|
||||
'N': 46,
|
||||
'O': 47,
|
||||
'P': 48,
|
||||
'Q': 49,
|
||||
'R': 50,
|
||||
'S': 51,
|
||||
'T': 52,
|
||||
'U': 53,
|
||||
'V': 54,
|
||||
'W': 55,
|
||||
'X': 56,
|
||||
'Y': 57,
|
||||
'Z': 58,
|
||||
'[': 59,
|
||||
'\\': 60,
|
||||
']': 61,
|
||||
'^': 62,
|
||||
'_': 63,
|
||||
'a': 97,
|
||||
'b': 98,
|
||||
'c': 99,
|
||||
'd': 100,
|
||||
'e': 101,
|
||||
'f': 102,
|
||||
'g': 103,
|
||||
'h': 104,
|
||||
'i': 105,
|
||||
'j': 106,
|
||||
'k': 107,
|
||||
'l': 108,
|
||||
'm': 109,
|
||||
'n': 110,
|
||||
'o': 111,
|
||||
'p': 112,
|
||||
'q': 113,
|
||||
'r': 114,
|
||||
's': 115,
|
||||
't': 116,
|
||||
'u': 117,
|
||||
'v': 118,
|
||||
'w': 119,
|
||||
'x': 120,
|
||||
'y': 121,
|
||||
'z': 122,
|
||||
'|': 124,
|
||||
'Ą': 65,
|
||||
'ą': 66,
|
||||
'Ć': 67,
|
||||
'ć': 68,
|
||||
'Ę': 69,
|
||||
'ę': 70,
|
||||
'Ł': 76,
|
||||
'ł': 77,
|
||||
'Ń': 78,
|
||||
'ń': 79,
|
||||
'Ó': 80,
|
||||
'ɠ': 81, # 'ó': 81,
|
||||
'Ś': 83,
|
||||
'ś': 84,
|
||||
'Ż': 87,
|
||||
'ż': 88,
|
||||
'Ź': 89,
|
||||
'ź': 90,
|
||||
'↓': 93,
|
||||
'←': 0xfe, # header marker
|
||||
# INVERSE
|
||||
chr(ord(' ')+128): 128+0,
|
||||
chr(ord('!')+128): 128+1,
|
||||
chr(ord('"')+128): 128+2,
|
||||
chr(ord('#')+128): 128+3,
|
||||
chr(ord('$')+128): 128+4,
|
||||
chr(ord('%')+128): 128+5,
|
||||
chr(ord('&')+128): 128+6,
|
||||
chr(ord("'")+128): 128+7,
|
||||
chr(ord('(')+128): 128+8,
|
||||
chr(ord(')')+128): 128+9,
|
||||
chr(ord('*')+128): 128+10,
|
||||
chr(ord('+')+128): 128+11,
|
||||
chr(ord(',')+128): 128+12,
|
||||
chr(ord('-')+128): 128+13,
|
||||
chr(ord('.')+128): 128+14,
|
||||
chr(ord('/')+128): 128+15,
|
||||
chr(ord('0')+128): 128+16,
|
||||
chr(ord('1')+128): 128+17,
|
||||
chr(ord('2')+128): 128+18,
|
||||
chr(ord('3')+128): 128+19,
|
||||
chr(ord('4')+128): 128+20,
|
||||
chr(ord('5')+128): 128+21,
|
||||
chr(ord('6')+128): 128+22,
|
||||
chr(ord('7')+128): 128+23,
|
||||
chr(ord('8')+128): 128+24,
|
||||
chr(ord('9')+128): 128+25,
|
||||
chr(ord(':')+128): 128+26,
|
||||
chr(ord(';')+128): 128+27,
|
||||
chr(ord('<')+128): 128+28,
|
||||
chr(ord('=')+128): 128+29,
|
||||
chr(ord('>')+128): 128+30,
|
||||
chr(ord('?')+128): 128+31,
|
||||
chr(ord('@')+128): 128+32,
|
||||
chr(ord('A')+128): 128+33,
|
||||
chr(ord('B')+128): 128+34,
|
||||
chr(ord('C')+128): 128+35,
|
||||
chr(ord('D')+128): 128+36,
|
||||
chr(ord('E')+128): 128+37,
|
||||
chr(ord('F')+128): 128+38,
|
||||
chr(ord('G')+128): 128+39,
|
||||
chr(ord('H')+128): 128+40,
|
||||
chr(ord('I')+128): 128+41,
|
||||
chr(ord('J')+128): 128+42,
|
||||
chr(ord('K')+128): 128+43,
|
||||
chr(ord('L')+128): 128+44,
|
||||
chr(ord('M')+128): 128+45,
|
||||
chr(ord('N')+128): 128+46,
|
||||
chr(ord('O')+128): 128+47,
|
||||
chr(ord('P')+128): 128+48,
|
||||
chr(ord('Q')+128): 128+49,
|
||||
chr(ord('R')+128): 128+50,
|
||||
chr(ord('S')+128): 128+51,
|
||||
chr(ord('T')+128): 128+52,
|
||||
chr(ord('U')+128): 128+53,
|
||||
chr(ord('V')+128): 128+54,
|
||||
chr(ord('W')+128): 128+55,
|
||||
chr(ord('X')+128): 128+56,
|
||||
chr(ord('Y')+128): 128+57,
|
||||
chr(ord('Z')+128): 128+58,
|
||||
chr(ord('[')+128): 128+59,
|
||||
chr(ord('\\')+128): 128+60,
|
||||
chr(ord(']')+128): 128+61,
|
||||
chr(ord('^')+128): 128+62,
|
||||
chr(ord('_')+128): 128+63,
|
||||
chr(ord('a')+128): 128+97,
|
||||
chr(ord('b')+128): 128+98,
|
||||
chr(ord('c')+128): 128+99,
|
||||
chr(ord('d')+128): 128+100,
|
||||
chr(ord('e')+128): 128+101,
|
||||
chr(ord('f')+128): 128+102,
|
||||
chr(ord('g')+128): 128+103,
|
||||
chr(ord('h')+128): 128+104,
|
||||
chr(ord('i')+128): 128+105,
|
||||
chr(ord('j')+128): 128+106,
|
||||
chr(ord('k')+128): 128+107,
|
||||
chr(ord('l')+128): 128+108,
|
||||
chr(ord('m')+128): 128+109,
|
||||
chr(ord('n')+128): 128+110,
|
||||
chr(ord('o')+128): 128+111,
|
||||
chr(ord('p')+128): 128+112,
|
||||
chr(ord('q')+128): 128+113,
|
||||
chr(ord('r')+128): 128+114,
|
||||
chr(ord('s')+128): 128+115,
|
||||
chr(ord('t')+128): 128+116,
|
||||
chr(ord('u')+128): 128+117,
|
||||
chr(ord('v')+128): 128+118,
|
||||
chr(ord('w')+128): 128+119,
|
||||
chr(ord('x')+128): 128+120,
|
||||
chr(ord('y')+128): 128+121,
|
||||
chr(ord('z')+128): 128+122,
|
||||
chr(ord('|')+128): 128+124,
|
||||
'ǂ': 128+77, # ł
|
||||
'ˠ': 128+81, # ó
|
||||
'Ǜ': 128+84, # ś
|
||||
# chr(ord('Ą')+128): 128+65,
|
||||
# chr(ord('ą')+128): 128+66,
|
||||
# chr(ord('Ć')+128): 128+67,
|
||||
# chr(ord('ć')+128): 128+68,
|
||||
# chr(ord('Ę')+128): 128+69,
|
||||
# chr(ord('ę')+128): 128+70,
|
||||
# chr(ord('Ł')+128): 128+76,
|
||||
# chr(ord('ł')+128): 128+77,
|
||||
# chr(ord('Ń')+128): 128+78,
|
||||
# chr(ord('ń')+128): 128+79,
|
||||
# chr(ord('Ó')+128): 128+80,
|
||||
# chr(ord('ó')+128): 128+81,
|
||||
# chr(ord('Ś')+128): 128+83,
|
||||
# chr(ord('ś')+128): 128+84,
|
||||
# chr(ord('Ż')+128): 128+87,
|
||||
# chr(ord('ż')+128): 128+88,
|
||||
# chr(ord('Ź')+128): 128+89,
|
||||
# chr(ord('ź')+128): 128+90,
|
||||
}
|
||||
|
||||
# convert to SCREENCODES
|
||||
bin_out = bytearray()
|
||||
for line in out2.split('\n'):
|
||||
# print(line)
|
||||
for i, c in enumerate(line):
|
||||
# print(c, ord(c), utf_to_internal[c])
|
||||
try:
|
||||
bin_out.append(utf_to_internal[c])
|
||||
except KeyError:
|
||||
print('-'*70, 'ERROR:', ord(c), c)
|
||||
bin_out.append(0)
|
||||
if len(line) < 40:
|
||||
# bin_out += bytes(40-len(line))
|
||||
bin_out.append(255)
|
||||
# save to a file
|
||||
with open(sys.argv[1].split('.')[0]+'.bin', 'wb') as f:
|
||||
f.write(bin_out)
|
||||
@@ -0,0 +1,41 @@
|
||||
;* --------BEGIN--------
|
||||
;* Z:\home\pkalinowski\Seafile\atari\projects\scorch_src\Manuals\music\czytaczu1_stripped.rmt
|
||||
FEAT_SFX equ 0
|
||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||
FEAT_NOSTARTINGSONGLINE equ 1
|
||||
FEAT_INSTRSPEED equ 1
|
||||
FEAT_CONSTANTSPEED equ 0 ;(16 times)
|
||||
FEAT_COMMAND1 equ 1 ;(8 times)
|
||||
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||
FEAT_COMMAND4 equ 0 ;(0 times)
|
||||
FEAT_COMMAND5 equ 0 ;(0 times)
|
||||
FEAT_COMMAND6 equ 0 ;(0 times)
|
||||
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
||||
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
||||
FEAT_PORTAMENTO equ 0 ;(0 times)
|
||||
FEAT_FILTER equ 0 ;(0 times)
|
||||
FEAT_FILTERG0L equ 0 ;(0 times)
|
||||
FEAT_FILTERG1L equ 0 ;(0 times)
|
||||
FEAT_FILTERG0R equ 0 ;(0 times)
|
||||
FEAT_FILTERG1R equ 0 ;(0 times)
|
||||
FEAT_BASS16 equ 0 ;(0 times)
|
||||
FEAT_BASS16G1L equ 0 ;(0 times)
|
||||
FEAT_BASS16G3L equ 0 ;(0 times)
|
||||
FEAT_BASS16G1R equ 0 ;(0 times)
|
||||
FEAT_BASS16G3R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
||||
FEAT_TABLETYPE equ 0 ;(0 times)
|
||||
FEAT_TABLEMODE equ 0 ;(0 times)
|
||||
FEAT_TABLEGO equ 0 ;(0 times)
|
||||
FEAT_AUDCTLMANUALSET equ 0 ;(0 times)
|
||||
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
||||
FEAT_EFFECTVIBRATO equ 1 ;(2 times)
|
||||
FEAT_EFFECTFSHIFT equ 0 ;(0 times)
|
||||
;* --------END--------
|
||||
|
||||
@@ -27,7 +27,7 @@ You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https:/
|
||||
|
||||
This source code was originally compiled with [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
|
||||
|
||||
Compilation:
|
||||
Compilation: (requires mads compiled on 2023-06-03 or later)
|
||||
- `mads scorch.asm -o:scorch.xex -d:TARGET=800` for Atari800 version
|
||||
- `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)
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
; artificial intelligence of tanks goes here!
|
||||
@@ -8,6 +10,26 @@
|
||||
; - shoots random direction and force
|
||||
; greeeting to myself 10 years older in 2013-11-09... still no idea
|
||||
|
||||
;----------------
|
||||
AIRoutines
|
||||
.word Moron-1
|
||||
.word Shooter-1 ;Shooter
|
||||
.word Poolshark-1 ;Poolshark
|
||||
.word Tosser-1 ;Tosser
|
||||
.word Chooser-1 ;Chooser
|
||||
.word Spoiler-1 ;Spoiler
|
||||
.word Cyborg-1 ;Cyborg
|
||||
.word Unknown-1 ;Unknown
|
||||
;----------------
|
||||
PurchaseAIRoutines
|
||||
.word MoronPurchase-1
|
||||
.word ShooterPurchase-1 ;ShooterPurchase
|
||||
.word PoolsharkPurchase-1 ;PoolsharkPurchase
|
||||
.word TosserPurchase-1 ;TosserPurchase
|
||||
.word TosserPurchase-1 ;ChooserPurchase
|
||||
.word CyborgPurchase-1 ;SpoilerPurchase
|
||||
.word CyborgPurchase-1 ;CyborgPurchase
|
||||
.word TosserPurchase-1 ;UnknownPurchase
|
||||
|
||||
;----------------------------------------------
|
||||
.proc ArtificialIntelligence ;
|
||||
@@ -17,10 +39,9 @@
|
||||
;----------------------------------------------
|
||||
asl
|
||||
tay
|
||||
:2 dey ;credit KK
|
||||
lda AIRoutines+1,y
|
||||
lda AIRoutines-1,y ; -1 and -2 because AI players are numbered from 1 not from 0 (Human)
|
||||
pha
|
||||
lda AIRoutines,y
|
||||
lda AIRoutines-2,y
|
||||
pha
|
||||
; it's no necessary - PrepareAIShoot is next proc :)
|
||||
; jsr PrepareAIShoot
|
||||
@@ -32,13 +53,12 @@
|
||||
; by dividing positions by 4
|
||||
ldy #MaxPlayers-1
|
||||
loop
|
||||
lda xtankstableL,y
|
||||
sta temp
|
||||
lda xtankstableH,y
|
||||
sta temp+1
|
||||
;= /4
|
||||
:2 lsrw temp
|
||||
lda temp
|
||||
lda xtankstableH,y
|
||||
lsr
|
||||
lda xtankstableL,y
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
sta LowResDistances,y
|
||||
dey
|
||||
bpl loop
|
||||
@@ -52,34 +72,17 @@ WepTableToTemp
|
||||
sta temp+1
|
||||
rts
|
||||
.endp
|
||||
;----------------
|
||||
AIRoutines
|
||||
.word Moron-1
|
||||
.word Shooter-1 ;Shooter
|
||||
.word Poolshark-1 ;Poolshark
|
||||
.word Tosser-1 ;Tosser
|
||||
.word Chooser-1 ;Chooser
|
||||
.word Spoiler-1 ;Spoiler
|
||||
.word Cyborg-1 ;Cyborg
|
||||
.word Unknown-1 ;Unknown
|
||||
|
||||
;----------------------------------------------
|
||||
.proc Unknown
|
||||
; random robotank (from Poolshark to Cyborg)
|
||||
randomize 4 13
|
||||
and #%11111110
|
||||
tay
|
||||
lda AIRoutines+1,y
|
||||
pha
|
||||
lda AIRoutines,y
|
||||
pha
|
||||
rts
|
||||
randomize 3 7
|
||||
bne ArtificialIntelligence ; We know that PrepareAIShoot is already done, but.... who cares :)
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Moron
|
||||
jsr RandomizeAngle
|
||||
sta NewAngle
|
||||
mwa #80 RandBoundaryLow
|
||||
mwa #180 RandBoundaryLow
|
||||
mwa #800 RandBoundaryHigh
|
||||
jsr RandomizeForce
|
||||
; choose the best weapon
|
||||
@@ -125,24 +128,27 @@ shootingLeftAtThisMomentOfTime
|
||||
|
||||
firstShoot
|
||||
; compare the x position with the middle of the screen
|
||||
lda xTanksTableH,x
|
||||
cmp #>(screenwidth/2)
|
||||
bne @+
|
||||
lda xTanksTableL,x
|
||||
cmp #<(screenwidth/2)
|
||||
@ bcc tankIsOnTheRight
|
||||
lda LowResDistances,x
|
||||
cmp #(screenwidth/8) ; screenwidth/2 but LowResDistances are already /4
|
||||
bcc tankIsOnTheRight
|
||||
|
||||
; enemy tank is on the left
|
||||
randomize 95 125
|
||||
;randomize 95 125
|
||||
lda RANDOM ; Shorter an faster randomize
|
||||
and #%00011111 ; 0 - 31
|
||||
adc #95 ; Carry doesn't matter :)
|
||||
sta NewAngle
|
||||
bne forceNow
|
||||
|
||||
tankIsOnTheRight
|
||||
randomize 55 85
|
||||
;randomize 55 85
|
||||
lda RANDOM ; Shorter an faster randomize
|
||||
and #%00011111 ; 0 - 31
|
||||
adc #54 ; Carry doesn't matter :)
|
||||
sta NewAngle
|
||||
|
||||
forceNow
|
||||
mwa #100 RandBoundaryLow
|
||||
mwa #200 RandBoundaryLow
|
||||
mwa #800 RandBoundaryHigh
|
||||
;ldx TankNr ;this is possibly not necessary
|
||||
jsr RandomizeForce
|
||||
@@ -188,19 +194,19 @@ EnemyOnLeft
|
||||
sta AngleTablePointer
|
||||
AngleIsSet
|
||||
|
||||
randomize 0 8
|
||||
;randomize 0 8
|
||||
lda RANDOM
|
||||
and #%00000111
|
||||
ldy AngleTablePointer
|
||||
clc
|
||||
adc AngleTable,y
|
||||
sta NewAngle
|
||||
|
||||
forceNow
|
||||
mwa #300 RandBoundaryLow
|
||||
mwa #700 RandBoundaryHigh
|
||||
ldx TankNr
|
||||
; ldx TankNr ; looks like not necessary
|
||||
jsr RandomizeForce
|
||||
|
||||
endo
|
||||
; choose the best weapon
|
||||
|
||||
jmp ChooseBestOffensive
|
||||
@@ -208,10 +214,28 @@ endo
|
||||
|
||||
;----------------------------------------------
|
||||
AngleTable ; 16 bytes ;ba w $348b L$3350
|
||||
.by 106,114,122,130,138,146,154,162
|
||||
.by 18,26,34,43,50,58,66,74
|
||||
.by 91,99,107,115,123,131,139,147
|
||||
.by 25,33,41,49,57,65,73,81
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc CyborgBattery
|
||||
; cyborg is smarter :)
|
||||
; if have more than 2 batteries and less than 60 of energy
|
||||
; then uses battery
|
||||
lda Energy,x
|
||||
cmp #60
|
||||
bcs EnoughEnergy
|
||||
; lower than 60 units - check battery
|
||||
ldy #ind_Battery
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
cmp #2
|
||||
; we have more than 2 batteries - use one
|
||||
bcs UseBattery.UseIt
|
||||
EnoughEnergy
|
||||
LowBatteries
|
||||
; if low energy ten use battery (no RTS :) )
|
||||
.endp
|
||||
;
|
||||
.proc UseBatteryOrFlag
|
||||
jsr UseBattery ; as subroutine for reuse in AutoDefense
|
||||
; if very low energy and no battery then use White Flag
|
||||
@@ -224,6 +248,7 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
|
||||
sta ActiveDefenceWeapon,x
|
||||
jsr PutTankNr ; and draw tank witch Flag
|
||||
EnoughEnergy
|
||||
; jsr DisplayStatus.DisplayEnergy ; not necessary - status update after othher defensives
|
||||
rts
|
||||
.endp
|
||||
;
|
||||
@@ -237,12 +262,17 @@ EnoughEnergy
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq NoBatteries
|
||||
; we have batteries - use one
|
||||
UseIt
|
||||
sec
|
||||
sbc #1
|
||||
sta (temp),y
|
||||
lda #99
|
||||
sta Energy,x
|
||||
jsr MaxForceCalculate
|
||||
; and SFX
|
||||
mva #sfx_battery sfx_effect
|
||||
ldy #7
|
||||
jsr PauseYFrames ; wait 14 frames (Battery SFX)
|
||||
EnoughEnergy
|
||||
NoBatteries
|
||||
rts
|
||||
@@ -253,7 +283,21 @@ NoBatteries
|
||||
; but not allways
|
||||
randomize 1 3
|
||||
cmp #1
|
||||
bne NoUseDefensive
|
||||
bne UseBattery.NoBatteries ; nearest RTS
|
||||
; now use defensive like Tosser
|
||||
;jmp TosserDefensives
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc TosserDefensives
|
||||
; use best defensive :)
|
||||
; allways
|
||||
jsr GetBestDefensive
|
||||
; update status line
|
||||
jmp DisplayStatus ; jsr/rts
|
||||
; rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc GetBestDefensive
|
||||
; first check check if any is in use
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne DefensiveInUse
|
||||
@@ -273,8 +317,12 @@ NoBatteries
|
||||
sta ActiveDefenceWeapon,x
|
||||
lda DefensiveEnergy,y
|
||||
sta ShieldEnergy,x
|
||||
NoUseDefensive
|
||||
; and SFX
|
||||
mva #sfx_auto_defense sfx_effect
|
||||
ldy #7
|
||||
jsr PauseYFrames ; wait 14 frames (Defense SFX)
|
||||
DefensiveInUse
|
||||
NoUseDefensive
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
@@ -286,33 +334,6 @@ DefensiveInUse
|
||||
jmp Poolshark.firstShoot
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc TosserDefensives
|
||||
; use best defensive :)
|
||||
; allways
|
||||
; first check check if any is in use
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne DefensiveInUse
|
||||
ldy #last_real_defensive+1 ;the last defensive weapon
|
||||
@
|
||||
dey
|
||||
cpy #ind_Hovercraft ;first defensive weapon (White Flag, Battery and Hovercraft - never use)
|
||||
beq NoUseDefensive
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq @-
|
||||
; decrease in inventory
|
||||
sec
|
||||
sbc #1
|
||||
sta (temp),y ; has address of TanksWeaponsTable
|
||||
; activate defensive weapon
|
||||
tya ; number of selectet defensive weapon
|
||||
sta ActiveDefenceWeapon,x
|
||||
lda DefensiveEnergy,y
|
||||
sta ShieldEnergy,x
|
||||
DefensiveInUse
|
||||
NoUseDefensive
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Chooser
|
||||
; like cyborg but more randomizing force
|
||||
jsr UseBatteryOrFlag
|
||||
@@ -336,13 +357,8 @@ NotNegativeEnergy
|
||||
adw Force #100 RandBoundaryHigh
|
||||
jsr RandomizeForce
|
||||
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||
jsr GetDistance
|
||||
cmp #6 ; 24/4
|
||||
bcs HighForce
|
||||
lda #ind_Baby_Missile
|
||||
sta ActiveWeapon,x
|
||||
HighForce
|
||||
rts
|
||||
jmp GetDistance
|
||||
;rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Spoiler
|
||||
@@ -355,7 +371,7 @@ HighForce
|
||||
jsr FindBestTarget3
|
||||
sty TargetTankNr
|
||||
; aiming
|
||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||
jsr TakeAimExtra ; direction still in A (0 - left, >0 - right)
|
||||
|
||||
; choose the best weapon
|
||||
jsr ChooseBestOffensive
|
||||
@@ -368,17 +384,13 @@ NotNegativeEnergy
|
||||
adw Force #50 RandBoundaryHigh
|
||||
jsr RandomizeForce
|
||||
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||
jsr GetDistance
|
||||
cmp #6 ; 24/4
|
||||
bcs HighForce
|
||||
lda #ind_Baby_Missile
|
||||
sta ActiveWeapon,x
|
||||
HighForce
|
||||
rts
|
||||
jmp GetDistance
|
||||
;rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Cyborg
|
||||
jsr UseBatteryOrFlag
|
||||
; if low energy ten use battery
|
||||
jsr CyborgBattery
|
||||
; use defensives like Tosser
|
||||
jsr TosserDefensives
|
||||
; now select best target
|
||||
@@ -386,8 +398,7 @@ HighForce
|
||||
jsr FindBestTarget3
|
||||
sty TargetTankNr
|
||||
; aiming
|
||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||
|
||||
jsr TakeAimExtra ; direction still in A (0 - left, >0 - right)
|
||||
; choose the best weapon
|
||||
ldy #ind_Nuke +1
|
||||
jsr ChooseBestOffensive.NotFromAll
|
||||
@@ -396,14 +407,9 @@ HighForce
|
||||
sta ForceTableL,x
|
||||
lda Force+1
|
||||
sta ForceTableH,x
|
||||
; if target distance lower than 32 - set weapon to Baby Missile (for security :)
|
||||
jsr GetDistance
|
||||
cmp #8 ;32/4
|
||||
bcs HighForce
|
||||
lda #ind_Baby_Missile
|
||||
sta ActiveWeapon,x
|
||||
HighForce
|
||||
rts
|
||||
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||
jmp GetDistance
|
||||
;rts
|
||||
.endp
|
||||
|
||||
;----------------------------------------------
|
||||
@@ -418,6 +424,7 @@ HighForce
|
||||
; jsr MakeLowResDistances
|
||||
lda #202
|
||||
sta temp2 ; max possible energy
|
||||
stx temp2+1 ; set target tank to himself (if it doesn't find targets - Long Shlong :) )
|
||||
lda #0
|
||||
sta tempor2 ; direction of shoot
|
||||
;ldx TankNr
|
||||
@@ -429,7 +436,9 @@ loop01
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
|
||||
lda BarrelLength,y
|
||||
cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||
beq skipThisPlayer
|
||||
lda skilltable,y
|
||||
beq ItIsHuman
|
||||
lda PreferHumansFlag
|
||||
@@ -437,7 +446,14 @@ ItIsHuman
|
||||
clc
|
||||
adc Energy,y ; if robotank energy=energy+100 (100 or 0 from PreferHumansFlag)
|
||||
cmp temp2 ; lowest
|
||||
bcs lowestIsLower
|
||||
beq lowestIsEqual
|
||||
bcc lowestIsHigher
|
||||
; if lower
|
||||
lowestIsEqual
|
||||
; if equal then select random (of two tanks)
|
||||
bit RANDOM
|
||||
bmi lowestIsLower
|
||||
lowestIsHigher
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the closest tank
|
||||
mva #0 tempor2
|
||||
@@ -469,6 +485,7 @@ skipThisPlayer
|
||||
;----------------------------------------------
|
||||
; jsr MakeLowResDistances
|
||||
mva #$ff temp2 ; min possible distance
|
||||
stx temp2+1 ; set target tank to himself (if it doesn't find targets - Long Shlong :) )
|
||||
mva #0 tempor2 ; direction of shoot
|
||||
|
||||
;ldx TankNr
|
||||
@@ -480,6 +497,9 @@ loop01
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
lda BarrelLength,y
|
||||
cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||
beq skipThisPlayer
|
||||
|
||||
lda LowResDistances,x
|
||||
cmp LowResDistances,y
|
||||
@@ -514,7 +534,7 @@ skipThisPlayer
|
||||
; in temp2 we have x distance divided by 8
|
||||
ldy temp2+1
|
||||
lda tempor2
|
||||
rts
|
||||
End rts
|
||||
.endp
|
||||
|
||||
;----------------------------------------------
|
||||
@@ -524,9 +544,14 @@ skipThisPlayer
|
||||
; returns angle and power of shoot tank X (TankNr)
|
||||
; in the appropriate variables (Angle and Force)
|
||||
;----------------------------------------------
|
||||
lda ActiveDefenceWeapon,x
|
||||
cmp #ind_White_Flag ; if a white flag, targeting makes no sense
|
||||
beq FindBestTarget2.End ; nearest RTS
|
||||
;
|
||||
mva #$ff SecondTryFlag
|
||||
NoSecondTry
|
||||
lda ActiveWeapon,x
|
||||
pha ; store active weapon
|
||||
mva #$ff SecondTryFlag
|
||||
; set initial Angle and Force values
|
||||
lda OptionsTable+2 ; selected gravity
|
||||
asl
|
||||
@@ -566,6 +591,8 @@ RepeatAim
|
||||
AimingRight
|
||||
; make test Shoot (Flight)
|
||||
jsr SetStartAndFlight
|
||||
bit escFlag
|
||||
bmi EndOfAim
|
||||
lda HitFlag
|
||||
beq NoHitInFirstLoopR ; impossible :)
|
||||
bmi GroundHitInFirstLoopR
|
||||
@@ -609,6 +636,8 @@ EndOfFirstLoopR
|
||||
SecondLoopR
|
||||
; make test Shoot (Flight)
|
||||
jsr SetStartAndFlight
|
||||
bit escFlag
|
||||
bmi EndOfAim
|
||||
lda HitFlag
|
||||
beq NoHitInSecondLoopR ; impossible :)
|
||||
bmi GroundHitInSecondLoopR
|
||||
@@ -661,6 +690,8 @@ AimSecondTry
|
||||
AimingLeft
|
||||
; make test Shoot (Flight)
|
||||
jsr SetStartAndFlight
|
||||
bit escFlag
|
||||
bmi EndOfAim
|
||||
lda HitFlag
|
||||
beq NoHitInFirstLoopL ; impossible :)
|
||||
bmi GroundHitInFirstLoopL
|
||||
@@ -704,6 +735,8 @@ EndOfFirstLoopL
|
||||
SecondLoopL
|
||||
; make test Shoot (Flight)
|
||||
jsr SetStartAndFlight
|
||||
bit escFlag
|
||||
bmi EndOfAim
|
||||
lda HitFlag
|
||||
beq NoHitInSecondLoopL ; impossible :)
|
||||
bmi GroundHitInSecondLoopL
|
||||
@@ -754,37 +787,76 @@ SetStartAndFlight ; set start point (virtual barrel end :) ) and make test fl
|
||||
sta ytraj+1
|
||||
mva #0 ytraj+2
|
||||
mva NewAngle Angle
|
||||
lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
beq @speedup
|
||||
jsr MoveBarrelToNewPosition
|
||||
bit escFlag
|
||||
bmi exit
|
||||
@speedup
|
||||
jsr Flight
|
||||
exit
|
||||
ldx TankNr
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc TakeAimExtra
|
||||
; It triggers aiming and if it misses the target,
|
||||
; repeats the targeting by aiming at other tanks.
|
||||
;----------------------------------------------
|
||||
jsr TakeAim ; standard aiming first
|
||||
ldy HitFlag
|
||||
bpl TankHit
|
||||
; Target missed - repeat aiming
|
||||
mva TargetTankNr FirstTargetTankNr
|
||||
ldy NumberOfPlayers
|
||||
dey
|
||||
SetNextTarget
|
||||
cpy TankNr ; Don't aim at yourself
|
||||
beq skipThisPlayer
|
||||
cpy FirstTargetTankNr ; Don't aim at the original target
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
lda BarrelLength,y
|
||||
cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||
beq skipThisPlayer
|
||||
; check target direction
|
||||
mva #0 tempor2 ; check target direction
|
||||
lda LowResDistances,x
|
||||
cmp LowResDistances,y
|
||||
bcs EnemyOnTheLeft
|
||||
; enemy on right
|
||||
inc tempor2 ; set direction to right
|
||||
EnemyOnTheLeft
|
||||
sty TargetTankNr ; new target for aiming
|
||||
; Go Aiming!
|
||||
jsr TakeAim.NoSecondTry ; standard aiming first (only first try)
|
||||
ldy TargetTankNr
|
||||
lda HitFlag
|
||||
bpl TankHit
|
||||
skipThisPlayer
|
||||
dey
|
||||
bpl SetNextTarget
|
||||
TankHit
|
||||
rts
|
||||
.endp
|
||||
|
||||
;----------------------------------------------
|
||||
.proc PurchaseAI ;
|
||||
; A - skill of the TankNr
|
||||
; A - skill of the TankNr, TankNr in X
|
||||
; makes purchase for AI opponents
|
||||
; results of this routine are not visible on the screen
|
||||
;----------------------------------------------
|
||||
asl
|
||||
tax
|
||||
:2 dex ;credit KK
|
||||
lda PurchaseAIRoutines+1,x
|
||||
tay
|
||||
lda PurchaseAIRoutines-1,y ; -1 and -2 because AI players are numbered from 1 not from 0 (Human)
|
||||
pha
|
||||
lda PurchaseAIRoutines,x
|
||||
lda PurchaseAIRoutines-2,y
|
||||
pha
|
||||
rts
|
||||
; rts ; MoronPurchase has rts :)
|
||||
.endp
|
||||
|
||||
;----------------
|
||||
PurchaseAIRoutines
|
||||
.word MoronPurchase-1
|
||||
.word ShooterPurchase-1 ;ShooterPurchase
|
||||
.word PoolsharkPurchase-1 ;PoolsharkPurchase
|
||||
.word TosserPurchase-1 ;TosserPurchase
|
||||
.word TosserPurchase-1 ;ChooserPurchase
|
||||
.word CyborgPurchase-1 ;SpoilerPurchase
|
||||
.word CyborgPurchase-1 ;CyborgPurchase
|
||||
.word TosserPurchase-1 ;UnknownPurchase
|
||||
|
||||
;----------------------------------------------
|
||||
.proc MoronPurchase
|
||||
;Moron buys nothing
|
||||
@@ -799,10 +871,10 @@ PurchaseAIRoutines
|
||||
sta temp+1
|
||||
:3 lsr ; A=A/8
|
||||
sta temp
|
||||
tya
|
||||
and #%00000111
|
||||
tay
|
||||
lda bittable,y
|
||||
; tya ; optimization (256 bytes long bittable)
|
||||
; and #%00000111
|
||||
; tay
|
||||
lda bittable1_long,y
|
||||
ldy temp
|
||||
and PurchaseMeTable2,y
|
||||
beq TryToPurchaseOnePiece.SorryNoPurchase
|
||||
@@ -817,10 +889,10 @@ PurchaseAIRoutines
|
||||
sta temp+1
|
||||
:3 lsr ; A=A/8
|
||||
sta temp
|
||||
tya
|
||||
and #%00000111
|
||||
tay
|
||||
lda bittable,y
|
||||
; tya ; optimization (256 bytes long bittable)
|
||||
; and #%00000111
|
||||
; tay
|
||||
lda bittable1_long,y
|
||||
ldy temp
|
||||
and PurchaseMeTable,y
|
||||
beq SorryNoPurchase
|
||||
@@ -870,17 +942,10 @@ SorryNoPurchase
|
||||
;----------------------------------------------
|
||||
.proc ShooterPurchase
|
||||
; first try to buy defensives
|
||||
; mva #2 tempXroller; number of offensive purchases to perform
|
||||
ldx TankNr
|
||||
@
|
||||
randomize ind_Battery ind_StrongParachute
|
||||
jsr TryToPurchaseOnePiece
|
||||
; dec tempXroller
|
||||
; bne @-
|
||||
|
||||
; and now offensives
|
||||
mva #4 tempXroller; number of offensive purchases to perform
|
||||
;ldx TankNr
|
||||
@
|
||||
randomize ind_Missile ind_Heavy_Roller
|
||||
jsr TryToPurchaseOnePiece
|
||||
@@ -892,13 +957,9 @@ SorryNoPurchase
|
||||
;----------------------------------------------
|
||||
.proc PoolsharkPurchase
|
||||
; first try to buy defensives
|
||||
; mva #2 tempXroller; number of offensive purchases to perform
|
||||
ldx TankNr
|
||||
@
|
||||
randomize ind_Battery ind_Bouncy_Castle
|
||||
jsr TryToPurchaseOnePiece
|
||||
dec tempXroller
|
||||
; bpl @-
|
||||
|
||||
; and now offensives
|
||||
mva #6 tempXroller; number of purchases to perform
|
||||
@@ -913,14 +974,11 @@ SorryNoPurchase
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc TosserPurchase
|
||||
|
||||
; what is my money level
|
||||
ldx TankNr
|
||||
lda MoneyH,x ; money / 256
|
||||
lsr ; /2
|
||||
sta tempXroller ; perform this many purchase attempts
|
||||
; first try to buy defensives
|
||||
; mva #1 tempXroller; number of defensive purchases to perform
|
||||
@
|
||||
randomize ind_Battery ind_Bouncy_Castle
|
||||
jsr TryToPurchaseOnePiece
|
||||
@@ -941,14 +999,11 @@ SorryNoPurchase
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc CyborgPurchase
|
||||
|
||||
; what is my money level
|
||||
ldx TankNr
|
||||
lda MoneyH,x ; money / 256
|
||||
lsr ; /2
|
||||
sta tempXroller ; perform this many purchase attempts
|
||||
; first try to buy defensives
|
||||
; mva #1 tempXroller; number of defensive purchases to perform
|
||||
@
|
||||
randomize ind_Battery ind_Bouncy_Castle
|
||||
jsr TryToPurchaseOnePiece2
|
||||
@@ -989,19 +1044,38 @@ loop
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc GetDistance
|
||||
; calculates lores ( /4 ) distance from tank X to TargetTankNr(Y)
|
||||
; result in A
|
||||
; calculates lores ( /4 ) distance from tank X to last plot
|
||||
; (explosion position after Flight proc)
|
||||
; This procedure must be called immediately after targeting.
|
||||
; xdraw value should remain unchanged from the end of the Flight procedure.
|
||||
;
|
||||
; if target distance lower than 24 - set weapon to Baby Missile
|
||||
;----------------------------------------------
|
||||
ldy TargetTankNr
|
||||
lda LowResDistances,x
|
||||
cmp LowResDistances,y
|
||||
@ bcs YisLower
|
||||
;xdraw/4
|
||||
lda xdraw+1
|
||||
lsr
|
||||
lda xdraw
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
;
|
||||
sec
|
||||
lda LowResDistances,y
|
||||
sbc LowResDistances,x
|
||||
rts
|
||||
bcs XisLower
|
||||
YisLower
|
||||
lda LowResDistances,x
|
||||
sbc LowResDistances,y
|
||||
eor #$ff
|
||||
adc #1
|
||||
XisLower
|
||||
;rts
|
||||
cpx TargetTankNr ; If tank is aiming at itself don't change weapon,
|
||||
beq NoChangeToBM ; he is the only one without a Long Shlong :)
|
||||
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||
cmp #6 ; 24/4
|
||||
bcs HighDistance
|
||||
lda #ind_Baby_Missile
|
||||
sta ActiveWeapon,x
|
||||
HighDistance
|
||||
NoChangeToBM
|
||||
rts
|
||||
.endp
|
||||
.endp
|
||||
|
||||
.ENDIF
|
||||
@@ -0,0 +1,15 @@
|
||||
|
||||
BankNr = $D500
|
||||
; ---
|
||||
org $0100
|
||||
reset_proc
|
||||
; set cartridge bank to 0
|
||||
mva #$0 BankNr
|
||||
; and reset
|
||||
jmp ($fffd)
|
||||
initialization
|
||||
mwa #reset_proc $0A ; set DOSVEC
|
||||
mva #$01 $09
|
||||
rts
|
||||
;
|
||||
ini initialization
|
||||
@@ -0,0 +1,274 @@
|
||||
|
||||
icl '../../Atari/lib/ATARISYS.ASM'
|
||||
icl '../../Atari/lib/MACRO.ASM'
|
||||
|
||||
icl 'cart_reset.asm'
|
||||
|
||||
.zpvar dliCounter .byte = $80
|
||||
.zpvar TetryxColor .byte
|
||||
.zpvar TetryxColorS .byte
|
||||
|
||||
; ------- constans --------
|
||||
; start addr of loader
|
||||
Loader_Start = $0700
|
||||
Clear_Set = $07fc
|
||||
Bank_Set = $07Fd
|
||||
Addr_Set = $07fe
|
||||
; cart banks numbers
|
||||
LoaderBank = 0
|
||||
ScorchBank = 1
|
||||
MenuENBank = 10
|
||||
MenuPLBank = 15
|
||||
TetryxBank = 20
|
||||
org $2000
|
||||
|
||||
WeaponFont
|
||||
ins '../weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||
LogoFont
|
||||
ins 'Scorch_logo_mod_AW.fnt'
|
||||
|
||||
main
|
||||
lda #0
|
||||
sta dmactls
|
||||
jsr WaitOneFrame
|
||||
lda #0
|
||||
sta TetryxColor
|
||||
sta TetryxColorS
|
||||
lda RANDOM
|
||||
and #%11110000 ; 1:16
|
||||
bne TnotVisible
|
||||
lda colors+2 ; visible
|
||||
sta TetryxColor
|
||||
TnotVisible
|
||||
lda #0
|
||||
ldx #3
|
||||
@ sta COLOR0-1,x
|
||||
dex
|
||||
bpl @-
|
||||
mva #>LogoFont chbas
|
||||
mwa #MenuDL dlptrs
|
||||
VMAIN VBLinterrupt,7 ;jsr SetVBL
|
||||
SetDLI DLIinterrupt
|
||||
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
|
||||
sta dmactls
|
||||
jsr WaitOneFrame
|
||||
jsr FadeIn
|
||||
jsr WaitOneFrame
|
||||
|
||||
WaitForKey
|
||||
jsr GetKey
|
||||
cmp #@kbcode._space
|
||||
bne @+
|
||||
mva #ScorchBank Bank_Set
|
||||
bne GoLoader
|
||||
@ cmp #@kbcode._E
|
||||
bne @+
|
||||
mva #MenuENBank Bank_Set
|
||||
bne GoLoader
|
||||
@ cmp #@kbcode._P
|
||||
bne @+
|
||||
mva #MenuPLBank Bank_Set
|
||||
bne GoLoader
|
||||
@ cmp #@kbcode._T
|
||||
bne WaitForKey
|
||||
mva #TetryxBank Bank_Set
|
||||
bne GoLoader
|
||||
|
||||
GoLoader
|
||||
jsr WaitOneFrame
|
||||
jsr FadeOut
|
||||
VMAIN XITVBV,7 ; jsr SetVBL (off user proc)
|
||||
LDA #%01000000 ; DLI off
|
||||
STA NMIEN
|
||||
lda #0 ; DL off, P/M off
|
||||
sta dmactls
|
||||
jsr WaitOneFrame
|
||||
mwa #$a000 Addr_Set
|
||||
mva #$10 Clear_Set
|
||||
;cli
|
||||
;jmp main
|
||||
jmp Loader_Start
|
||||
stop
|
||||
jmp stop
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc FadeIn
|
||||
ldy #15
|
||||
FirstLoop
|
||||
ldx #3
|
||||
@ lda COLOR0-1,x
|
||||
cmp colors,x
|
||||
beq ColorOK
|
||||
inc COLOR0-1,x
|
||||
ColorOK
|
||||
dex
|
||||
bpl @-
|
||||
lda TetryxColorS
|
||||
cmp TetryxColor
|
||||
beq TcolorOK
|
||||
inc TetryxColorS
|
||||
TcolorOK
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bpl FirstLoop
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc FadeOut
|
||||
ldy #15
|
||||
FirstLoop
|
||||
ldx #3
|
||||
@ lda COLOR0-1,x
|
||||
beq ColorOK
|
||||
dec COLOR0-1,x
|
||||
ColorOK
|
||||
dex
|
||||
bpl @-
|
||||
lda TetryxColorS
|
||||
beq TcolorOK
|
||||
dec TetryxColorS
|
||||
TcolorOK
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bpl FirstLoop
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterrupt
|
||||
pha
|
||||
lda dliCounter
|
||||
bne SecondDLI
|
||||
FirstDLI
|
||||
mva #>WeaponFont chbase
|
||||
lda #0
|
||||
;sta WSYNC
|
||||
sta COLPF2
|
||||
beq EndOfDLI
|
||||
SecondDLI
|
||||
lda TetryxColorS
|
||||
sta COLPF1
|
||||
EndOfDLI
|
||||
inc dliCounter
|
||||
pla
|
||||
DLIinterruptNone
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc VBLinterrupt
|
||||
mva #0 dliCounter
|
||||
jmp XITVBV
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.macro SetDLI
|
||||
; SetDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
jsr _SetDLIproc
|
||||
.endm
|
||||
.proc _SetDLIproc
|
||||
LDA #%11000000
|
||||
STY VDSLST
|
||||
STX VDSLST+1
|
||||
STA NMIEN
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
waitRTC ; or wait ?
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
|
||||
; DL for menu
|
||||
MenuDL
|
||||
.byte $70,$70,$70
|
||||
.byte $44
|
||||
.word picData
|
||||
:3 .byte $04
|
||||
.byte $20+$80
|
||||
.byte $42
|
||||
.word MenuTitle2
|
||||
.byte $70,$70
|
||||
.byte $47
|
||||
.word MenuTitle
|
||||
.byte $30,$70
|
||||
.byte $42
|
||||
.word MenuOptions
|
||||
.byte $10,$02
|
||||
.byte $10,$02
|
||||
.byte $10+$80,$02
|
||||
.byte $41
|
||||
.word MenuDL
|
||||
|
||||
|
||||
; Picture data (narrow screen)
|
||||
picData
|
||||
ins 'Scorch_logo_mod_AW.scr',+32, 32*4 ; load 4 lines without the first one
|
||||
|
||||
; Color data
|
||||
colors
|
||||
.BYTE 0,14,10,6
|
||||
|
||||
MenuTitle2
|
||||
dta d" Unknown Father of All Games "
|
||||
MenuTitle
|
||||
dta d" SELECT OPTION "
|
||||
MenuOptions
|
||||
dta d" E - English Manual "
|
||||
dta d" P - Polska instrukcja "
|
||||
dta d" SPACE - Start Scorch Game "
|
||||
dta d" T - Start Tetryx Game "
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
; waits for pressing a key and returns pressed value in A
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
getKeyAfterWait
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
beq checkJoyGetKey ; key not pressed, check Joy
|
||||
lda kbcode
|
||||
cmp #@kbcode._none
|
||||
beq checkJoyGetKey
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
bne getkeyend ; allways
|
||||
checkJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
beq JoyButton
|
||||
checkStarttKey
|
||||
lda CONSOL
|
||||
and #%00000001 ; Start
|
||||
beq StartPressed
|
||||
bne getKeyAfterWait
|
||||
StartPressed
|
||||
JoyButton
|
||||
lda #@kbcode._space ; Start key
|
||||
getkeyend
|
||||
ldy #0
|
||||
sty ATRACT ; reset atract mode
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
StillWait
|
||||
lda STRIG0
|
||||
beq StillWait
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
bne StillWait
|
||||
lda CONSOL
|
||||
and #%00000001 ; Start only
|
||||
cmp #%00000001
|
||||
bne StillWait
|
||||
KeyReleased
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
run main
|
||||
@@ -0,0 +1,734 @@
|
||||
/***************************************/
|
||||
/* Use MADS http://mads.atari8.info/ */
|
||||
/* Mode: DLI (char mode) */
|
||||
/***************************************/
|
||||
|
||||
;icl "Scorch50.h"
|
||||
;icl "../lib/ATARISYS.ASM"
|
||||
;icl "../lib/macro.hea"
|
||||
|
||||
; --- dmsc LZSS player routine on zero page
|
||||
org $80
|
||||
|
||||
/* chn_copy .ds 9
|
||||
chn_pos .ds 9
|
||||
bptr .ds 2
|
||||
cur_pos .ds 1
|
||||
chn_bits .ds 1
|
||||
|
||||
bit_data .ds 1 */
|
||||
|
||||
org $00
|
||||
|
||||
/* fcnt .ds 2
|
||||
fadr .ds 2
|
||||
fhlp .ds 2
|
||||
cloc .ds 1
|
||||
regA .ds 1
|
||||
regX .ds 1
|
||||
regY .ds 1 */
|
||||
|
||||
; --- BASIC switch OFF
|
||||
org $2000\ mva #$ff portb\ rts\ ini $2000
|
||||
|
||||
; --- MAIN PROGRAM
|
||||
org $2000
|
||||
ant1 dta $C2,a(scr1)
|
||||
dta $02,$82,$02,$02,$82,$02,$82,$02,$82,$02,$02,$02,$82,$02,$82,$82
|
||||
dta $02,$02,$82,$02,$02,$82,$02,$02,$82,$82,$02,$82,$22
|
||||
;dta $42,a(verline)
|
||||
dta $41,a(ant1)
|
||||
|
||||
;verline
|
||||
; :37 dta d" "
|
||||
; dta build
|
||||
|
||||
scr1 ins "Scorch50.scr"
|
||||
|
||||
.ds 0*40
|
||||
|
||||
.ALIGN $0400
|
||||
fnt1 ins "Scorch50.fnt"
|
||||
|
||||
.ALIGN $0800
|
||||
pmg1 .ds $0300
|
||||
SPRITES1
|
||||
|
||||
main1
|
||||
lda SplashTypeFlag
|
||||
beq old_splash
|
||||
rts
|
||||
old_splash
|
||||
jsr init_song
|
||||
|
||||
; ; copy system font to $a000
|
||||
; ldx #0
|
||||
;@ lda $e000,x
|
||||
; sta $a000,x
|
||||
; ;lda $e100,x ; i need digits only :]
|
||||
; ;sta $a100,x
|
||||
; ;lda $e200,x
|
||||
; ;sta $a200,x
|
||||
; ;lda $e300,x
|
||||
; ;sta $a300,x
|
||||
; inx
|
||||
; bne @-
|
||||
|
||||
; --- init PMG
|
||||
|
||||
mva >pmg1 pmbase ;missiles and players data address
|
||||
mva #$03 GRACTL ;enable players and missiles
|
||||
|
||||
lda:cmp:req $14 ;wait 1 frame
|
||||
|
||||
sei ;stop IRQ interrupts
|
||||
mva #$00 nmien ;stop NMI interrupts
|
||||
sta dmactl
|
||||
;mva #$fe portb ;switch off ROM to get 16k more ram
|
||||
|
||||
;mwa #NMI $fffa ;new NMI handler
|
||||
|
||||
sta COLOR4
|
||||
lda #$0E
|
||||
sta COLOR1
|
||||
lda #$84
|
||||
sta COLOR2
|
||||
lda #$0E
|
||||
sta COLOR3
|
||||
lda #$02
|
||||
|
||||
|
||||
|
||||
VMAIN NMI.vbl,6 ;jsr SetVBL
|
||||
VDLI DLI.dli_start
|
||||
|
||||
|
||||
mva #1 vscrol
|
||||
|
||||
mva #$c0 nmien ;switch on NMI+DLI again
|
||||
|
||||
;_stp jmp _stp
|
||||
_lp1 lda trig0 ; FIRE #0
|
||||
beq stop1
|
||||
|
||||
lda trig1 ; FIRE #1
|
||||
beq stop1
|
||||
|
||||
lda consol ; START
|
||||
and #1
|
||||
beq stop1
|
||||
|
||||
lda skctl
|
||||
and #$04
|
||||
bne _lp1 ;wait to press any key; here you can put any own routine
|
||||
|
||||
|
||||
stop1
|
||||
|
||||
cli
|
||||
vmain sysvbv,6
|
||||
|
||||
mva #$00 GRACTL ;PMG disabled
|
||||
tax
|
||||
sta:rne hposp0,x+
|
||||
|
||||
;mva #$ff portb ;ROM switch on
|
||||
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
||||
;cli ;IRQ enabled
|
||||
|
||||
lda #0
|
||||
ldx #8
|
||||
@ sta POKEY,x
|
||||
dex
|
||||
bpl @-
|
||||
|
||||
|
||||
;no glitching please (issue #67)
|
||||
lda #0
|
||||
sta $D400 ;dmactl
|
||||
sta $022F ;dmactls
|
||||
rts ;return to ... DOS
|
||||
|
||||
; --- DLI PROGRAM
|
||||
|
||||
.local DLI
|
||||
|
||||
?old_dli = *
|
||||
|
||||
dli_start
|
||||
|
||||
dli13
|
||||
sta regA
|
||||
|
||||
sta wsync ;line=8
|
||||
sta wsync ;line=9
|
||||
sta wsync ;line=10
|
||||
sta wsync ;line=11
|
||||
sta wsync ;line=12
|
||||
sta wsync ;line=13
|
||||
c9 lda #$14
|
||||
sta wsync ;line=14
|
||||
sta colpm3
|
||||
DLINEW DLI.dli2 1 0 0
|
||||
|
||||
dli2
|
||||
sta regA
|
||||
lda >fnt1+$400*$01
|
||||
sta wsync ;line=24
|
||||
sta chbase
|
||||
DLINEW dli3 1 0 0
|
||||
|
||||
dli3
|
||||
sta regA
|
||||
lda >fnt1+$400*$02
|
||||
sta wsync ;line=48
|
||||
sta chbase
|
||||
sta wsync ;line=49
|
||||
sta wsync ;line=50
|
||||
sta wsync ;line=51
|
||||
s3 lda #$07
|
||||
sta wsync ;line=52
|
||||
sta sizem
|
||||
DLINEW dli14 1 0 0
|
||||
|
||||
dli14
|
||||
sta regA
|
||||
stx regX
|
||||
sty regY
|
||||
|
||||
x8 lda #$A3
|
||||
sta wsync ;line=64
|
||||
sta hposp3
|
||||
x9 lda #$AB
|
||||
sta wsync ;line=65
|
||||
sta hposm3
|
||||
sta wsync ;line=66
|
||||
sta wsync ;line=67
|
||||
sta wsync ;line=68
|
||||
sta wsync ;line=69
|
||||
sta wsync ;line=70
|
||||
s4 lda #$13
|
||||
x10 ldx #$A6
|
||||
sta wsync ;line=71
|
||||
sta sizem
|
||||
stx hposm2
|
||||
s5 lda #$01
|
||||
x11 ldx #$72
|
||||
x12 ldy #$62
|
||||
sta wsync ;line=72
|
||||
sta sizep2
|
||||
sta sizep3
|
||||
stx hposp2
|
||||
sty hposp3
|
||||
x13 lda #$A9
|
||||
sta wsync ;line=73
|
||||
sta hposp1
|
||||
DLINEW dli4 1 1 1
|
||||
|
||||
dli4
|
||||
sta regA
|
||||
lda >fnt1+$400*$03
|
||||
sta wsync ;line=80
|
||||
sta chbase
|
||||
DLINEW dli5 1 0 0
|
||||
|
||||
dli5
|
||||
sta regA
|
||||
stx regX
|
||||
lda >fnt1+$400*$04
|
||||
sta wsync ;line=112
|
||||
sta chbase
|
||||
sta wsync ;line=113
|
||||
sta wsync ;line=114
|
||||
sta wsync ;line=115
|
||||
sta wsync ;line=116
|
||||
sta wsync ;line=117
|
||||
sta wsync ;line=118
|
||||
s6 lda #$07
|
||||
x14 ldx #$A3
|
||||
sta wsync ;line=119
|
||||
sta sizem
|
||||
stx hposm1
|
||||
s7 lda #$01
|
||||
x15 ldx #$93
|
||||
sta wsync ;line=120
|
||||
sta sizep1
|
||||
stx hposp1
|
||||
DLINEW dli15 1 1 0
|
||||
|
||||
dli15
|
||||
sta regA
|
||||
stx regX
|
||||
|
||||
sta wsync ;line=128
|
||||
sta wsync ;line=129
|
||||
sta wsync ;line=130
|
||||
sta wsync ;line=131
|
||||
x16 lda #$4A
|
||||
sta wsync ;line=132
|
||||
sta hposp1
|
||||
c10 lda #$D4
|
||||
sta wsync ;line=133
|
||||
sta colpf2
|
||||
s8 lda #$C3
|
||||
x17 ldx #$5A
|
||||
sta wsync ;line=134
|
||||
sta sizem
|
||||
stx hposm3
|
||||
DLINEW dli6 1 1 0
|
||||
|
||||
dli6
|
||||
sta regA
|
||||
stx regX
|
||||
sty regY
|
||||
lda >fnt1+$400*$05
|
||||
sta wsync ;line=136
|
||||
sta chbase
|
||||
sta wsync ;line=137
|
||||
sta wsync ;line=138
|
||||
sta wsync ;line=139
|
||||
sta wsync ;line=140
|
||||
sta wsync ;line=141
|
||||
sta wsync ;line=142
|
||||
s9 lda #$C7
|
||||
x18 ldx #$A9
|
||||
sta wsync ;line=143
|
||||
sta sizem
|
||||
stx hposm1
|
||||
s10 lda #$D7
|
||||
x19 ldx #$9E
|
||||
c11 ldy #$02
|
||||
sta wsync ;line=144
|
||||
sta sizem
|
||||
stx hposm2
|
||||
sty colpm2
|
||||
sta wsync ;line=145
|
||||
c12 lda #$04
|
||||
sta wsync ;line=146
|
||||
sta colpm1
|
||||
sta wsync ;line=147
|
||||
sta wsync ;line=148
|
||||
sta wsync ;line=149
|
||||
s11 lda #$00
|
||||
x20 ldx #$74
|
||||
c13 ldy #$02
|
||||
sta wsync ;line=150
|
||||
sta sizep3
|
||||
stx hposp3
|
||||
sty colpm3
|
||||
sta wsync ;line=151
|
||||
sta wsync ;line=152
|
||||
sta wsync ;line=153
|
||||
sta wsync ;line=154
|
||||
sta wsync ;line=155
|
||||
sta wsync ;line=156
|
||||
sta wsync ;line=157
|
||||
c14 lda #$04
|
||||
sta wsync ;line=158
|
||||
sta colpf0
|
||||
DLINEW dli7 1 1 1
|
||||
|
||||
dli7
|
||||
sta regA
|
||||
lda >fnt1+$400*$06
|
||||
sta wsync ;line=160
|
||||
sta chbase
|
||||
DLINEW dli8 1 0 0
|
||||
|
||||
dli8
|
||||
sta regA
|
||||
stx regX
|
||||
sty regY
|
||||
lda >fnt1+$400*$07
|
||||
sta wsync ;line=184
|
||||
sta chbase
|
||||
sta wsync ;line=185
|
||||
s12 lda #$00
|
||||
x21 ldx #$8E
|
||||
c15 ldy #$08
|
||||
sta wsync ;line=186
|
||||
sta sizep2
|
||||
stx hposp2
|
||||
sty colpm2
|
||||
x22 lda #$4C
|
||||
c16 ldx #$0E
|
||||
sta wsync ;line=187
|
||||
sta hposp3
|
||||
stx colpm3
|
||||
c17 lda #$0A
|
||||
c18 ldx #$34
|
||||
sta wsync ;line=188
|
||||
sta colpf1
|
||||
stx colpm3
|
||||
s13 lda #$43
|
||||
x23 ldx #$49
|
||||
sta wsync ;line=189
|
||||
sta sizem
|
||||
stx hposm3
|
||||
c19 lda #$08
|
||||
c20 ldx #$34
|
||||
sta wsync ;line=190
|
||||
sta colpf1
|
||||
stx colpm2
|
||||
sta wsync ;line=191
|
||||
c21 lda #$0A
|
||||
sta wsync ;line=192
|
||||
sta colpf1
|
||||
c22 lda #$08
|
||||
sta wsync ;line=193
|
||||
sta colpf1
|
||||
c23 lda #$0A
|
||||
sta wsync ;line=194
|
||||
sta colpf1
|
||||
c24 lda #$34
|
||||
sta wsync ;line=195
|
||||
sta colpf2
|
||||
c25 lda #$0C
|
||||
sta wsync ;line=196
|
||||
sta colpf1
|
||||
c26 lda #$0A
|
||||
sta wsync ;line=197
|
||||
sta colpf1
|
||||
c27 lda #$0C
|
||||
sta wsync ;line=198
|
||||
sta colpf1
|
||||
sta wsync ;line=199
|
||||
sta wsync ;line=200
|
||||
c28 lda #$0E
|
||||
sta wsync ;line=201
|
||||
sta colpf1
|
||||
c29 lda #$0C
|
||||
sta wsync ;line=202
|
||||
sta colpf1
|
||||
c30 lda #$0E
|
||||
sta wsync ;line=203
|
||||
sta colpf1
|
||||
c31 lda #$0C
|
||||
sta wsync ;line=204
|
||||
sta colpf1
|
||||
c32 lda #$0E
|
||||
sta wsync ;line=205
|
||||
sta colpf1
|
||||
DLINEW dli16 1 1 1
|
||||
|
||||
dli16
|
||||
sta regA
|
||||
|
||||
sta wsync ;line=208
|
||||
sta wsync ;line=209
|
||||
c33 lda #$0C
|
||||
sta wsync ;line=210
|
||||
sta colpf1
|
||||
c34 lda #$0E
|
||||
sta wsync ;line=211
|
||||
sta colpf1
|
||||
c35 lda #$0C
|
||||
sta wsync ;line=212
|
||||
sta colpf1
|
||||
DLINEW dli9 1 0 0
|
||||
|
||||
dli9
|
||||
sta regA
|
||||
stx regX
|
||||
sty regY
|
||||
lda >fnt1+$400*$08
|
||||
c36 ldx #$0A
|
||||
sta wsync ;line=216
|
||||
sta chbase
|
||||
stx colpf1
|
||||
c37 lda #$0C
|
||||
sta wsync ;line=217
|
||||
sta colpf1
|
||||
c38 lda #$0A
|
||||
x24 ldx #$9D
|
||||
c39 ldy #$34
|
||||
sta wsync ;line=218
|
||||
sta colpf1
|
||||
stx hposm1
|
||||
sty colpm1
|
||||
s14 lda #$03
|
||||
x25 ldx #$7D
|
||||
sta wsync ;line=219
|
||||
sta sizep3
|
||||
stx hposp3
|
||||
c40 lda #$08
|
||||
s15 ldx #$13
|
||||
x26 ldy #$45
|
||||
sta wsync ;line=220
|
||||
sta colpf1
|
||||
stx sizem
|
||||
sty hposm2
|
||||
s16 lda #$03
|
||||
x27 ldx #$59
|
||||
sta wsync ;line=221
|
||||
sta sizep2
|
||||
stx hposp2
|
||||
s17 lda #$53
|
||||
x28 ldx #$49
|
||||
x29 ldy #$79
|
||||
sta wsync ;line=222
|
||||
sta sizem
|
||||
stx hposp1
|
||||
sty hposm3
|
||||
c41 lda #$06
|
||||
c42 ldx #$00
|
||||
sta wsync ;line=223
|
||||
sta colpf1
|
||||
stx colpf2
|
||||
lda >fnt1+$400*$01
|
||||
s18 ldx #$50
|
||||
x30 ldy #$44
|
||||
sta wsync ;line=224
|
||||
sta chbase
|
||||
stx sizem
|
||||
sty hposm0
|
||||
sta wsync ;line=225
|
||||
c43 lda #$08
|
||||
sta wsync ;line=226
|
||||
sta colpf1
|
||||
c44 lda #$0C
|
||||
sta wsync ;line=227
|
||||
sta colpf1
|
||||
sta wsync ;line=228
|
||||
sta wsync ;line=229
|
||||
c45 lda #$0E
|
||||
sta wsync ;line=230
|
||||
sta colpf1
|
||||
DLINEW dli10 1 1 1
|
||||
|
||||
dli10
|
||||
sta regA
|
||||
lda >fnt1+$400*$00
|
||||
sta wsync ;line=232
|
||||
sta chbase
|
||||
;DLINEW dli11 1 0 0
|
||||
|
||||
lda regA
|
||||
rti
|
||||
|
||||
;dli11
|
||||
; sta regA
|
||||
;
|
||||
; lda #>$a000 ; system font
|
||||
; sta wsync ;line=232
|
||||
; sta chbase
|
||||
; lda #$01
|
||||
; sta gtictl
|
||||
;
|
||||
; lda regA
|
||||
; rti
|
||||
|
||||
|
||||
.endl
|
||||
|
||||
; ---
|
||||
|
||||
dliv1 = $0200
|
||||
|
||||
; ---
|
||||
|
||||
.proc NMI
|
||||
|
||||
bit nmist
|
||||
bpl VBL
|
||||
|
||||
jmp DLI.dli_start
|
||||
|
||||
|
||||
VBL
|
||||
sta regA
|
||||
stx regX
|
||||
sty regY
|
||||
|
||||
;sta nmist ;reset NMI flag
|
||||
|
||||
mwa #ant1 dlptr ;ANTIC address program
|
||||
|
||||
mva #@dmactl(standard|dma|lineX1|players|missiles) dmactl ;set new screen width
|
||||
|
||||
inc cloc ;little timer
|
||||
|
||||
; Initial values
|
||||
|
||||
lda >fnt1+$400*$00
|
||||
sta chbase
|
||||
c0 lda #$00
|
||||
sta colbak
|
||||
c1 lda #$0E
|
||||
sta colpf1
|
||||
c2 lda #$84
|
||||
sta colpf2
|
||||
c3 lda #$0E
|
||||
sta colpf3
|
||||
lda #$02
|
||||
sta CHACTL
|
||||
lda #$01
|
||||
sta PRIOR
|
||||
sta sizep0
|
||||
s0 lda #$03
|
||||
sta sizem
|
||||
x0 lda #$D0
|
||||
sta hposp0
|
||||
x1 lda #$28
|
||||
sta hposm0
|
||||
c4 lda #$00
|
||||
sta colpm0
|
||||
x2 lda #$A2
|
||||
sta hposm3
|
||||
c5 lda #$0E
|
||||
sta colpm3
|
||||
s1 lda #$00
|
||||
sta sizep2
|
||||
sta sizep3
|
||||
x3 lda #$92
|
||||
sta hposp2
|
||||
x4 lda #$8A
|
||||
sta hposp3
|
||||
c6 lda #$14
|
||||
sta colpm2
|
||||
s2 lda #$00
|
||||
sta sizep1
|
||||
x5 lda #$9A
|
||||
sta hposp1
|
||||
c7 lda #$14
|
||||
sta colpm1
|
||||
x6 lda #$A4
|
||||
sta hposm2
|
||||
x7 lda #$A6
|
||||
sta hposm1
|
||||
c8 lda #$00
|
||||
sta colpf0
|
||||
|
||||
mwa #DLI.dli_start dliv1 ;set the first address of DLI interrupt
|
||||
|
||||
;this area is for yours routines
|
||||
jsr play_frame
|
||||
|
||||
|
||||
lda regA
|
||||
ldx regX
|
||||
ldy regY
|
||||
jmp sysvbv
|
||||
|
||||
.endp
|
||||
music1
|
||||
; icl "..\splash_v2\lzss_player.asm" ; player (and data) for splash music
|
||||
|
||||
|
||||
; ---
|
||||
ini main1
|
||||
; ---
|
||||
|
||||
opt l-
|
||||
|
||||
.MACRO SPRITES1
|
||||
missiles
|
||||
.he 00 00 00 00 00 00 00 00 03 03 C3 03 03 03 03 03
|
||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||
.he 03 03 03 03 03 03 03 03 03 83 83 83 C3 C3 C3 C3
|
||||
.he C3 C3 C3 C3 C3 E3 E3 E3 E3 E3 E3 F3 F3 F3 F3 FB
|
||||
.he FB FB FB FB FF FF FF FF F3 33 83 83 83 83 C3 D3
|
||||
.he D3 D3 13 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 0F
|
||||
.he 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 03 03 03 03 C3 C3
|
||||
.he C3 C3 C3 C3 C3 C3 C3 C3 C3 D3 FF FF 3F 3F 3F 3F
|
||||
.he 3F 3F 33 13 03 03 03 03 03 03 03 03 03 03 03 03
|
||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||
.he 03 03 03 03 03 03 03 43 43 C3 C3 C3 C3 03 03 03
|
||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||
.he 03 03 0F 0F 3F 3F FF FC FE FE FF DB 03 03 03 03
|
||||
.he 03 03 03 03 03 03 03 03 00 00 00 00 00 00 00 00
|
||||
player0
|
||||
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
||||
player1
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 F0 FC FE FE FF FF FF FF
|
||||
.he FF 0F 0F 0F 0F 0F 0F 0F 0F 0F 07 07 07 07 07 07
|
||||
.he 03 03 03 FF FF FF FF FF CF CF FF FF FF FF FF 9F
|
||||
.he 9F FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
||||
.he 00 F0 F0 F0 F0 78 F8 78 78 78 78 38 78 38 3C 3C
|
||||
.he 3C 3C 1C 3C 1C 1C 1C 1C 1E 1E 1E 1E 0E 1E 0E 0E
|
||||
.he 0E 0F 07 0F 07 0F 07 07 07 07 07 07 06 06 06 06
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF 00 00 3E 3F 7F
|
||||
.he 7F 7F 7F 7F 7F 7F 7F 3F 3F 3F 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
player2
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
|
||||
.he FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 FF FF FF FF FF 99 99 FF FF FF FF FF 33
|
||||
.he 33 FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
||||
.he 00 00 80 F0 F8 F8 F8 FC FC FC FC FC FC FC FC FC
|
||||
.he FC FE FE FE FE FE FE FF FF FF FF FF FF FF FE FC
|
||||
.he F8 F8 F8 F8 F0 F0 F0 F0 F0 F0 F0 F0 E0 E0 E0 E0
|
||||
.he E0 E0 E0 FC FE FE FF FF 8F 87 87 87 07 07 07 07
|
||||
.he 07 07 07 07 07 07 07 03 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 F8 FC FC FE FE FF FF 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
player3
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 01 07 0F 1F 1F 3F 3F 7F
|
||||
.he 7F 78 78 F0 F0 F0 F0 F8 F8 F8 78 7C 7C 7C 3C 3E
|
||||
.he 3E 3E 1E 1F 1F 1F 0F 0F 0F 0F 0F 1F 1F 1F 1F 1F
|
||||
.he 1F 3F 3F 3F 3F 3F 3F 3F FF 7F 7F 3F 3F 1F 1F 0F
|
||||
.he 1F 1F 1F 3F 3F 3F 3F 3F 3F 3B 30 30 30 30 30 30
|
||||
.he 30 30 30 30 38 3E 7F 7F 7F 7F 7F 7F 7F 7F 7F 7F
|
||||
.he 7F 7F 7F 7F 7F 7F 7F FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF 7F 7F 7F 7F 7F 7F FF FF
|
||||
.he FF FF FF FF FE FE FE FE FE FE FE FE FC 1C FF 7E
|
||||
.he 7E FE FE FE FE FF FF FF 7F 7E 7E 3C 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 7C FE FE FF FF FF 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 FF FF FF FF FF FF FF FF FF 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.ENDM
|
||||
|
||||
.MACRO DLINEW
|
||||
mva <:1 dliv1
|
||||
ift [>?old_dli]<>[>:1]
|
||||
mva >:1 dliv1+1
|
||||
eif
|
||||
|
||||
ift :2
|
||||
lda regA
|
||||
eif
|
||||
|
||||
ift :3
|
||||
ldx regX
|
||||
eif
|
||||
|
||||
ift :4
|
||||
ldy regY
|
||||
eif
|
||||
|
||||
rti
|
||||
|
||||
.def ?old_dli = *
|
||||
.ENDM
|
||||
|
||||
@@ -17,7 +17,6 @@ chn_bits .ds 1
|
||||
bit_data .ds 1
|
||||
; ---
|
||||
|
||||
org $00
|
||||
|
||||
fcnt .ds 2
|
||||
fadr .ds 2
|
||||
@@ -30,6 +29,9 @@ byt2 .ds 1
|
||||
|
||||
zc .ds ZCOLORS
|
||||
|
||||
org $1fff
|
||||
SplashTypeFlag .ds 1
|
||||
|
||||
* --- BASIC switch OFF
|
||||
org $2000\ mva #$ff portb\ rts\ ini $2000
|
||||
|
||||
@@ -63,10 +65,20 @@ FontSplash
|
||||
|
||||
mother
|
||||
; dta d" The Mother of All Games "
|
||||
dta d" Father Unknown of All Games "
|
||||
icl "lzss_player.asm" ; player (and data) for splash music
|
||||
dta d" Unknown Father of All Games "
|
||||
|
||||
main
|
||||
.IF CART_VERSION
|
||||
lda random
|
||||
and #%11100000 ; Old splash probability 1/8
|
||||
sta SplashTypeFlag
|
||||
bne new_splash
|
||||
rts ; KAZ splash :)
|
||||
new_splash
|
||||
.ENDIF
|
||||
/*
|
||||
mva #00 ManualLangFlag ; no manual page
|
||||
*/
|
||||
jsr init_song
|
||||
|
||||
* --- init PMG
|
||||
@@ -130,6 +142,7 @@ raster_program_end
|
||||
|
||||
lda >FontSplash
|
||||
sta chbase
|
||||
sta chbas
|
||||
c0 lda #$00
|
||||
sta colbak
|
||||
c1 lda #$00
|
||||
@@ -155,7 +168,7 @@ s0 lda #$03
|
||||
lda #$14
|
||||
sta gtictl
|
||||
|
||||
|
||||
; jmp stop
|
||||
//--------------------
|
||||
// EXIT
|
||||
//--------------------
|
||||
@@ -173,7 +186,10 @@ s0 lda #$03
|
||||
lda skctl ; ANY KEY
|
||||
and #$04
|
||||
bne skp
|
||||
|
||||
/* lda kbcode
|
||||
cmp #$25 ; "M" key
|
||||
bne stop
|
||||
mva #01 ManualLangFlag ; english manual page */
|
||||
stop mva #$00 pmcntl ;PMG disabled
|
||||
tax
|
||||
sta:rne hposp0,x+
|
||||
@@ -196,6 +212,38 @@ stop mva #$00 pmcntl ;PMG disabled
|
||||
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
||||
cli ;IRQ enabled
|
||||
|
||||
/* lda ManualLangFlag
|
||||
beq waitkey2release
|
||||
|
||||
; and now display manual language selection screen
|
||||
mva <lngDL dlptrs
|
||||
mva >lngDL dlptrs+1
|
||||
mva #%00111110 dmactls ;set new screen width
|
||||
|
||||
; wait for key
|
||||
waitkey2
|
||||
lda skctl ; ANY KEY
|
||||
and #$04
|
||||
bne waitkey2
|
||||
lda kbcode
|
||||
cmp #$2A ; "E" key
|
||||
bne notEng
|
||||
mva #01 ManualLangFlag ; english manual page
|
||||
bne endsplash
|
||||
notEng
|
||||
cmp #$0A ; "P" key
|
||||
bne waitkey2
|
||||
mva #02 ManualLangFlag ; polish manual page
|
||||
endsplash
|
||||
;no glitching please (issue #67)
|
||||
lda #0
|
||||
sta $D400 ;dmactl
|
||||
sta $022F ;dmactls
|
||||
waitkey2release
|
||||
lda skctl ; ANY KEY
|
||||
and #$04
|
||||
beq waitkey2release
|
||||
*/
|
||||
rts ;return to ... DOS
|
||||
skp
|
||||
|
||||
@@ -220,9 +268,28 @@ _rts rts
|
||||
|
||||
byt3 brk
|
||||
|
||||
org $8000 ; fixed address of music routine and data
|
||||
icl "lzss_player.asm" ; player (and data) for splash music
|
||||
|
||||
;---
|
||||
|
||||
/* lngDL
|
||||
.byte $70,$70,$70,$70,$70
|
||||
.byte $47
|
||||
.word LngTitle
|
||||
.byte $70,$70
|
||||
.byte $42
|
||||
.word LngList
|
||||
.byte $50,$02
|
||||
.byte $41
|
||||
.word lngDL
|
||||
LngTitle
|
||||
dta d" select language "*
|
||||
LngList
|
||||
dta d" E - English Manual "
|
||||
dta d" P - Polska instrukcja " */
|
||||
|
||||
;---
|
||||
.MACRO ANTIC_PROGRAM
|
||||
dta $70,$70
|
||||
:+8 dta $4e,a(:1+$0000+#*40)
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
import argparse
|
||||
from PIL import Image
|
||||
import random
|
||||
|
||||
class AtariFont:
|
||||
"""representation of Atari 8-bit font as a list 128 characters, each character is a 8 bytes long list"""
|
||||
def __init__(self):
|
||||
self.font = [[0, 0, 255, 0, 0, 0xaa, 1, 0] for _ in range(128)]
|
||||
|
||||
def to_image(self) -> Image:
|
||||
fnt_img = Image.new("1", (32 * 8, 4 * 8))
|
||||
i = 0
|
||||
for x in range(32):
|
||||
for y in range(4):
|
||||
for y_offset, v in enumerate(self.font[i]):
|
||||
for b in range(8):
|
||||
c = (v & (1 << b)) >> b
|
||||
pos = (x * 8 + b, y * 8 + y_offset)
|
||||
fnt_img.putpixel(pos, c)
|
||||
i += 1
|
||||
return fnt_img
|
||||
|
||||
|
||||
def convert_st(im: Image):
|
||||
print(im.format, im.size, im.mode)
|
||||
im.convert('1')
|
||||
print(im.format, im.size, im.mode)
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
parser = argparse.ArgumentParser(description="Convert AtariST 128x256 font image to Atari 8-bit fnt file(s) ")
|
||||
parser.add_argument('--file', '-f', dest='file', type=str, required=True,
|
||||
help="AtariST picture file")
|
||||
args = parser.parse_args()
|
||||
|
||||
st = Image.open(args.file)
|
||||
convert_st(st)
|
||||
a = AtariFont()
|
||||
a.to_image().save("test.bmp")
|
||||
|
||||
|
||||
|
||||
@@ -1,135 +1,127 @@
|
||||
.proc talk
|
||||
; Maximum text length is 63 characters!!!
|
||||
L0 dta d"CYKA BLAT"
|
||||
L1 dta d"DIE!"
|
||||
L2 dta d"EAT MY SHORTS!"
|
||||
L3 dta d"YOU'RE TOAST!"
|
||||
L4 dta d"BANZAI!"
|
||||
L5 dta d"FROM HELL'S HEART I STAB AT THEE..."
|
||||
L6 dta d"I DIDN'T DO IT. NOBODY SAW ME DO IT."
|
||||
L7 dta d"TAKE A HIKE!"
|
||||
L8 dta d"YOU'RE DEAD MEAT."
|
||||
L9 dta d"MAKE MY DAY."
|
||||
L10 dta d"CHARGE!"
|
||||
L11 dta d"ATTACK!"
|
||||
L12 dta d"YOU'RE OUTTA HERE."
|
||||
L13 dta d"WATTSA MATTA YOU?"
|
||||
L14 dta d"FREEZE, OR I'LL SHOOT!"
|
||||
L15 dta d"HA HA HA."
|
||||
L16 dta d"WE COME IN PEACE - SHOOT TO KILL!"
|
||||
L17 dta d"IN YOUR FACE!"
|
||||
L18 dta d"DIE COMMIE PIG!"
|
||||
L19 dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."
|
||||
L20 dta d"VICTORY!"
|
||||
L21 dta d"SHOW SOME RESPECT."
|
||||
L22 dta d"JUST WHO DO YOU THINK YOU ARE?"
|
||||
L23 dta d"LOOK OUT BELOW!"
|
||||
L24 dta d"KNOCK, KNOCK."
|
||||
L25 dta d"LOOK OVER THERE."
|
||||
L26 dta d"GUESS WHAT'S COMING FOR DINNER?"
|
||||
L27 dta d"MERRY CHRISTMAS."
|
||||
L28 dta d"OPEN WIDE!"
|
||||
L29 dta d"HERE GOES NOTHING..."
|
||||
L30 dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."
|
||||
L31 dta d"BLOOD, PAIN, VIOLENCE!"
|
||||
L32 dta d"TAKE THIS, SISSY!"
|
||||
L33 dta d"I SHALL FLATTEN YOU!"
|
||||
L34 dta d"I SHALL SMASH YOUR UGLY TANK!"
|
||||
L35 dta d"I WONDER WHAT THIS BUTTON DOES?"
|
||||
L36 dta d"DON'T TAKE THIS PERSONALLY."
|
||||
L37 dta d"WOULD THIS MAKE YOU MAD?"
|
||||
L38 dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"
|
||||
L39 dta d"I COULD SPARE YOU, BUT WHY?"
|
||||
L40 dta d"MY BOMB IS BIGGER THAN YOURS."
|
||||
L41 dta d"DON'T FORGET ABOUT ME!"
|
||||
L42 dta d"HASTA LA VISTA, BABY!"
|
||||
L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
|
||||
L44 dta d"TAKE THIS!"
|
||||
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
||||
L46 dta d"DIE, ALIEN SWINE!"
|
||||
L47 dta d"AWRUK!!!"
|
||||
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
||||
L49 dta d"DIE, TANK-SCUM!"
|
||||
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
||||
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
||||
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
|
||||
;--------------------------------
|
||||
L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
||||
L55 dta d"UGH!"
|
||||
L56 dta d"AARGH!"
|
||||
L57 dta d"AAAGGHHH!"
|
||||
L58 dta d"I'M MELTING!"
|
||||
L59 dta d"OOF.."
|
||||
L60 dta d"OH!"
|
||||
L61 dta d"EEEK!"
|
||||
L62 dta d"AACCH!"
|
||||
L63 dta d"I HATE IT WHEN THAT HAPPENS."
|
||||
L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
||||
L65 dta d"OH NO!"
|
||||
L66 dta d"NOT ME!"
|
||||
L67 dta d"OUCH."
|
||||
L68 dta d"OH NO, NOT AGAIN."
|
||||
L69 dta d"ANOTHER ONE BITES THE DUST."
|
||||
L70 dta d"GOODBYE."
|
||||
L71 dta d"HELP ME!"
|
||||
L72 dta d"FAREWELL, CRUEL WORLD."
|
||||
L73 dta d"REMEMBER THE ALAMO!"
|
||||
L74 dta d"OH MAN!"
|
||||
L75 dta d"DOOUGH!"
|
||||
L76 dta d"NEW DAY, NEW BOMB."
|
||||
L77 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||
L78 dta d"VERY FUNNY."
|
||||
L79 dta d"THE FAT LADY SANG."
|
||||
L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||
L81 dta d"I'M GOING DOWN."
|
||||
L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
||||
L83 dta d"CRAPOLA."
|
||||
L84 dta d"POW!"
|
||||
L85 dta d"BIF!"
|
||||
L86 dta d"BAM!"
|
||||
L87 dta d"ZONK!"
|
||||
L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER."
|
||||
L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
||||
L90 dta d"WHAT WAS THAT NOISE?"
|
||||
L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||
L92 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||
L93 dta d"I SEE A BRIGHT LIGHT..."
|
||||
L94 dta d"MOMMY? IS THAT YOU?"
|
||||
L95 dta d"I LET YOU HIT ME!"
|
||||
L96 dta d"SUCKER SHOT!"
|
||||
L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
||||
L98 dta d"-<SOB>-"
|
||||
L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
||||
L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||
L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||
L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||
L103 dta d"I THOUGHT YOU LIKED ME?"
|
||||
L104 dta d"CTO XYEB"
|
||||
L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||
L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||
L107 dta d"HEY! KILLIN' AIN'T COOL."
|
||||
L108 dta d"GEE... THANKS."
|
||||
L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
||||
L110 dta d"911?"
|
||||
L111 dta d"OH NO! HERE I BLOW AGAIN!"
|
||||
L112 dta d"I'LL BE BACK..."
|
||||
L113 dta d"I'VE GOT LAWYERS!"
|
||||
L114 dta d"CALL 1-900-SUE-TANK."
|
||||
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
|
||||
dta d"CYKA BLAT"^
|
||||
dta d"DIE!"^
|
||||
dta d"EAT MY SHORTS!"^
|
||||
dta d"YOU'RE TOAST!"^
|
||||
dta d"BANZAI!"^
|
||||
dta d"FROM HELL'S HEART I STAB AT THEE..."^
|
||||
dta d"DO YOU FEEL LUCKY, TANK?"^
|
||||
dta d"TAKE A HIKE!"^
|
||||
dta d"YOU'RE DEAD MEAT."^
|
||||
dta d"MAKE MY DAY."^
|
||||
dta d"CHARGE!"^
|
||||
dta d"ATTACK!"^
|
||||
dta d"YOU'RE OUTTA HERE."^
|
||||
dta d"WATTSA MATTA YOU?"^
|
||||
dta d"FREEZE, OR I'LL SHOOT!"^
|
||||
dta d"HA HA HA."^
|
||||
dta d"WE COME IN PEACE - SHOOT TO KILL!"^
|
||||
dta d"IN YOUR FACE!"^
|
||||
dta d"DIE COMMIE PIG!"^
|
||||
dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."^
|
||||
dta d"VICTORY!"^
|
||||
dta d"SHOW SOME RESPECT."^
|
||||
dta d"JUST WHO DO YOU THINK YOU ARE?"^
|
||||
dta d"LOOK OUT BELOW!"^
|
||||
dta d"KNOCK, KNOCK."^
|
||||
dta d"LOOK OVER THERE."^
|
||||
dta d"GUESS WHAT'S COMING FOR DINNER?"^
|
||||
dta d"MERRY CHRISTMAS."^
|
||||
dta d"OPEN WIDE!"^
|
||||
dta d"HERE GOES NOTHING..."^
|
||||
dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."^
|
||||
dta d"BLOOD, PAIN, VIOLENCE!"^
|
||||
dta d"TAKE THIS, SISSY!"^
|
||||
dta d"I SHALL FLATTEN YOU!"^
|
||||
dta d"I SHALL SMASH YOUR UGLY TANK!"^
|
||||
dta d"I WONDER WHAT THIS BUTTON DOES?"^
|
||||
dta d"DON'T TAKE THIS PERSONALLY."^
|
||||
dta d"WOULD THIS MAKE YOU MAD?"^
|
||||
dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"^
|
||||
dta d"I COULD SPARE YOU, BUT WHY?"^
|
||||
dta d"MY BOMB IS BIGGER THAN YOURS."^
|
||||
dta d"DON'T FORGET ABOUT ME!"^
|
||||
dta d"HASTA LA VISTA, BABY!"^
|
||||
dta d"THIS IS YOUR BRAIN ON SCORCH."^
|
||||
dta d"TAKE THIS!"^
|
||||
dta d"THIS SCREEN AIN'T BIG ENOUGH FOR US."^
|
||||
dta d"DIE, ALIEN SWINE!"^
|
||||
dta d"AWRUK!!!"^
|
||||
dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."^
|
||||
dta d"DIE, TANK-SCUM!"^
|
||||
dta d"I'M GONNA BREAK YOUR FACE!"^
|
||||
dta d"MAMA SAID KNOCK YOU OUT!"^
|
||||
dta d"I HOPE YOU ENJOY PAIN!"^
|
||||
dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?"^ ;(sanford and son)
|
||||
;----------------------------
|
||||
dta d"PARTING IS SUCH SWEET SORROW... NOT!"^
|
||||
dta d"UGH!"^
|
||||
dta d"AARGH!"^
|
||||
dta d"AAAGGHHH!"^
|
||||
dta d"I'M MELTING!"^
|
||||
dta d"OOF.."^
|
||||
dta d"OH!"^
|
||||
dta d"EEEK!"^
|
||||
dta d"AACCH!"^
|
||||
dta d"I HATE IT WHEN THAT HAPPENS."^
|
||||
dta d"ONE HIT CAN RUIN YOUR WHOLE DAY."^
|
||||
dta d"OH NO!"^
|
||||
dta d"NOT ME!"^
|
||||
dta d"OUCH."^
|
||||
dta d"OH NO, NOT AGAIN."^
|
||||
dta d"ANOTHER ONE BITES THE DUST."^
|
||||
dta d"GOODBYE."^
|
||||
dta d"HELP ME!"^
|
||||
dta d"FAREWELL, CRUEL WORLD."^
|
||||
dta d"REMEMBER THE ALAMO!"^
|
||||
dta d"OH MAN!"^
|
||||
dta d"DOOUGH!"^
|
||||
dta d"NEW DAY, NEW BOMB."^
|
||||
dta d"THIS IS THE END, MY ONLY FRIEND."^
|
||||
dta d"VERY FUNNY."^
|
||||
dta d"THE FAT LADY SANG."^
|
||||
dta d"WHY DOES HAPPEN TO ME?"^
|
||||
dta d"I'M GOING DOWN."^
|
||||
dta d"I'VE GOT A BAD FEELING."^
|
||||
dta d"CRAPOLA."^
|
||||
dta d"POW!"^
|
||||
dta d"BIF!"^
|
||||
dta d"BAM!"^
|
||||
dta d"ZONK!"^
|
||||
dta d"I SHOULD'VE LISTENED TO MY MOM."^
|
||||
dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."^
|
||||
dta d"WHAT WAS THAT NOISE?"^
|
||||
dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."^
|
||||
dta d"IT'S JUST ONE OF THOSE DAYS..."^
|
||||
dta d"I SEE A BRIGHT LIGHT..."^
|
||||
dta d"MOMMY? IS THAT YOU?"^
|
||||
dta d"I LET YOU HIT ME!"^
|
||||
dta d"SUCKER SHOT!"^
|
||||
dta d"I DIDN'T WANT TO LIVE ANYWAY."^
|
||||
dta d"-<SOB>-"^
|
||||
dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"^
|
||||
dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."^
|
||||
dta d"IT WASN'T JUST A JOB, IT WAS AN ADVENTURE!"^
|
||||
dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"^
|
||||
dta d"I THOUGHT YOU LIKED ME?"^
|
||||
dta d"CTO XYEB"^
|
||||
dta d"I THINK THIS GUY'S A LITTLE CRAZY."^
|
||||
dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."^
|
||||
dta d"HEY! KILLIN' AIN'T COOL."^
|
||||
dta d"GEE... THANKS."^
|
||||
dta d"I'VE FALLEN AND I CAN'T GET UP!"^
|
||||
dta d"911?"^
|
||||
dta d"OH NO! HERE I BLOW AGAIN!"^
|
||||
dta d"I'LL BE BACK..."^
|
||||
dta d"I'VE GOT LAWYERS!"^
|
||||
dta d"CALL 1-900-SUE-TANK."^
|
||||
dta d"YOU BIG DUMMY!"^ ;(sanford and son)
|
||||
LEND
|
||||
OffensiveTextTableL
|
||||
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
|
||||
dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
|
||||
dta <LEND
|
||||
OffensiveTextTableH
|
||||
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
|
||||
dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
|
||||
dta >LEND
|
||||
NumberOfOffensiveTexts=54
|
||||
NumberOfDeffensiveTexts=62
|
||||
.endp
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
|
||||
hoverFullEnd
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS"
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS"^
|
||||
hoverEmptyEnd
|
||||
@@ -199,10 +199,11 @@ sintable
|
||||
;linetableH
|
||||
; :screenheight+1 .by >(display+screenBytes*#)
|
||||
;----------------------------
|
||||
bittable
|
||||
.by $80,$40,$20,$10,$08,$04,$02,$01
|
||||
bittable2
|
||||
.by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
|
||||
; now long (256 bytes) bittables are generated in RAM based on one bittable:
|
||||
;bittable
|
||||
; .by $80,$40,$20,$10,$08,$04,$02,$01
|
||||
;bittable2
|
||||
; .by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
|
||||
;----------------------------
|
||||
disktance ;tanks distance
|
||||
.by 0,0
|
||||
@@ -224,14 +225,6 @@ SlideLeftTable
|
||||
; .BY %00001100
|
||||
SlideLeftTableLen = *-SlideLeftTable
|
||||
;-------------------------------------------------
|
||||
TanksNamesDefault
|
||||
dta d"1st.Tank"
|
||||
dta d"2nd.Tank"
|
||||
dta d"3rd.Tank"
|
||||
.REPT MaxPlayers-3, #+4
|
||||
dta d":1th.Tank"
|
||||
.ENDR
|
||||
;-------------------------------------------------
|
||||
TankShapesTable .BYTE char_tank1
|
||||
.BYTE char_tank2
|
||||
.BYTE char_tank3
|
||||
@@ -260,7 +253,6 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Baby_Digger
|
||||
.by >price_Digger
|
||||
.by >price_Heavy_Digger
|
||||
.by >price_Baby_Sandhog
|
||||
.by >price_Sandhog
|
||||
.by >price_Heavy_Sandhog
|
||||
.by >price_Dirt_Clod
|
||||
@@ -268,6 +260,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Ton_of_Dirt
|
||||
.by >price_Liquid_Dirt
|
||||
.by >price_Dirt_Charge
|
||||
.by >price_Punch
|
||||
.by >price_Buy_me
|
||||
.by >price_Laser
|
||||
.by >price_White_Flag
|
||||
@@ -309,7 +302,6 @@ WeaponPriceL
|
||||
.by <price_Baby_Digger
|
||||
.by <price_Digger
|
||||
.by <price_Heavy_Digger
|
||||
.by <price_Baby_Sandhog
|
||||
.by <price_Sandhog
|
||||
.by <price_Heavy_Sandhog
|
||||
.by <price_Dirt_Clod
|
||||
@@ -317,6 +309,7 @@ WeaponPriceL
|
||||
.by <price_Ton_of_Dirt
|
||||
.by <price_Liquid_Dirt
|
||||
.by <price_Dirt_Charge
|
||||
.by <price_Punch
|
||||
.by <price_Buy_me
|
||||
.by <price_Laser
|
||||
.by <price_White_Flag
|
||||
@@ -365,14 +358,14 @@ WeaponUnits
|
||||
.by 10 ;Baby_Digger ;_19
|
||||
.by 5 ;Digger ;_20
|
||||
.by 2 ;Heavy_Digger ;_21
|
||||
.by 10 ;Baby_Sandhog ;_22
|
||||
.by 5 ;Sandhog ;_23
|
||||
.by 2 ;Heavy_Sandhog ;_24
|
||||
.by 5 ;Dirt_Clod ;_25
|
||||
.by 3 ;Dirt_Ball ;_26
|
||||
.by 1 ;Ton_of_Dirt ;_27
|
||||
.by 4 ;Liquid_Dirt ;_28
|
||||
.by 2 ;Dirt_Charge ;_29
|
||||
.by 5 ;Sandhog ;_22
|
||||
.by 2 ;Heavy_Sandhog ;_23
|
||||
.by 5 ;Dirt_Clod ;_24
|
||||
.by 3 ;Dirt_Ball ;_25
|
||||
.by 1 ;Ton_of_Dirt ;_26
|
||||
.by 4 ;Liquid_Dirt ;_27
|
||||
.by 2 ;Dirt_Charge ;_28
|
||||
.by 2 ;Punch ;_29
|
||||
.by 1 ;Buy_me ;_30
|
||||
.by 5 ;Laser ;_31
|
||||
.by 1 ;White_Flag ;_32
|
||||
@@ -401,10 +394,10 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||
.by %11001110
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||
; "Digger ","Heavy Digger ","Sandhog ","Heavy Sandhog "
|
||||
.by %00000000
|
||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
||||
; "Dirt Clod ","Dirt Ball ","Ton of Dirt ","Liquid Dirt "
|
||||
; "Dirt Charge ","Punch ","Buy me! ","Laser "
|
||||
.by %00000000
|
||||
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
@@ -422,10 +415,10 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||
.by %01000000
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||
; "Digger ","Heavy Digger ","Sandhog ","Heavy Sandhog "
|
||||
.by %00000000
|
||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
||||
; "Dirt Clod ","Dirt Ball ","Ton of Dirt ","Liquid Dirt "
|
||||
; "Dirt Charge ","Punch ","Buy me! ","Laser "
|
||||
.by %00000000
|
||||
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
@@ -459,14 +452,14 @@ WeaponSymbols
|
||||
.by $53 ;ind_Baby_Digger ;_19
|
||||
.by $54 ;ind_Digger ;_20
|
||||
.by $55 ;ind_Heavy_Digger ;_21
|
||||
.by $56 ;ind_Baby_Sandhog ;_22
|
||||
.by $57 ;ind_Sandhog ;_23
|
||||
.by $58 ;ind_Heavy_Sandhog ;_24
|
||||
.by $59 ;ind_Dirt_Clod ;_25
|
||||
.by $5a ;ind_Dirt_Ball ;_26
|
||||
.by $5b ;ind_Ton_of_Dirt ;_27
|
||||
.by $60 ;ind_Liquid_Dirt ;_28
|
||||
.by $7b ;ind_Dirt_Charge ;_29
|
||||
.by $57 ;ind_Sandhog ;_22
|
||||
.by $58 ;ind_Heavy_Sandhog ;_23
|
||||
.by $59 ;ind_Dirt_Clod ;_24
|
||||
.by $5a ;ind_Dirt_Ball ;_25
|
||||
.by $5b ;ind_Ton_of_Dirt ;_26
|
||||
.by $60 ;ind_Liquid_Dirt ;_27
|
||||
.by $7b ;ind_Dirt_Charge ;_28
|
||||
.by $56 ;ind_Punch ;_29
|
||||
.by $1f ;ind_Buy_me ;_30
|
||||
.by $20 ;ind_Laser ;_31
|
||||
.by $5f ;ind_White_Flag ;_32
|
||||
@@ -486,62 +479,62 @@ WeaponSymbols
|
||||
.by $5e ;ind_Auto_Defense ;_46
|
||||
.by $7c ;ind_Spy_Hard ;_47
|
||||
|
||||
; Names of weapons (16 chars long)
|
||||
; Names of weapons (max 16 chars long)
|
||||
NamesOfWeapons ;the comment is an index in the tables
|
||||
dta d"Baby Missile " ; 0
|
||||
dta d"Missile " ; 1
|
||||
dta d"Baby Nuke " ; 2
|
||||
dta d"Nuke " ; 3
|
||||
dta d"LeapFrog " ; 4
|
||||
dta d"Funky Bomb " ; 5
|
||||
dta d"MIRV " ; 6
|
||||
dta d"Death's Head " ; 7
|
||||
dta d"Napalm " ; 8
|
||||
dta d"Hot Napalm " ; 9
|
||||
dta d"Tracer " ; 10
|
||||
dta d"Smoke Tracer " ; 11
|
||||
dta d"Baby Roller " ; 12
|
||||
dta d"Roller " ; 13
|
||||
dta d"Heavy Roller " ; 14
|
||||
dta d"Riot Charge " ; 15
|
||||
dta d"Riot Blast " ; 16
|
||||
dta d"Riot Bomb " ; 17
|
||||
dta d"Heavy Riot Bomb " ; 18
|
||||
dta d"Baby Digger " ; 19
|
||||
dta d"Digger " ; 20
|
||||
dta d"Heavy Digger " ; 21
|
||||
dta d"Baby Sandhog " ; 22
|
||||
dta d"Sandhog " ; 23
|
||||
dta d"Heavy Sandhog " ; 24
|
||||
dta d"Dirt Clod " ; 25
|
||||
dta d"Dirt Ball " ; 26
|
||||
dta d"Ton of Dirt " ; 27
|
||||
dta d"Liquid Dirt " ; 28
|
||||
dta d"Dirt Charge " ; 29
|
||||
dta d"Best F...g Gifts" ; 30
|
||||
dta d"Laser " ; 31
|
||||
dta d"Baby Missile"^ ; 0
|
||||
dta d"Missile"^ ; 1
|
||||
dta d"Baby Nuke"^ ; 2
|
||||
dta d"Nuke"^ ; 3
|
||||
dta d"LeapFrog"^ ; 4
|
||||
dta d"Funky Bomb"^ ; 5
|
||||
dta d"MIRV"^ ; 6
|
||||
dta d"Death's Head"^ ; 7
|
||||
dta d"Napalm"^ ; 8
|
||||
dta d"Hot Napalm"^ ; 9
|
||||
dta d"Tracer"^ ; 10
|
||||
dta d"Smoke Tracer"^ ; 11
|
||||
dta d"Baby Roller"^ ; 12
|
||||
dta d"Roller"^ ; 13
|
||||
dta d"Heavy Roller"^ ; 14
|
||||
dta d"Riot Charge"^ ; 15
|
||||
dta d"Riot Blast"^ ; 16
|
||||
dta d"Riot Bomb"^ ; 17
|
||||
dta d"Heavy Riot Bomb"^ ; 18
|
||||
dta d"Baby Digger"^ ; 19
|
||||
dta d"Digger"^ ; 20
|
||||
dta d"Heavy Digger"^ ; 21
|
||||
dta d"Sandhog"^ ; 22
|
||||
dta d"Heavy Sandhog"^ ; 23
|
||||
dta d"Dirt Clod"^ ; 24
|
||||
dta d"Dirt Ball"^ ; 25
|
||||
dta d"Ton of Dirt"^ ; 26
|
||||
dta d"Liquid Dirt"^ ; 27
|
||||
dta d"Dirt Charge"^ ; 28
|
||||
dta d"Stomp"^ ; 29
|
||||
dta d"Best F...g Gifts"^ ; 30
|
||||
dta d"Laser"^ ; 31
|
||||
;------defensives
|
||||
dta d"White Flag " ; 32
|
||||
dta d"Battery " ; 33
|
||||
dta d"Hovercraft " ; 34
|
||||
dta d"Parachute " ; 35 - no energy
|
||||
dta d"Strong Parachute" ; 36 - with energy (earlier Battery)
|
||||
dta d"Mag Deflector " ; 37 - with shield and energy
|
||||
dta d"Shield " ; 38 - shield for one shot - no energy
|
||||
dta d"Heavy Shield " ; 39 - shield with energy
|
||||
dta d"Force Shield " ; 40 - shield with energy and parachute
|
||||
dta d"Bouncy Castle " ; 41 - with shield and energy
|
||||
dta d"Long Schlong " ; 42
|
||||
dta d"Nuclear Winter " ; 43
|
||||
dta d"Lazy Boy " ; 44
|
||||
dta d"Lazy Darwin " ; 45
|
||||
dta d"Auto Defense " ; 46
|
||||
dta d"Spy Hard " ; 47
|
||||
dta d"White Flag"^ ; 32
|
||||
dta d"Battery"^ ; 33
|
||||
dta d"Hovercraft"^ ; 34
|
||||
dta d"Parachute"^ ; 35 - no energy
|
||||
dta d"Strong Parachute"^ ; 36 - with energy (earlier Battery)
|
||||
dta d"Mag Deflector"^ ; 37 - with shield and energy
|
||||
dta d"Shield"^ ; 38 - shield for one shot - no energy
|
||||
dta d"Heavy Shield"^ ; 39 - shield with energy
|
||||
dta d"Force Shield"^ ; 40 - shield with energy and parachute
|
||||
dta d"Bouncy Castle"^ ; 41 - with shield and energy
|
||||
dta d"Long Schlong"^ ; 42
|
||||
dta d"Nuclear Winter"^ ; 43
|
||||
dta d"Lazy Boy"^ ; 44
|
||||
dta d"Lazy Darwin"^ ; 45
|
||||
dta d"Auto Defense"^ ; 46
|
||||
dta d"Spy Hard"^ ; 47
|
||||
|
||||
DefensiveEnergy = *-(last_offensive - first_offensive +1) ; to fake the table for ALL weapons
|
||||
DefensiveEnergy = *-number_of_offensives ; to fake the table for ALL weapons
|
||||
.by 00 ; White Flag
|
||||
.by 00 ; Heat Guidance
|
||||
.by 98 ; Let's go!
|
||||
.by 00 ; Battery
|
||||
.by 98 ; Hovercraft
|
||||
.by 00 ; Parachute
|
||||
.by 99 ; Strong Parachute
|
||||
.by 99 ; Mag Deflector
|
||||
@@ -566,7 +559,6 @@ weaponsOfDeath ; weapons used in tank death animations
|
||||
dta ind_Baby_Digger
|
||||
dta ind_Digger
|
||||
dta ind_Heavy_Digger
|
||||
dta ind_Baby_Sandhog
|
||||
dta ind_Sandhog
|
||||
dta ind_Heavy_Sandhog
|
||||
dta ind_Dirt_Clod
|
||||
@@ -619,61 +611,68 @@ gameOverSpritesTop
|
||||
;------credits
|
||||
CreditsStart
|
||||
dta d" "*
|
||||
dta d"You were playin",d"g"*
|
||||
dta d"Scorc",d"h"*
|
||||
dta d"Warsaw, Miam",d"i"*
|
||||
dta d"2000-202",d"3"*
|
||||
dta d"You were playing"^
|
||||
dta d"Scorch"^
|
||||
dta d"Warsaw, Miami"^
|
||||
dta d"2000-2023"^
|
||||
dta d" "*
|
||||
dta d"Programmin",d"g"*
|
||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||
dta d"Pawel 'pirx' Kalinowsk",d"i"*
|
||||
dta d"Programming"^
|
||||
dta d"Tomasz 'Pecus' Pecko"^
|
||||
dta d"Pawel 'pirx' Kalinowski"^
|
||||
dta d" "*
|
||||
dta d"SFX, Music and Suppor",d"t"*
|
||||
dta d"Michal 'Miker' Szpilowsk",d"i"*
|
||||
dta d"SFX, Music and Support"^
|
||||
dta d"Michal 'Miker' Szpilowski"^
|
||||
dta d" "*
|
||||
.IF TARGET = 800
|
||||
dta d"Additional Musi",d"c"*
|
||||
dta d"Mario 'Emkay' Kri",d"x"*
|
||||
dta d"Additional Music"^
|
||||
dta d"Mario 'Emkay' Krix"^
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
dta d"Code Optimizatio",d"n"*
|
||||
dta d"Piotr '0xF' Fusi",d"k"*
|
||||
dta d" "*
|
||||
dta d"Ar",d"t"*
|
||||
dta d"Adam Wachowsk",d"i"*
|
||||
dta d"Art"^
|
||||
dta d"Adam Wachowski"^
|
||||
.IF TARGET = 800
|
||||
dta d"Roman 'xorcerer' Fierfa",d"s"*
|
||||
.IF CART_VERSION
|
||||
dta d"Krzysztof 'Kaz' Ziembik"^
|
||||
.ENDIF
|
||||
dta d"Roman 'xorcerer' Fierfas"^
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Ideas, help and Q",d"A"*
|
||||
dta d"Bocianu, Probabilitydragon",d","*
|
||||
dta d"EnderDude, Dracon",d","*
|
||||
dta d"Beeblebrox, KrzysRog, lopezpb",d","*
|
||||
dta d"brad-colbert, archon800, nowy80",d","*
|
||||
dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
|
||||
dta d"Ideas, help and QA"^
|
||||
dta d"Piotr '0xF' Fusik, Shanti, Jakub Husak"^
|
||||
dta d"Bocianu, Probabilitydragon, lopezpb,"^
|
||||
dta d"ZPH, KrzysRog, EnderDude, Dracon, TDC,"^
|
||||
dta d"Beeblebrox, brad-colbert, archon800,"^
|
||||
dta d"nowy80, Irgendwer, Eyvind,"^
|
||||
dta d"ascrnet, Bobo Cujo, RetroBorsuk"
|
||||
.IF TARGET = 800
|
||||
.IF CART_VERSION = 0
|
||||
dta d","*
|
||||
dta d"Krzysztof 'Kaz' Ziembik"^
|
||||
.ELSE
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
.ELIF TARGET = 5200
|
||||
dta d","*
|
||||
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
|
||||
dta d"RB520",d"0"*
|
||||
dta d"x-usr(1536), Aking, JAC!, phaeron,"^
|
||||
dta d"RB5200, Krzysztof 'Kaz' Ziembik"^
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Additional testin",d"g"*
|
||||
dta d"Arek and Alex Peck",d"o"*
|
||||
dta d"Additional testing"^
|
||||
dta d"Arek and Alex Pecko"^
|
||||
dta d" "*
|
||||
dta d"Special thank",d"s"*
|
||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||
dta d"Special thanks"^
|
||||
dta d"Wendell Hicken"^
|
||||
dta d"for Scorched Earth PC game"^
|
||||
.IF TARGET = 800
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||
dta d"Stay tuned for the FujiNet version!"^
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d" "*
|
||||
CreditsEnd
|
||||
.IF TARGET = 800
|
||||
CreditsLines=40 + 7 ; add 7 for scrollout
|
||||
CreditsLines=39 + 7 ; add 7 for scrollout
|
||||
.ELIF TARGET = 5200
|
||||
CreditsLines=34 + 7; add 7 for scrollout
|
||||
CreditsLines=33 + 7; add 7 for scrollout
|
||||
.ENDIF
|
||||
|
||||
.IF TARGET = 5200
|
||||
|
||||
@@ -1,44 +1,53 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
screenheight = 200
|
||||
screenBytes = 40
|
||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||
screenBytes = 40
|
||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||
|
||||
TankWidth = 8
|
||||
;----------------------------------------------
|
||||
; Player/missile memory
|
||||
PMGraph = $1800 ; real PM start = PMGraph + $0300
|
||||
; Generated tables
|
||||
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||
PMGraph = $1800 ; real PM start = PMGraph + $0300
|
||||
display = $2010 ; screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||
;----------------------------------------------
|
||||
|
||||
margin = 40 ;mountain drawing Y variable margin
|
||||
MaxPlayers = 6
|
||||
maxOptions = 9 ;number of all options
|
||||
PMOffsetX = $2C ; P/M to graphics offset
|
||||
PMOffsetY = $2A ; P/M to graphics offset
|
||||
napalmRadius = 10
|
||||
StandardBarrel = 6 ; standard tank barrel length
|
||||
LongBarrel = 20 ; long barrel length
|
||||
margin = 40 ; mountain drawing Y variable margin
|
||||
MaxPlayers = 6
|
||||
maxOptions = 9 ; number of all options
|
||||
PMOffsetX = $2C ; P/M to graphics offset
|
||||
PMOffsetY = $2A ; P/M to graphics offset
|
||||
napalmRadius = 10
|
||||
StandardBarrel = 6 ; standard tank barrel length
|
||||
LongBarrel = 20 ; long barrel length
|
||||
|
||||
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||
TextForegroundColor = $0A
|
||||
space = 0 ; space in screencodes
|
||||
|
||||
KeyRepeatSpeed = 10 ; (max 127 !!!)
|
||||
KeyRepeatSpeed = 8 ; (max 127 !!!)
|
||||
FirstKeySpeed = 8 ; additional delay for first keypress
|
||||
|
||||
;character codes for symbols (tank, parachute, etc. )
|
||||
; characters from tanks.fnt (graphics screen)
|
||||
char_parachute = $02
|
||||
char_flag = $1e
|
||||
char_flame = $14
|
||||
char_clear_flame = $1c
|
||||
char_digger = $04
|
||||
char_sandhog = $0c
|
||||
char_sandhog_offset = char_sandhog - char_digger
|
||||
char_sandhog_offset = char_sandhog - char_digger
|
||||
char_tank1 = $20
|
||||
char_tank2 = $24
|
||||
char_tank3 = $2c
|
||||
char_tank4 = $28 ; robotank shape
|
||||
char_tank4 = $28 ; robotank shape
|
||||
; characters from weapons.fnt (text mode - menus etc.)
|
||||
char_TAB = $7f
|
||||
char_DEL = $7e
|
||||
char_bracketO = $08 ; (
|
||||
char_bracketC = $09 ; )
|
||||
char_computer = $5e ; computer symbol (Auto Defense)
|
||||
char_joy = $0a ; joystick symbol
|
||||
char_tank = $0b ; tank symbol
|
||||
|
||||
;Weapon prices (*10 on screen)
|
||||
price_Baby_Missile = 0 ;_00
|
||||
@@ -63,14 +72,14 @@ 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 = 223 ;_24
|
||||
price_Dirt_Clod = 104 ;_25
|
||||
price_Dirt_Ball = 130 ;_26
|
||||
price_Ton_of_Dirt = 171 ;_27
|
||||
price_Liquid_Dirt = 330 ;_28
|
||||
price_Dirt_Charge = 343 ;_29
|
||||
price_Sandhog = 191 ;_22
|
||||
price_Heavy_Sandhog = 223 ;_23
|
||||
price_Dirt_Clod = 104 ;_24
|
||||
price_Dirt_Ball = 130 ;_25
|
||||
price_Ton_of_Dirt = 171 ;_26
|
||||
price_Liquid_Dirt = 330 ;_27
|
||||
price_Dirt_Charge = 343 ;_28
|
||||
price_Punch = 208 ;_29
|
||||
price_Buy_me = 170 ;_30
|
||||
price_Laser = 277 ;_31
|
||||
price_White_Flag = $0 ;_32
|
||||
@@ -113,14 +122,14 @@ ind_Heavy_Riot_Bomb = 18
|
||||
ind_Baby_Digger = 19
|
||||
ind_Digger = 20
|
||||
ind_Heavy_Digger = 21
|
||||
ind_Baby_Sandhog = 22
|
||||
ind_Sandhog = 23
|
||||
ind_Heavy_Sandhog = 24
|
||||
ind_Dirt_Clod = 25
|
||||
ind_Dirt_Ball = 26
|
||||
ind_Ton_of_Dirt = 27
|
||||
ind_Liquid_Dirt = 28
|
||||
ind_Dirt_Charge = 29
|
||||
ind_Sandhog = 22
|
||||
ind_Heavy_Sandhog = 23
|
||||
ind_Dirt_Clod = 24
|
||||
ind_Dirt_Ball = 25
|
||||
ind_Ton_of_Dirt = 26
|
||||
ind_Liquid_Dirt = 27
|
||||
ind_Dirt_Charge = 28
|
||||
ind_Punch = 29
|
||||
ind_Buy_me = 30
|
||||
ind_Laser = 31
|
||||
last_offensive = ind_Laser
|
||||
@@ -143,8 +152,8 @@ ind_Auto_Defense = 46
|
||||
ind_Spy_Hard = 47
|
||||
last_defensive = ind_Spy_Hard
|
||||
last_real_defensive = ind_Bouncy_Castle
|
||||
number_of_offensives = last_offensive - first_offensive +1
|
||||
number_of_defensives = (last_defensive - first_defensive +1)
|
||||
number_of_offensives = last_offensive - first_offensive + 1
|
||||
number_of_defensives = last_defensive - first_defensive + 1
|
||||
number_of_weapons = number_of_offensives + number_of_defensives
|
||||
;--------------------------------
|
||||
; names of RMT instruments (sfx)
|
||||
@@ -180,9 +189,9 @@ sfx_liquid_dirt = $1b ;2
|
||||
sfx_battery = $1c ;3
|
||||
sfx_white_flag = $1d ;4
|
||||
sfx_long_barrel = $1e
|
||||
sfx_tank_move = $1f
|
||||
sfx_tank_move = $1f
|
||||
sfx_auto_defense= $2b
|
||||
sfx_lazy_boys = $2c
|
||||
sfx_lazy_boys = $2c
|
||||
;--------------------------------
|
||||
; RMT songs (lines)
|
||||
;--------------------------------
|
||||
@@ -191,5 +200,5 @@ song_main_menu = $02
|
||||
song_ingame = $06
|
||||
song_round_over = $0b
|
||||
song_ending_looped = $0e
|
||||
song_supermarket = $1b
|
||||
song_inventory = $1d
|
||||
song_supermarket= $1b
|
||||
song_inventory = $1d
|
||||
|
||||
@@ -15,8 +15,12 @@ START
|
||||
jsr SetVariablesFromOptions
|
||||
jsr MakeDarkScreen
|
||||
bit escFlag
|
||||
bmi START
|
||||
|
||||
bpl @+
|
||||
lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
bne START
|
||||
jmp StartAfterSplash ; reset all game option if Start key pressed (and Esc)
|
||||
@
|
||||
jsr EnterPlayerNames
|
||||
jsr MakeDarkScreen
|
||||
bit escFlag
|
||||
@@ -42,6 +46,7 @@ MainGameLoop
|
||||
jsr RoundInit
|
||||
|
||||
jsr MainRoundLoop
|
||||
mva #$ff MeteorsFlag
|
||||
bit escFlag
|
||||
jvs GoGameOver
|
||||
bmi START
|
||||
@@ -52,7 +57,7 @@ MainGameLoop
|
||||
|
||||
mva #0 TankNr ;
|
||||
sta COLBAKS ; set background color to black
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
jsr SetJoystickPort ; set joystick port for player
|
||||
|
||||
; Hide all (easier than hide last ;) ) tanks
|
||||
jsr cleartanks ; A=0
|
||||
@@ -186,7 +191,7 @@ eskipzeroing
|
||||
|
||||
RmtSong song_ingame
|
||||
|
||||
jsr SetPMWidth ; A=0
|
||||
jsr SetPMWidthAndColors ; A=0
|
||||
lda #0
|
||||
sta AfterBFGflag ; reset BFG flag
|
||||
sta COLOR2 ; status line "off"
|
||||
@@ -211,10 +216,7 @@ SettingEnergies
|
||||
sta LASTeXistenZ,x
|
||||
; anything in eXistenZ table means that this tank exist
|
||||
; in the given round
|
||||
lda #<1000
|
||||
sta MaxForceTableL,x
|
||||
lda #>1000
|
||||
sta MaxForceTableH,x
|
||||
jsr MaxForceCalculate
|
||||
lda #<350
|
||||
sta ForceTableL,x
|
||||
lda #>350
|
||||
@@ -231,6 +233,15 @@ SettingEnergies
|
||||
dex
|
||||
bpl SettingEnergies
|
||||
|
||||
; set mountain type if ...
|
||||
lda RandomMountains
|
||||
beq noRandomMountains
|
||||
@ ldy RANDOM
|
||||
cpy #5
|
||||
bcs @-
|
||||
jsr SetVariablesFromOptions.setMountainsType
|
||||
noRandomMountains
|
||||
|
||||
;generating the new landscape
|
||||
jsr PMoutofScreen ;let P/M disappear
|
||||
jsr clearscreen ;let the screen be clean
|
||||
@@ -246,12 +257,15 @@ SettingEnergies
|
||||
jsr CopyFromROM
|
||||
|
||||
jsr SetMainScreen
|
||||
jsr ColorsOfSprites
|
||||
|
||||
jsr drawmountains ;draw them
|
||||
jsr drawtanks ;finally draw tanks
|
||||
|
||||
mva #$00 TankSequencePointer
|
||||
|
||||
lda random
|
||||
;lda #$00 ; allways
|
||||
sta MeteorsRound ; Turns meteors on or off during the next round.
|
||||
|
||||
;---------round screen is ready---------
|
||||
mva #TextForegroundColor COLOR1 ; status line "on"
|
||||
@@ -351,9 +365,15 @@ CheckNextTankAD
|
||||
ldx tankNr
|
||||
lda TankStatusColoursTable,x
|
||||
sta COLOR2 ; set color of status line
|
||||
jsr RandomizeForce.LimitForce
|
||||
jsr PutTankNameOnScreen
|
||||
; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen
|
||||
|
||||
|
||||
lda MeteorsRound
|
||||
bmi @+
|
||||
; A = 0
|
||||
sta MeteorsFlag
|
||||
@
|
||||
lda SkillTable,x
|
||||
beq ManualShooting
|
||||
|
||||
@@ -361,8 +381,8 @@ RoboTanks
|
||||
; robotanks shoot here
|
||||
; TankNr still in X
|
||||
jsr ArtificialIntelligence
|
||||
;pause 30
|
||||
ldx TankNr
|
||||
; after calliing AI we allways have TankNr in X
|
||||
;ldx TankNr
|
||||
jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) )
|
||||
jsr MoveBarrelToNewPosition
|
||||
lda kbcode
|
||||
@@ -377,7 +397,7 @@ RoboTanks
|
||||
|
||||
ManualShooting
|
||||
lda JoyNumber,x
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
jsr SetJoystickPort ; set joystick port for player
|
||||
jsr WaitForKeyRelease
|
||||
lda #%00000000
|
||||
sta TestFlightFlag ; set "Test Fight" off
|
||||
@@ -386,7 +406,10 @@ ManualShooting
|
||||
spl:rts ; keys Esc or O
|
||||
|
||||
AfterManualShooting
|
||||
mva #$00 plot4x4color
|
||||
ldy #$00
|
||||
sty plot4x4color
|
||||
dey
|
||||
sty MeteorsFlag ; $ff
|
||||
jsr DisplayTankNameAbove
|
||||
; defensive weapons without flight handling
|
||||
ldx TankNr
|
||||
@@ -423,24 +446,36 @@ StandardShoot
|
||||
dec Energy,x ; lower energy to eventually let tanks commit suicide
|
||||
|
||||
ShootNow
|
||||
jsr Shoot
|
||||
;here we clear offensive text (after a shoot)
|
||||
ldy TankNr
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
lda ActiveWeapon,x
|
||||
cmp #ind_Buy_me ; BFG
|
||||
beq WeponNoFlight ; but with explosion
|
||||
cmp #ind_Punch ; Punch
|
||||
beq WeponNoFlight ; but with explosion
|
||||
|
||||
lda MeteorsRound
|
||||
bmi @+
|
||||
; A = 0
|
||||
sta MeteorsFlag
|
||||
@
|
||||
jsr Shoot ; bullet flight
|
||||
mva #$ff MeteorsFlag
|
||||
|
||||
bit escFlag
|
||||
spl:rts ; keys Esc or O
|
||||
|
||||
lda HitFlag ;0 if missed
|
||||
beq missed
|
||||
|
||||
bne GoExplosion
|
||||
WeponNoFlight
|
||||
jsr NoShoot ; no bullet flight
|
||||
GoExplosion
|
||||
jsr Explosion
|
||||
|
||||
continueMainRoundLoopAfterSeppuku
|
||||
mva #sfx_silencer sfx_effect
|
||||
|
||||
AfterExplode
|
||||
jsr SoilDown2 ; allways
|
||||
jsr SoilDown ; allways
|
||||
NoFallDown2
|
||||
;here tanks are falling down
|
||||
mva tankNr tempor2
|
||||
@@ -464,10 +499,9 @@ missed
|
||||
sta ActiveWeapon,x
|
||||
@
|
||||
|
||||
;here we clear offensive text (after a shoot)
|
||||
ldy TankNr
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
;here we clear offensive text (after a shoot) - is cleared !! :)
|
||||
; ldy TankNr
|
||||
; jsr DisplayOffensiveTextNr
|
||||
|
||||
NextPlayerShoots
|
||||
;before it shoots, the eXistenZ table must be updated
|
||||
@@ -567,8 +601,8 @@ TextAfterBFG
|
||||
sta TextNumberOff
|
||||
inc CurrentResult ; ... but increase result of winner (BFG)
|
||||
ldy TankTempY
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
lda #$ff
|
||||
jsr DisplayOffensiveTextNr.notZero
|
||||
; tank flash
|
||||
ldy TankTempY
|
||||
mva TankNr temp2 ; not elegant, and probably unnecessary
|
||||
@@ -579,7 +613,6 @@ TextAfterBFG
|
||||
;Deffensive text cleanup
|
||||
;here we clear Deffensive text (after a shoot)
|
||||
ldy TankTempY
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
; calculate position of the explosion (the post-death one)
|
||||
@@ -599,9 +632,7 @@ TextAfterBFG
|
||||
sta ydraw+1 ; there is 0 left in A, so... TODO: bad code above. revisit
|
||||
|
||||
;cleanup of the soil fall down ranges (left and right)
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
mwa #screenwidth RangeLeft
|
||||
jsr ClearScreenSoilRange
|
||||
|
||||
; We are randomizing the weapon now.
|
||||
; jumping into the middle of the explosion
|
||||
@@ -649,17 +680,14 @@ NotShooter
|
||||
clc
|
||||
adc EnergyDecrease
|
||||
sta loseL,x
|
||||
lda loseH,x
|
||||
adc #$00
|
||||
sta loseH,x
|
||||
scc
|
||||
inc loseH,x
|
||||
; Energy now, not less than 0
|
||||
sec
|
||||
lda Energy,x
|
||||
cmp EnergyDecrease
|
||||
bcc ldahashzero
|
||||
;sec
|
||||
sbc EnergyDecrease
|
||||
bpl NotNegativeEnergy
|
||||
ldahashzero
|
||||
bcs NotNegativeEnergy
|
||||
; if less than 0 then 0
|
||||
lda #0
|
||||
NotNegativeEnergy
|
||||
sta Energy,x
|
||||
@@ -670,7 +698,7 @@ NotNegativeEnergy
|
||||
adc EnergyDecrease
|
||||
sta gainL,y
|
||||
lda gainH,y
|
||||
adc #$00
|
||||
adc #0
|
||||
sta gainH,y
|
||||
rts
|
||||
.endp
|
||||
@@ -684,18 +712,16 @@ NotNegativeEnergy
|
||||
sty EnergyDecrease
|
||||
ldy #0 ; if Shield survive then no decrease tank anergy
|
||||
; Energy cannot be less than 0
|
||||
sec
|
||||
lda ShieldEnergy,x
|
||||
cmp EnergyDecrease
|
||||
bcc UseAllShieldEnergy
|
||||
;sec
|
||||
sbc EnergyDecrease
|
||||
bpl NotNegativeShieldEnergy ; jump allways
|
||||
UseAllShieldEnergy
|
||||
bcs NotNegativeShieldEnergy
|
||||
; now calculate rest of energy for future tank energy decrease
|
||||
sec
|
||||
lda EnergyDecrease
|
||||
sbc ShieldEnergy,x
|
||||
tay
|
||||
; ShieldEnargy less than 0 then .. 0
|
||||
lda #0
|
||||
NotNegativeShieldEnergy
|
||||
sta ShieldEnergy,x
|
||||
@@ -736,8 +762,7 @@ NotNegativeShieldEnergy
|
||||
:4 aslw Wind
|
||||
; decide the direction
|
||||
lda random
|
||||
and #$01
|
||||
beq @+
|
||||
bmi @+
|
||||
sec ; Wind = -Wind
|
||||
.rept 4
|
||||
lda #$00
|
||||
@@ -807,14 +832,15 @@ deletePtr = temp
|
||||
; clean variables
|
||||
lda #0
|
||||
sta escFlag
|
||||
sta JoystickNumber
|
||||
tay
|
||||
mwa #variablesStart deletePtr
|
||||
@ tya
|
||||
sta (deletePtr),y
|
||||
inw deletePtr
|
||||
cpw deletePtr #variablesEnd
|
||||
cpw deletePtr #ClearedvariablesEnd
|
||||
bne @-
|
||||
tya
|
||||
jsr SetJoystickPort
|
||||
|
||||
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
|
||||
ldy #1
|
||||
@@ -854,7 +880,7 @@ SetunPlots
|
||||
sta pmbase
|
||||
lda #$03 ; P/M on
|
||||
sta GRACTL
|
||||
jsr SetPMWidth
|
||||
jsr SetPMWidthAndColors
|
||||
lda #%00100001 ; P/M priorities (multicolor players on) - prior=1
|
||||
sta GPRIOR
|
||||
jsr PMoutofScreen
|
||||
@@ -1029,7 +1055,10 @@ MoveBarrel
|
||||
ldx TankNr
|
||||
;
|
||||
mva #1 Erase
|
||||
bit TestFlightFlag
|
||||
bmi AIaim
|
||||
jsr WaitOneFrame
|
||||
AIaim
|
||||
jsr DrawTankNr.BarrelChange
|
||||
mva #0 Erase
|
||||
lda NewAngle
|
||||
@@ -1214,6 +1243,7 @@ SetRandomWalls
|
||||
|
||||
;8th option (how aggressive are mountains)
|
||||
ldy OptionsTable+7
|
||||
setMountainsType
|
||||
lda mountainsDeltaTableH,y
|
||||
sta mountainDeltaH
|
||||
lda mountainsDeltaTableL,y
|
||||
@@ -1247,8 +1277,8 @@ SetRandomWalls
|
||||
cmp RoundsInTheGame
|
||||
beq GameOver4x4
|
||||
|
||||
sta decimal
|
||||
mwa #RoundNrDisplay displayposition
|
||||
;sta decimal
|
||||
mwx #RoundNrDisplay displayposition
|
||||
jsr displaybyte ;decimal (byte), displayposition (word)
|
||||
|
||||
mwa #LineHeader1 LineAddress4x4
|
||||
|
||||
@@ -32,24 +32,20 @@
|
||||
; will be needed, because everything is calculated relatively
|
||||
mwa #$ffff LineLength
|
||||
mwa xdraw xtempDRAW
|
||||
mwa ydraw ytempDRAW
|
||||
|
||||
; It's a little crazy, but we don't have to check later to see if Y is out of screen
|
||||
mva ydraw ytempDRAW
|
||||
mva ydraw+1 ytempDRAW+1
|
||||
bmi DrawOutOfTheScreen
|
||||
|
||||
; if line goes our of the screen we are not drawing it, but...
|
||||
|
||||
cpw xdraw #screenwidth
|
||||
bcs DrawOutOfTheScreen
|
||||
cpw xbyte #screenwidth
|
||||
bcs DrawOutOfTheScreen
|
||||
;cpw ydraw #screenheight
|
||||
;bcs DrawOutOfTheScreen
|
||||
;cpw ybyte #screenheight
|
||||
;bcc DrawOnTheScreen
|
||||
lda ydraw+1
|
||||
bmi DrawOutOfTheScreen
|
||||
lda ybyte+1
|
||||
bpl DrawOnTheScreen
|
||||
DrawOutOfTheScreen
|
||||
;jsr DrawJumpPad
|
||||
rts
|
||||
DrawOnTheScreen
|
||||
; constant parameters
|
||||
@@ -59,21 +55,25 @@ DrawOnTheScreen
|
||||
sta XI+1
|
||||
sta YI
|
||||
sta YI+1
|
||||
|
||||
|
||||
sta HowToDraw ; reset flags
|
||||
sta DrawDirFactor ; reset flags
|
||||
|
||||
; setting the direction controll bits
|
||||
cpw ydraw ybyte
|
||||
bcc LineDown
|
||||
; here one line up
|
||||
; we are setting bit 0
|
||||
mva #1 HowToDraw ;here we can because it's first operation
|
||||
; we are subctracting Yend from Ybegin (reverse order)
|
||||
; DY=YI-YK
|
||||
sbw ydraw ybyte DY
|
||||
jmp CheckDirectionX
|
||||
; we are setting bit 7
|
||||
lda #%10000000
|
||||
sta HowToDraw ;here we can because it's first operation
|
||||
bne CheckDirectionX ; JMP
|
||||
LineDown
|
||||
; one line down here
|
||||
; we are setting bit 0
|
||||
mva #0 HowToDraw ;here we can because it's first operation
|
||||
; we are clearing bit 7 (it's cleared :) )
|
||||
; mva #0 HowToDraw ;here we can because it's first operation
|
||||
; substract Ybegin from Yend (normal order)
|
||||
; DY=YK-YI
|
||||
sbw ybyte ydraw DY
|
||||
@@ -81,22 +81,21 @@ CheckDirectionX
|
||||
cpw xdraw xbyte
|
||||
bcc LineRight
|
||||
; here goes line to the left
|
||||
; we set bit 1
|
||||
|
||||
lda HowToDraw
|
||||
ora #$02
|
||||
sta HowToDraw
|
||||
; substract Xend from Xbegin (reverse)
|
||||
; DX=XI-XK
|
||||
sbw xdraw xbyte DX
|
||||
jmp CheckDirectionFactor
|
||||
; we set bit 6
|
||||
lda HowToDraw
|
||||
ora #%01000000
|
||||
sta HowToDraw
|
||||
bne CheckDirectionFactor ; JMP
|
||||
LineRight
|
||||
; here goes one line to the right
|
||||
; we clear bit 0
|
||||
; we clear bit 6
|
||||
; we can do nothing because the bit is cleared!
|
||||
|
||||
;lda HowToDraw
|
||||
;and #$FD
|
||||
;and #%10111111
|
||||
;sta HowToDraw
|
||||
|
||||
; substracting Xbegin from Xend (normal way)
|
||||
@@ -111,31 +110,33 @@ CheckDirectionFactor
|
||||
; we already have DX in A
|
||||
cpw DX DY
|
||||
|
||||
bcc SwapXY
|
||||
; 'a' factor is fire, so we copy parameters
|
||||
; XK=DX
|
||||
mwa DX XK
|
||||
; and clearing bit 2
|
||||
; and bit 2 clear
|
||||
; (is not needed because already cleared)
|
||||
;lda HowToDraw
|
||||
;and #$FB
|
||||
;sta HowToDraw
|
||||
jmp LineParametersReady
|
||||
bcs NoSwapXY
|
||||
SwapXY
|
||||
; not this half of a quarter! - parameters must be swapped
|
||||
; XK=DY
|
||||
; DY=DX
|
||||
; DX=XK - because DY is there so DY and DX are swapped
|
||||
; YK ... not used
|
||||
mwa DY XK
|
||||
mvy DY XK
|
||||
mvx DY+1 XK+1
|
||||
; now we have XK in Y and X for optimization
|
||||
mwa DX DY
|
||||
mwa XK DX
|
||||
; DX=XK optimized (4 bytes saved!)
|
||||
sty DX
|
||||
stx DX+1
|
||||
|
||||
; and let's set bit 2
|
||||
lda HowToDraw
|
||||
ora #$04
|
||||
sta HowToDraw
|
||||
; and let's set bit 7 of DrawDirFactor
|
||||
dec DrawDirFactor
|
||||
; bmi LineParametersReady ; JMP - but we don't need JMP :)
|
||||
NoSwapXY
|
||||
; 'a' factor is fire, so we copy parameters
|
||||
; XK=DX
|
||||
mwa DX XK
|
||||
; and clearing bit 7 of DrawDirFactor
|
||||
; and bit 7 clear
|
||||
; (is not needed because already cleared)
|
||||
;lda #0
|
||||
;sta DrawDirFactor
|
||||
LineParametersReady
|
||||
; let's check if length is not zero
|
||||
lda DX
|
||||
@@ -191,9 +192,8 @@ drplot ; Our plot that checks how to calculate pixels.
|
||||
; and YI to temp)
|
||||
|
||||
|
||||
lda HowToDraw
|
||||
and #$04
|
||||
bne SwappedXY
|
||||
bit DrawDirFactor
|
||||
bmi SwappedXY
|
||||
mwa XI temp
|
||||
mwa YI temp2
|
||||
jmp CheckPlotY
|
||||
@@ -201,9 +201,8 @@ SwappedXY
|
||||
mwa XI temp2
|
||||
mwa YI temp
|
||||
CheckPlotY
|
||||
lda HowToDraw
|
||||
and #01
|
||||
bne LineGoesUp
|
||||
bit HowToDraw
|
||||
bmi LineGoesUp
|
||||
; here we know that line goes down and we are not changing Y
|
||||
adw temp2 ytempDRAW ydraw ; YI
|
||||
jmp CheckPlotX
|
||||
@@ -211,9 +210,8 @@ LineGoesUp
|
||||
; line goes up here - we are reversing Y
|
||||
sbw ytempDRAW temp2 ydraw ; YI
|
||||
CheckPlotX
|
||||
lda HowToDraw
|
||||
and #02
|
||||
bne LineGoesLeft
|
||||
bit HowToDraw
|
||||
bvs LineGoesLeft
|
||||
; here we know that line goes right and we are not changing X
|
||||
adw temp xtempDRAW xdraw ; XI
|
||||
jmp PutPixelinDraw
|
||||
@@ -228,7 +226,7 @@ PutPixelinDraw
|
||||
inw LineLength
|
||||
bit Vdebug
|
||||
bmi MeasureVisualisation
|
||||
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
|
||||
bpl ContinueDraw ; jmp
|
||||
@
|
||||
bvc @+
|
||||
DrawCheck
|
||||
@@ -325,57 +323,24 @@ EndOfDraw
|
||||
asl FY
|
||||
mva FY FS
|
||||
asl FY
|
||||
clc
|
||||
lda FS
|
||||
; A = FS and C = 0
|
||||
;clc
|
||||
;lda FS
|
||||
adc #3
|
||||
sta FS
|
||||
|
||||
circleloop
|
||||
lda FX
|
||||
cmp FY
|
||||
bcs endcircleloop
|
||||
jsr splot8
|
||||
inc XC
|
||||
|
||||
clc
|
||||
lda FX
|
||||
adc #8
|
||||
sta FX
|
||||
|
||||
lda FS
|
||||
beq else01
|
||||
bmi else01
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
sta FS
|
||||
jmp endif01
|
||||
else01
|
||||
dec YC
|
||||
sec
|
||||
lda FY
|
||||
sbc #8
|
||||
sta FY
|
||||
|
||||
lda FS
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
clc
|
||||
adc FY
|
||||
sta FS
|
||||
endif01
|
||||
jmp circleloop
|
||||
bcc not_endcircleloop
|
||||
endcircleloop
|
||||
|
||||
jsr splot8
|
||||
|
||||
mwa xcircle xdraw
|
||||
mwa ycircle ydraw
|
||||
rts
|
||||
.endp
|
||||
not_endcircleloop
|
||||
; jsr splot8
|
||||
;----
|
||||
.proc splot8
|
||||
; splot8
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
@@ -386,7 +351,7 @@ endcircleloop
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
|
||||
clc
|
||||
;clc - allways after BCC
|
||||
lda xcircle
|
||||
adc XC
|
||||
sta xdraw
|
||||
@@ -469,10 +434,40 @@ endcircleloop
|
||||
lda tempcir+1
|
||||
sta ydraw+1
|
||||
jsr plot
|
||||
;-----
|
||||
|
||||
RTS
|
||||
inc XC
|
||||
|
||||
clc
|
||||
lda FX
|
||||
adc #8
|
||||
sta FX
|
||||
|
||||
lda FS
|
||||
beq else01
|
||||
bmi else01
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
sta FS
|
||||
jmp endif01
|
||||
else01
|
||||
dec YC
|
||||
sec
|
||||
lda FY
|
||||
sbc #8
|
||||
sta FY
|
||||
|
||||
lda FS
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
clc
|
||||
adc FY
|
||||
sta FS
|
||||
endif01
|
||||
jmp circleloop
|
||||
.endp
|
||||
|
||||
;-------------------------------*------------------
|
||||
.proc placetanks
|
||||
;--------------------------------------------------
|
||||
@@ -548,7 +543,7 @@ NotHigherByte02
|
||||
; x correction for P/M
|
||||
; --
|
||||
.IF XCORRECTION_FOR_PM = 1
|
||||
and #$fe
|
||||
and #$fe
|
||||
.ENDIF
|
||||
; --
|
||||
sta xtankstableL,x
|
||||
@@ -591,7 +586,7 @@ UnequalTanks
|
||||
jsr PMoutofScreen
|
||||
mva #1 Erase ; erase tanks flag
|
||||
.endp
|
||||
;--
|
||||
;-------------------------------------------------
|
||||
.proc drawtanks
|
||||
;-------------------------------------------------
|
||||
lda TankNr
|
||||
@@ -646,21 +641,18 @@ No6thTankHide
|
||||
jmp DoNotDrawTankNr
|
||||
SkipHidingPM
|
||||
|
||||
lda TankShape,x
|
||||
tax
|
||||
ldy TankShapesTable,x
|
||||
ldx TankNr
|
||||
ldy TankShape,x
|
||||
lda TankShapesTable,y
|
||||
tay
|
||||
lda AngleTable,x
|
||||
cmp #91 ; left or right tank shape
|
||||
bcs LeftTank
|
||||
:2 iny ; right tank
|
||||
LeftTank
|
||||
sty CharCode
|
||||
DrawTankNrX
|
||||
ldx tanknr
|
||||
jsr SetupXYdraw
|
||||
|
||||
jsr TypeChar
|
||||
jsr TypeChar.Fast
|
||||
lda Erase
|
||||
jne noTankNoPM
|
||||
; now P/M graphics on the screen (only for 5 tanks)
|
||||
@@ -711,12 +703,12 @@ NoMissile
|
||||
ClearPM
|
||||
cpy temp
|
||||
bne ZeroesToGo
|
||||
@ lda (xbyte),y
|
||||
and #%11110000
|
||||
ora #%00001111 ; (2 bits set) we set on two pixels in three lines
|
||||
sta (xbyte),y
|
||||
dey
|
||||
dex
|
||||
@ lda (xbyte),y
|
||||
and #%11110000
|
||||
ora #%00001111 ; (2 bits set) we set on two pixels in three lines
|
||||
sta (xbyte),y
|
||||
dey
|
||||
dex
|
||||
bne @-
|
||||
ZeroesToGo
|
||||
lda (xbyte),y
|
||||
@@ -731,12 +723,12 @@ PMForTank6
|
||||
ClearPM6
|
||||
cpy temp
|
||||
bne ZeroesToGo6
|
||||
@ lda (xbyte),y
|
||||
and #%00001111
|
||||
ora #%11110000 ; (2 bits set) we set on two pixels in three lines
|
||||
sta (xbyte),y
|
||||
dey
|
||||
dex
|
||||
@ lda (xbyte),y
|
||||
and #%00001111
|
||||
ora #%11110000 ; (2 bits set) we set on two pixels in three lines
|
||||
sta (xbyte),y
|
||||
dey
|
||||
dex
|
||||
bne @-
|
||||
ZeroesToGo6
|
||||
lda (xbyte),y
|
||||
@@ -749,9 +741,8 @@ NoPlayerMissile
|
||||
noTankNoPM
|
||||
ldy #$01
|
||||
lda Erase
|
||||
beq @+
|
||||
dey
|
||||
@ sty color
|
||||
seq:dey
|
||||
sty color
|
||||
; draw defensive weapons like shield ( tank number in X )
|
||||
; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
|
||||
ldx TankNr
|
||||
@@ -771,7 +762,7 @@ noTankNoPM
|
||||
bne NoShieldDraw
|
||||
DrawTankSh
|
||||
jsr DrawTankShield
|
||||
jmp NoShieldDraw
|
||||
beq NoShieldDraw ; JMP
|
||||
DrawTankShieldWihHorns
|
||||
jsr DrawTankShield
|
||||
jsr DrawTankShieldHorns
|
||||
@@ -779,7 +770,7 @@ DrawTankShieldWihHorns
|
||||
DrawTankShieldBold
|
||||
jsr DrawTankShield
|
||||
jsr DrawTankShieldBoldLine
|
||||
jmp NoShieldDraw
|
||||
beq NoShieldDraw ; JMP
|
||||
DrawTankFlag
|
||||
lda #char_flag ; flag symbol
|
||||
sta CharCode
|
||||
@@ -787,14 +778,13 @@ DrawTankFlag
|
||||
sec
|
||||
sbc #8
|
||||
sta ydraw
|
||||
jsr TypeChar
|
||||
jsr TypeChar.Fast
|
||||
NoShieldDraw
|
||||
BarrelChange
|
||||
ldy #$01
|
||||
lda Erase
|
||||
beq @+
|
||||
dey
|
||||
@ sty color
|
||||
seq:dey
|
||||
sty color
|
||||
jsr DrawBarrel
|
||||
ldx TankNr
|
||||
DoNotDrawTankNr
|
||||
@@ -874,7 +864,7 @@ tankflash_loop
|
||||
inw ydraw
|
||||
dec temp
|
||||
bne @-
|
||||
rts
|
||||
rts ; Z allways set
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DrawTankShieldHorns
|
||||
@@ -885,15 +875,15 @@ tankflash_loop
|
||||
.nowarn dew xdraw ; 1 pixel left
|
||||
sbw ydraw #$0a ; 10 pixels up
|
||||
jsr plot
|
||||
.nowarn dew ydraw
|
||||
.nowarn dew ydraw
|
||||
inw xdraw
|
||||
jsr plot
|
||||
sbw xdraw #$0d ; 13 pixels left
|
||||
jsr plot
|
||||
inw xdraw
|
||||
inw ydraw
|
||||
jsr plot
|
||||
rts
|
||||
jmp plot ; jsr:rts
|
||||
; rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DrawTankShieldBoldLine
|
||||
@@ -901,22 +891,22 @@ tankflash_loop
|
||||
; this proc draws bold top on shield.
|
||||
; Symbol of ablative shield ? :)
|
||||
;--------------------------------------------------
|
||||
sbw xdraw #$04 ; 5 pixels left
|
||||
sbw xdraw #$04 ; 5 pixels left
|
||||
sbw ydraw #$0b ; 11 pixels up
|
||||
; draw additional top horizontal line of shield ( _ )
|
||||
mva #6 temp
|
||||
@
|
||||
jsr plot
|
||||
.nowarn dew xdraw
|
||||
dec temp
|
||||
jsr plot
|
||||
.nowarn dew xdraw
|
||||
dec temp
|
||||
bne @-
|
||||
rts
|
||||
rts ; Z allways set
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DrawTankParachute
|
||||
;Tank number in X
|
||||
;--------------------------------------------------
|
||||
lda #char_parachute ; parachute symbol
|
||||
lda #char_parachute ; parachute symbol
|
||||
sta CharCode
|
||||
lda Ytankstable,x
|
||||
cmp #16
|
||||
@@ -925,7 +915,7 @@ tankflash_loop
|
||||
sbc #8
|
||||
sta ydraw
|
||||
jsr SetupXYdraw.X
|
||||
jsr TypeChar
|
||||
jsr TypeChar.Fast
|
||||
ToHighToParachute
|
||||
ldx TankNr
|
||||
rts
|
||||
@@ -959,18 +949,18 @@ ToHighToParachute
|
||||
dec temp
|
||||
bne @-
|
||||
|
||||
sbw xdraw #2 ; 2 pixels left
|
||||
sbw xdraw #2 ; 2 pixels left
|
||||
inw ydraw ; 1 pixel down
|
||||
|
||||
; draw second horizontal line
|
||||
mva #3 temp
|
||||
@
|
||||
jsr plot
|
||||
.nowarn dew xdraw
|
||||
dec temp
|
||||
jsr plot
|
||||
.nowarn dew xdraw
|
||||
dec temp
|
||||
bne @-
|
||||
|
||||
adw xdraw #2 ; 2 pixels right
|
||||
adw xdraw #2 ; 2 pixels right
|
||||
inw ydraw ; 1 pixel down
|
||||
|
||||
; and last pixel
|
||||
@@ -1001,14 +991,14 @@ ToHighToParachute
|
||||
inw xdraw
|
||||
; plot 6 random color pixels
|
||||
mva #6 temp
|
||||
@ lda Erase
|
||||
eor #%00000001
|
||||
and random
|
||||
and #%00000001
|
||||
sta color
|
||||
jsr plot
|
||||
inw xdraw
|
||||
dec temp
|
||||
@ lda Erase
|
||||
eor #%00000001
|
||||
and random
|
||||
and #%00000001
|
||||
sta color
|
||||
jsr plot
|
||||
inw xdraw
|
||||
dec temp
|
||||
bne @-
|
||||
; clear last pixel under tank
|
||||
mva #0 color
|
||||
@@ -1052,11 +1042,11 @@ NoFallingSound
|
||||
and #01
|
||||
beq DoNotClearParachute
|
||||
; here we clear the parachute
|
||||
; ldx TankNr
|
||||
; ldx TankNr
|
||||
jsr DrawTankParachute
|
||||
DoNotClearParachute
|
||||
mva #0 Erase
|
||||
; ldx TankNr
|
||||
; ldx TankNr
|
||||
lda EndOfTheFallFlag ; We only get byte below the tank if still falling
|
||||
bne NoGroundCheck
|
||||
; coordinates of the first pixel under the tank
|
||||
@@ -1068,8 +1058,8 @@ DoNotClearParachute
|
||||
; 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)
|
||||
; UnderTank1 ; byte under tank
|
||||
; UnderTank2 ; byte under tank reversed (for simple check right direction)
|
||||
lda #08
|
||||
sta temp ; Loop Counter
|
||||
ByteBelowTank
|
||||
@@ -1158,9 +1148,8 @@ NotRightEdge
|
||||
lda XtankstableL,x
|
||||
adc #1
|
||||
sta XtankstableL,x
|
||||
lda XtankstableH,x
|
||||
adc #0
|
||||
sta XtankstableH,x
|
||||
scc
|
||||
inc XtankstableH,x
|
||||
mva #%10000000 PreviousFall ; set bit 7 - right
|
||||
bne EndOfFCycle
|
||||
FallingLeft
|
||||
@@ -1179,9 +1168,8 @@ NotLeftEdge
|
||||
lda XtankstableL,x
|
||||
sbc #1
|
||||
sta XtankstableL,x
|
||||
lda XtankstableH,x
|
||||
sbc #0
|
||||
sta XtankstableH,x
|
||||
scs
|
||||
dec XtankstableH,x
|
||||
mva #%01000000 PreviousFall ; set bit 6 - left
|
||||
bne EndOfFCycle
|
||||
EndLeftFall
|
||||
@@ -1247,6 +1235,16 @@ NoParachuteWeapon
|
||||
beq ThereWasNoParachute
|
||||
jsr DrawTankParachute
|
||||
ThereWasNoParachute
|
||||
lda BlackHole ; if Black Hole option is set ...
|
||||
beq NotBlackHole
|
||||
lda Ytankstable,x ; ... and tank has fallen to the bottom ...
|
||||
cmp #screenheight-1
|
||||
bcc NotBlackHole
|
||||
lda #0 ; ... then the tank disappears.
|
||||
sta eXistenZ,x
|
||||
sta LastExistenZ,x
|
||||
sta Energy,x
|
||||
NotBlackHole
|
||||
; ldx TankNr
|
||||
jsr PutTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) )
|
||||
mva #sfx_silencer sfx_effect
|
||||
@@ -1270,26 +1268,8 @@ ThereWasNoParachute
|
||||
rts
|
||||
.endp
|
||||
|
||||
/*
|
||||
;--------------------------------------------------
|
||||
drawmountainspixel ; never used ?
|
||||
;--------------------------------------------------
|
||||
mwa #0 xdraw
|
||||
mwa #mountaintable modify
|
||||
drawmountainspixelloop
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
jsr plot
|
||||
inw modify
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
bne drawmountainspixelloop
|
||||
rts
|
||||
*/
|
||||
;--------------------------------------------------
|
||||
.proc SoilDown2
|
||||
.proc SoilDown
|
||||
;--------------------------------------------------
|
||||
|
||||
; how it is supposed to work:
|
||||
@@ -1327,6 +1307,16 @@ NoClearTanks
|
||||
sta color
|
||||
jsr plot
|
||||
|
||||
.IF TARGET >= 800
|
||||
lda FastSoilDown
|
||||
bne GoFast
|
||||
lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
bne @+
|
||||
GoFast
|
||||
jmp SoilDownTurbo.NoClearTanks
|
||||
@
|
||||
.ENDIF
|
||||
; First we look for highest pixels and fill with their coordinates
|
||||
; both tables
|
||||
|
||||
@@ -1369,6 +1359,13 @@ FoundPeek1
|
||||
|
||||
; main loop starts here
|
||||
MainFallout2
|
||||
.IF TARGET >= 800
|
||||
lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
bne NoFastDown
|
||||
jmp SoilDownTurbo.NoClearTanks
|
||||
NoFastDown
|
||||
.ENDIF
|
||||
mwa RangeLeft xdraw
|
||||
adw RangeLeft #mountaintable temp
|
||||
adw RangeLeft #mountaintable2 tempor2
|
||||
@@ -1401,14 +1398,12 @@ FalloutOfLine
|
||||
ldy #0
|
||||
lda (temp),y
|
||||
sta ydraw
|
||||
lda (temp),y
|
||||
clc
|
||||
adc #1
|
||||
sta (temp),y
|
||||
sty color
|
||||
jsr plot.MakePlot
|
||||
mva #sfx_silencer sfx_effect
|
||||
|
||||
ThereIsPixelHere
|
||||
ColumnIsReady
|
||||
inw temp
|
||||
@@ -1418,7 +1413,6 @@ ColumnIsReady
|
||||
cpw xdraw RangeRight
|
||||
bcc FalloutOfLine
|
||||
beq FalloutOfLine
|
||||
|
||||
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
|
||||
spl:rts ; exit if pressed 'Exit keys'
|
||||
|
||||
@@ -1429,7 +1423,6 @@ ColumnIsReady
|
||||
; now correct heights are in the mountaintable
|
||||
sta color ; Pozor! :) we know - now A=1
|
||||
NothingToFall
|
||||
mva #sfx_silencer sfx_effect
|
||||
jmp DrawTanks
|
||||
; rts
|
||||
.endp
|
||||
@@ -1441,11 +1434,11 @@ NothingToFall
|
||||
|
||||
; starting point
|
||||
getrandomY ;getting random Y coordinate
|
||||
sec
|
||||
; sec ; ???
|
||||
lda random
|
||||
cmp #screenheight-(margin*4) ;it means that max line=199
|
||||
bcs getrandomY
|
||||
clc
|
||||
; clc ; C is clear
|
||||
adc #(margin*2)
|
||||
sta ydraw
|
||||
sta yfloat+1
|
||||
@@ -1504,9 +1497,15 @@ OnePart
|
||||
beq ToBottom
|
||||
|
||||
ToTop ;it means substracting
|
||||
|
||||
sbw yfloat delta
|
||||
;sbw yfloat delta
|
||||
sec
|
||||
lda yfloat
|
||||
sbc delta
|
||||
sta yfloat
|
||||
lda yfloat+1
|
||||
sbc delta+1
|
||||
sta yfloat+1
|
||||
;lda yfloat+1
|
||||
cmp #margin
|
||||
bcs @+
|
||||
; if smaller than 10
|
||||
@@ -1515,8 +1514,15 @@ ToTop ;it means substracting
|
||||
jmp @+
|
||||
|
||||
ToBottom
|
||||
adw yfloat delta
|
||||
;adw yfloat delta
|
||||
clc
|
||||
lda yfloat
|
||||
adc delta
|
||||
sta yfloat
|
||||
lda yfloat+1
|
||||
adc delta+1
|
||||
sta yfloat+1
|
||||
;lda yfloat+1
|
||||
cmp #screenheight-margin
|
||||
bcc @+
|
||||
; if higher than screen
|
||||
@@ -1539,9 +1545,10 @@ EndDrawing
|
||||
rts
|
||||
.endp
|
||||
|
||||
/*
|
||||
|
||||
/*
|
||||
;--------------------------------------------------
|
||||
.proc calculatemountains0
|
||||
.proc calculatemountains
|
||||
; Only for testing - makes ground flat (0 pixels)
|
||||
; and places tanks on it
|
||||
; remember to remove in final compilation :)
|
||||
@@ -1555,6 +1562,13 @@ nextPointDrawing
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
bne nextPointDrawing
|
||||
; 20 first points - max height!
|
||||
mwa #mountaintable modify
|
||||
ldy #20
|
||||
lda #0
|
||||
@ sta (modify),y
|
||||
dey
|
||||
bpl @-
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
SetYofNextTank
|
||||
@@ -1574,14 +1588,14 @@ SetYofNextTank
|
||||
ldy #0
|
||||
ldx #screenheight-1
|
||||
nextPointChecking
|
||||
txa
|
||||
cmp (modify),y
|
||||
bcc NotHigher
|
||||
lda (modify),y
|
||||
tax
|
||||
txa
|
||||
cmp (modify),y
|
||||
bcc NotHigher
|
||||
lda (modify),y
|
||||
tax
|
||||
NotHigher
|
||||
inw modify
|
||||
cpw modify #(mountaintable+screenwidth)
|
||||
inw modify
|
||||
cpw modify #(mountaintable+screenwidth)
|
||||
bne nextPointChecking
|
||||
txa
|
||||
rts
|
||||
@@ -1589,19 +1603,26 @@ NotHigher
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc DisplayOffensiveTextNr ;
|
||||
ldx TextNumberOff
|
||||
lda talk.OffensiveTextTableL,x
|
||||
sta LineAddress4x4
|
||||
lda talk.OffensiveTextTableH,x
|
||||
sta LineAddress4x4+1
|
||||
inx ; the next text
|
||||
lda talk.OffensiveTextTableH,x
|
||||
sta temp+1
|
||||
lda talk.OffensiveTextTableL,x
|
||||
sta temp ; opty possible
|
||||
; substract address of the next text from previous to get text length
|
||||
sbw temp LineAddress4x4 temp2
|
||||
mva temp2 fx
|
||||
; all text start from `talk` and end with an inverse.
|
||||
; we go through the `talk`, count number of inverses.
|
||||
; if equal to TextNumberOff, it is our text, printit
|
||||
lda #0
|
||||
notZero
|
||||
sta plot4x4color
|
||||
tya
|
||||
tax ; save Y
|
||||
mwa #talk LineAddress4x4
|
||||
jsr _calc_inverse_display
|
||||
|
||||
; now find length of the text
|
||||
@ iny
|
||||
lda (LineAddress4x4),y
|
||||
bpl @-
|
||||
iny
|
||||
sty fx
|
||||
|
||||
txa ; load Y
|
||||
tay
|
||||
|
||||
;jsr Display4x4AboveTank
|
||||
;rts
|
||||
@@ -1645,7 +1666,7 @@ NotHigher
|
||||
bpl DOTNnotLessThanZero
|
||||
;less than zero, so should be zero
|
||||
mwa #0 temp
|
||||
beq DOTNnoOverflow
|
||||
beq DOTNnoOverflow ; jmp
|
||||
|
||||
DOTNnotLessThanZero
|
||||
;so check if end larger than screenwidth
|
||||
@@ -1727,21 +1748,20 @@ DOTOldLowestValue
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc DisplayTankNameAbove ;
|
||||
lda tankNr
|
||||
.proc DisplayTankNameAbove ; TankNr in X
|
||||
txa ; TankNr
|
||||
:3 asl ; *8
|
||||
clc
|
||||
adc #<TanksNames
|
||||
sta temp ; TextAddress
|
||||
sta LineAddress4x4 ; TextAddress
|
||||
lda #0
|
||||
adc #>Tanksnames
|
||||
sta temp+1 ; TextAddress+1
|
||||
mwa temp LineAddress4x4
|
||||
sta LineAddress4x4+1 ; TextAddress+1
|
||||
|
||||
;find length of the tank's name
|
||||
ldy #7
|
||||
@
|
||||
lda (temp),y
|
||||
lda (LineAddress4x4),y
|
||||
bne end_found
|
||||
dey
|
||||
bne @-
|
||||
@@ -1778,7 +1798,6 @@ TypeLine4x4Loop
|
||||
ldy LineCharNr
|
||||
|
||||
lda (LineAddress4x4),y
|
||||
and #$3f ;always CAPITAL letters
|
||||
sta CharCode4x4
|
||||
mwa LineXdraw dx
|
||||
mva LineYdraw dy
|
||||
@@ -1896,7 +1915,7 @@ quit_seppuku
|
||||
lda ytankstable,x
|
||||
sta ydraw
|
||||
mva #0 ydraw+1
|
||||
X lda XtanksTableL,x
|
||||
X lda XtanksTableL,x
|
||||
sta xdraw
|
||||
lda XtanksTableH,x
|
||||
sta xdraw+1
|
||||
@@ -1926,7 +1945,7 @@ X lda XtanksTableL,x
|
||||
sta yc ; current tank barrel length
|
||||
lda angleTable,x
|
||||
sta Angle
|
||||
jmp DrawBarrelTech
|
||||
; jmp DrawBarrelTech ; POZOR !
|
||||
; rts
|
||||
.endp
|
||||
|
||||
@@ -1938,7 +1957,7 @@ X lda XtanksTableL,x
|
||||
bcc angleUnder90
|
||||
|
||||
;over 90
|
||||
sec
|
||||
;sec - allways set
|
||||
sbc #90
|
||||
tax
|
||||
; barrel start offset over 90deg
|
||||
@@ -2045,33 +2064,27 @@ ybarrel
|
||||
;--------------------------------------------------
|
||||
lda #$00 ; let all P/M disappear
|
||||
ldy #7
|
||||
@ sta hposp0,y
|
||||
dey
|
||||
@ sta hposp0,y
|
||||
dey
|
||||
bpl @-
|
||||
;:8 sta hposp0+# ; optimized... but Y!
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ColorsOfSprites
|
||||
.proc SetPMWidthAndColors
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
ldy #3
|
||||
@ lda TankColoursTable,y ; colours of sprites under tanks
|
||||
sta PCOLR0,y
|
||||
dey
|
||||
@ lda #$00
|
||||
sta sizep0,y ; P0-P3 widths
|
||||
lda TankColoursTable,y ; colours of sprites under tanks
|
||||
sta PCOLR0,y
|
||||
dey
|
||||
bpl @-
|
||||
LDA TankColoursTable+4
|
||||
STA COLOR3 ; joined missiles (5th tank)
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetPMWidth
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
lda #$00
|
||||
sta sizep0 ; P0-P3 widths
|
||||
sta sizep0+1
|
||||
sta sizep0+2
|
||||
sta sizep0+3
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
.endif
|
||||
@@ -1,17 +1,24 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
;Atari 8-bit Scorched Earth source code
|
||||
; @com.wudsn.ide.lng.mainsourcefile=scorch.asm
|
||||
|
||||
;Atari 8-bit Scorch source code
|
||||
;---------------------------------------------------
|
||||
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
||||
;Miami & Warsaw 2022, 2023
|
||||
|
||||
;WARNING! requires mads compiled on 2023-09-13 or later
|
||||
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
||||
;atari800 -run ${outputFilePath}
|
||||
|
||||
;---------------------------------------------------
|
||||
.IFNDEF TARGET
|
||||
.def TARGET = 800 ; 5200
|
||||
.ENDIF
|
||||
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
||||
;atari800 -run ${outputFilePath}
|
||||
;---------------------------------------------------
|
||||
.def CART_VERSION = 0
|
||||
; if 1 - dual splash screen
|
||||
.def METEORS = 1
|
||||
; if 1 - meteors on game
|
||||
.def XCORRECTION_FOR_PM = 0
|
||||
; if 1 - active x position of tanks correction fo PMG
|
||||
.def FASTER_GRAF_PROCS = 1
|
||||
@@ -19,11 +26,11 @@
|
||||
; (direct writes to screen memory - atari only :) )
|
||||
;---------------------------------------------------
|
||||
|
||||
; OPT r+ ; saves 12 bytes :O
|
||||
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.30" ; number of this build (4 bytes)
|
||||
dta d"1.43" ; number of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
@@ -34,120 +41,144 @@
|
||||
;---------------------------------------------------
|
||||
icl 'definitions.asm'
|
||||
;---------------------------------------------------
|
||||
AdditionalZPvariables = $20
|
||||
.zpvar EplotX .word = AdditionalZPvariables
|
||||
.zpvar EplotByte .word
|
||||
.zpvar EplotY .byte
|
||||
.zpvar Mpoint1X .word ; meteor first point X position
|
||||
.zpvar Mpoint2X .word ; meteor last point X position
|
||||
.zpvar Mpoint1Y .byte ; meteor first point Y position
|
||||
.zpvar Mcounter .byte ; meteor length counter ( $ff - no meteor on sky )
|
||||
.zpvar Mpoint2Y .byte ; meteor last point Y position
|
||||
.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
|
||||
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
|
||||
|
||||
|
||||
FirstZpageVariable = $57
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||
.zpvar xdraw .word ;= $64 ;variable X for plot
|
||||
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||
FirstZpageVariable = $50
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
|
||||
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
|
||||
; 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||
.zpvar xdraw .word ; = $64 ;variable X for plot
|
||||
.zpvar ydraw .word ; variable Y for plot
|
||||
; (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||
.zpvar xbyte .word
|
||||
.zpvar ybyte .word
|
||||
.zpvar CharCode .byte
|
||||
.zpvar fontind .word
|
||||
.zpvar tanknr .byte
|
||||
.zpvar TankSequencePointer .byte
|
||||
.zpvar oldplot .word
|
||||
.zpvar xc .word
|
||||
.zpvar temp .word ;temporary word for the most embeded loops only
|
||||
.zpvar temp2 .word ;same as above
|
||||
.zpvar modify .word ;origially used to replace self-modyfying code
|
||||
.zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine)
|
||||
.zpvar xtempDRAW .word ;same as above for XDRAW routine
|
||||
.zpvar ytempDRAW .word ;same as above for XDRAW routine
|
||||
.zpvar temp .word ; temporary word for the most embeded loops only
|
||||
.zpvar temp2 .word ; same as above
|
||||
.zpvar modify .word ; origially used to replace self-modyfying code
|
||||
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
|
||||
.zpvar xtempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar ytempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar tempor2 .word
|
||||
.zpvar CreditsVScrol .byte
|
||||
;--------------temps used in circle routine
|
||||
.zpvar xi .word ;X (word) in draw routine
|
||||
.zpvar xi .word ; X (word) in draw routine
|
||||
.zpvar fx .byte
|
||||
.zpvar yi .word ;Y (word) in draw routine
|
||||
.zpvar yi .word ; Y (word) in draw routine
|
||||
.zpvar fy .byte
|
||||
.zpvar xk .word
|
||||
.zpvar fs .byte
|
||||
.zpvar yc .byte ;ycircle - temporary for circle
|
||||
.zpvar yc .byte ; ycircle - temporary for circle
|
||||
.zpvar dx .word
|
||||
.zpvar dy .word
|
||||
.zpvar dd .word
|
||||
.zpvar di .word
|
||||
.zpvar dp .word
|
||||
;----------------------------
|
||||
.zpvar UnderTank1 .byte
|
||||
.zpvar UnderTank2 .byte
|
||||
.zpvar UnderTank1 .byte
|
||||
.zpvar UnderTank2 .byte
|
||||
;----------------------------
|
||||
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
|
||||
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
|
||||
.zpvar weaponPointer .word
|
||||
.zpvar dliCounter .byte
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar SkStatSimulator .byte
|
||||
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar SkStatSimulator .byte
|
||||
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
.zpvar Force_ .byte ; Force is 3 bytes long
|
||||
.zpvar Angle .byte
|
||||
.zpvar Parachute .byte ; are you insured with parachute?
|
||||
.zpvar color .byte
|
||||
.zpvar Erase .byte ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
.zpvar radius .byte
|
||||
.zpvar decimal .word
|
||||
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar Force .word
|
||||
.zpvar Force_ .byte ; Force is 3 bytes long
|
||||
.zpvar Angle .byte
|
||||
.zpvar Parachute .byte ; are you insured with parachute?
|
||||
.zpvar color .byte
|
||||
.zpvar Erase .byte ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
.zpvar radius .byte
|
||||
.zpvar decimal .word
|
||||
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
|
||||
.zpvar Counter .byte ; temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar FunkyBombCounter .byte
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
|
||||
.zpvar vy_ .word ; 4 bytes
|
||||
.zpvar vx .word
|
||||
.zpvar vx_ .word ; 4 bytes
|
||||
.zpvar HitFlag .byte ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
||||
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
|
||||
.zpvar XHit .word
|
||||
.zpvar delta .word
|
||||
.zpvar HowMuchToFall .byte
|
||||
.zpvar magic .word
|
||||
.zpvar xtraj .word
|
||||
.zpvar xtraj_ .byte ; 3 bytes
|
||||
.zpvar ytraj .word
|
||||
.zpvar ytraj_ .byte ; 3 bytes
|
||||
.zpvar Wind .word
|
||||
.zpvar Wind_ .word ; 4 bytes
|
||||
.zpvar RangeLeft .word
|
||||
.zpvar RangeRight .word
|
||||
.zpvar NewAngle .byte
|
||||
.zpvar escFlag .byte ; 7 bit - Exit game, 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
|
||||
.zpvar LineYdraw .byte
|
||||
.zpvar LineXdraw .word
|
||||
.zpvar plot4x4color .byte ; $00 / $ff
|
||||
.zpvar Multiplier .word
|
||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
|
||||
.zpvar gravity .byte
|
||||
.zpvar LineLength .word
|
||||
.zpvar tracerflag .byte
|
||||
.zpvar isInventory .byte
|
||||
.zpvar DifficultyLevel .byte
|
||||
.zpvar goleft .byte
|
||||
.zpvar OffsetDL1 .byte
|
||||
.zpvar L1 .byte
|
||||
HotNapalmFlag = FunkyBombCounter ; reuse variable!
|
||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
|
||||
.zpvar vy_ .word ; 4 bytes
|
||||
.zpvar vx .word
|
||||
.zpvar vx_ .word ; 4 bytes
|
||||
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
|
||||
; $01-$06 tank index+1 when hit tank
|
||||
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
|
||||
.zpvar FirstKeypressDelay .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
|
||||
.zpvar TankSequencePointer .byte
|
||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar RandomMountains .byte ; mountains type change after each turn flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
|
||||
.zpvar BlackHole .byte ; 0 - no, >0 - yes
|
||||
.zpvar XHit .word
|
||||
.zpvar delta .word
|
||||
.zpvar HowMuchToFall .byte
|
||||
.zpvar magic .word ; worst var name in the whole business
|
||||
.zpvar xtraj .word
|
||||
.zpvar xtraj_ .byte ; 3 bytes
|
||||
.zpvar ytraj .word
|
||||
.zpvar ytraj_ .byte ; 3 bytes
|
||||
.zpvar Wind .word
|
||||
.zpvar Wind_ .word ; 4 bytes
|
||||
.zpvar RangeLeft .word
|
||||
.zpvar RangeRight .word
|
||||
.zpvar NewAngle .byte
|
||||
.zpvar escFlag .byte ; 7 bit - Exit game,
|
||||
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
|
||||
.zpvar LineYdraw .byte
|
||||
.zpvar LineXdraw .word
|
||||
.zpvar plot4x4color .byte ; $00 / $ff
|
||||
.zpvar Multiplier .word
|
||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
|
||||
.zpvar DrawDirFactor .byte
|
||||
.zpvar gravity .byte
|
||||
.zpvar LineLength .word
|
||||
.zpvar tracerflag .byte
|
||||
.zpvar isInventory .byte
|
||||
.zpvar DifficultyLevel .byte
|
||||
.zpvar goleft .byte
|
||||
.zpvar OffsetDL1 .byte
|
||||
.zpvar L1 .byte
|
||||
HotNapalmFlag = FunkyBombCounter ; variable reuse!
|
||||
displayposition = modify
|
||||
LineAddress4x4 = xcircle
|
||||
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
|
||||
|
||||
;-----------------------------------------------
|
||||
; libraries
|
||||
@@ -155,29 +186,16 @@ FirstZpageVariable = $57
|
||||
.IF TARGET = 800
|
||||
icl 'Atari/lib/ATARISYS.ASM'
|
||||
icl 'Atari/lib/MACRO.ASM'
|
||||
icl 'artwork/splash_v2/splash.asm' ; splash screen and musix
|
||||
icl 'artwork/splash_v2/splash.asm' ; new splash screen and musix
|
||||
.IF CART_VERSION
|
||||
icl 'artwork/splash_v1/splash.asm' ; old splash screen (plays music from new splash)
|
||||
.ENDIF
|
||||
; icl 'Atari/Manual/manual.asm' ; manuals display
|
||||
.ELIF TARGET = 5200
|
||||
OPT h-f+ ; no headers, single block --> cart bin file
|
||||
icl 'Atari/lib/5200SYS.ASM'
|
||||
icl 'Atari/lib/5200MACRO.ASM'
|
||||
.enum @kbcode
|
||||
/*
|
||||
_0
|
||||
_1
|
||||
_2
|
||||
_3
|
||||
_4
|
||||
_5
|
||||
_6
|
||||
_7
|
||||
_8
|
||||
_9
|
||||
_asterisk = $0a
|
||||
_hash = $0b
|
||||
_start = $0c
|
||||
_pause = $0d
|
||||
_reset = $0e
|
||||
*/
|
||||
_space = $00
|
||||
_Y = $01
|
||||
_up = $02
|
||||
@@ -189,20 +207,20 @@ FirstZpageVariable = $57
|
||||
_down = $08
|
||||
_I = $09
|
||||
_esc = $0a
|
||||
_ret = $fb ;$0b ;not used in 5200
|
||||
_del = $fc ;$0c ;not used in 5200
|
||||
_help = $0b ; Visual Debug in 5200
|
||||
_del = $fc ; $0c ;not used in 5200
|
||||
_M = $0d
|
||||
_S = $0e
|
||||
_atari = $fd ; not used in 5200
|
||||
_none = $0f
|
||||
|
||||
_ret = $fd ; not used in 5200
|
||||
_none = $0f
|
||||
.ende
|
||||
.ENDIF
|
||||
|
||||
;-----------------------------------------------
|
||||
; variable declarations in RAM (no code)
|
||||
;-----------------------------------------------
|
||||
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1)
|
||||
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables)
|
||||
icl 'variables.asm'
|
||||
|
||||
; Game loading address
|
||||
@@ -237,22 +255,21 @@ StatusBufferCopyEnd
|
||||
|
||||
|
||||
icl 'Atari/display_static.asm'
|
||||
;----------------------------------------------
|
||||
|
||||
;--------------------------------------------------
|
||||
; Game Code
|
||||
;--------------------------------------------------
|
||||
FirstSTART
|
||||
.IF TARGET = 5200
|
||||
; start in 5200 diagnostic mode
|
||||
; move original startup procedure to RAM
|
||||
; start in 5200 diagnostic mode
|
||||
; move original startup procedure to RAM
|
||||
|
||||
Modified5200Splash = $2100 ; apparently there is some free space here
|
||||
; check kernel version
|
||||
; check kernel version
|
||||
Atari5200KernelByte = $fff8
|
||||
; $32 - 4 joy
|
||||
; $00 - 2 joy
|
||||
; $ff - Altirra kernel
|
||||
; $32 - 4 joy
|
||||
; $00 - 2 joy
|
||||
; $ff - Altirra kernel
|
||||
|
||||
lda Atari5200KernelByte
|
||||
beq rom2joy
|
||||
@@ -282,9 +299,9 @@ rom2joy
|
||||
splash_year = splash_text + $1e
|
||||
splash_copyright = splash_text + $14
|
||||
ldy #19 ; 20 characters
|
||||
@ lda NewSplashText,y
|
||||
sta splash_copyright,y
|
||||
dey
|
||||
@ lda NewSplashText,y
|
||||
sta splash_copyright,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; splash screen delay. maybe add fire to speed up?
|
||||
@@ -292,30 +309,35 @@ rom2joy
|
||||
bne @-
|
||||
no5200splash
|
||||
.ENDIF
|
||||
StartAfterSplash
|
||||
jsr MakeDarkScreen
|
||||
|
||||
|
||||
; one time zero variables in RAM (non zero page)
|
||||
lda #0
|
||||
ldy #OneTimeZeroVariablesCount-1
|
||||
@ sta OneTimeZeroVariables,y
|
||||
@ sta OneTimeZeroVariables,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; one time zero variables in RAM (zero page)
|
||||
ldy #FirstZpageVariable
|
||||
@ sta $0000,y
|
||||
iny
|
||||
@ sta $0000,y
|
||||
iny
|
||||
bne @-
|
||||
|
||||
; initialize variables in RAM (non zero page)
|
||||
ldy #initialvaluesCount-1
|
||||
@ lda initialvaluesStart,y
|
||||
@ lda initialvaluesStart,y
|
||||
sta variablesToInitialize,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; set gradient to the full LGBTIQQAAPP+ flag on start
|
||||
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one)
|
||||
.IF CART_VERSION = 1
|
||||
mva #$ff GradientNr ; #1 to set gradient number 2 :) (next one) - 0 (B/W)
|
||||
.ELSE
|
||||
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) - 1 (polish rainbow)
|
||||
.ENDIF
|
||||
jsr SelectNextGradient.NotWind
|
||||
|
||||
; generate linetables
|
||||
@@ -323,10 +345,12 @@ no5200splash
|
||||
|
||||
.IF TARGET = 800
|
||||
; pokeys init
|
||||
lda #3 ; stereo
|
||||
lda #3 ; stereo (pseudo)
|
||||
sta POKEY+$0f ; stereo
|
||||
sta POKEY+$1f ; stereo
|
||||
|
||||
.IF CART_VERSION = 0
|
||||
sta COLDST ; Cold start after Reset key
|
||||
.ENDIF
|
||||
lda PAL
|
||||
and #%00001110
|
||||
bne NoRMT_PALchange
|
||||
@@ -352,28 +376,39 @@ NoRMT_PALchange
|
||||
|
||||
|
||||
; RMT INIT
|
||||
lda #$f0 ;initial value
|
||||
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
|
||||
lda #$f0 ; initial value
|
||||
sta RMTSFXVOLUME ; sfx note volume * 16 (0,16,32,...,240)
|
||||
|
||||
lda #$ff ;initial value
|
||||
lda #$ff ; initial value
|
||||
sta sfx_effect
|
||||
|
||||
sta Mcounter
|
||||
sta MeteorsFlag
|
||||
|
||||
RMTSong 0
|
||||
|
||||
.IF TARGET = 5200
|
||||
mva #$0f STICK0
|
||||
mva #$04 CONSOL5200 ;Speaker off, Pots enabled, port #1 selected
|
||||
mwa #kb_continue VKEYCNT ;Keyboard handler
|
||||
mva #$0f STICK0
|
||||
mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
|
||||
mwa #kb_continue VKEYCNT ; Keyboard handler
|
||||
.ENDIF
|
||||
VMAIN VBLinterrupt,7 ;jsr SetVBL
|
||||
VMAIN VBLinterrupt,7 ; jsr SetVBL
|
||||
|
||||
mva #2 chactl ; necessary for 5200
|
||||
mva #2 chactl ; necessary for 5200
|
||||
|
||||
;--------------------------------------------------
|
||||
; Main program of the game
|
||||
icl 'game.asm'
|
||||
;--------------------------------------------------
|
||||
|
||||
.proc SetJoystickPort
|
||||
sta JoystickNumber
|
||||
.IF TARGET = 800 ; second joy button state update only on A800
|
||||
jsr WaitOneFrame ; is necessary for update shadow registers (PADDL0) in VBI
|
||||
jmp GetKey.Check2button ; update state second joy button
|
||||
.ELSE
|
||||
rts
|
||||
.ENDIF
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
@@ -386,19 +421,19 @@ getKeyAfterWait
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
beq checkJoyGetKey ; key not pressed, check Joy
|
||||
cmp #$f7 ; SHIFT
|
||||
beq checkJoyGetKey ; key not pressed, check Joy
|
||||
cmp #$f7 ; SHIFT
|
||||
beq checkJoyGetKey
|
||||
.ELIF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
and #%11111110
|
||||
bne checkJoyGetKey ; key not pressed, check Joy
|
||||
bne checkJoyGetKey ; key not pressed, check Joy
|
||||
.ENDIF
|
||||
lda kbcode
|
||||
cmp #@kbcode._none
|
||||
beq checkJoyGetKey
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
and #$3f ; CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne getkeyend
|
||||
mvy #$80 escFlag
|
||||
bne getkeyend
|
||||
@@ -418,30 +453,42 @@ checkJoyGetKey
|
||||
notpressedJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
beq JoyButton
|
||||
.IF TARGET = 800 ; Select and Option key only on A800
|
||||
beq JoyButton
|
||||
.IF TARGET = 800 ; Second joy button , Select and Option key only on A800
|
||||
jsr Check2button
|
||||
bcc SecondButton
|
||||
bne checkSelectKey
|
||||
checkSelectKey
|
||||
lda CONSOL
|
||||
and #%00000010 ; Select
|
||||
and #%00000010 ; Select
|
||||
beq SelectPressed
|
||||
lda CONSOL
|
||||
and #%00000100 ; Option
|
||||
and #%00000100 ; Option
|
||||
.ENDIF
|
||||
bne getKeyAfterWait
|
||||
OptionPressed
|
||||
lda #@kbcode._atari ; Option key
|
||||
lda #@kbcode._atari ; Option key
|
||||
bne getkeyend
|
||||
SecondButton
|
||||
SelectPressed
|
||||
lda #@kbcode._tab ; Select key
|
||||
lda #@kbcode._tab ; Select key
|
||||
bne getkeyend
|
||||
JoyButton
|
||||
lda #@kbcode._ret ;Return key
|
||||
lda #@kbcode._ret ; Return key
|
||||
getkeyend
|
||||
ldy #0
|
||||
sty ATRACT ; reset atract mode
|
||||
sty ATRACT ; reset atract mode
|
||||
mvy #sfx_keyclick sfx_effect
|
||||
rts
|
||||
.IF TARGET = 800 ; Second joy button only on A800
|
||||
Check2button
|
||||
lda PADDL0
|
||||
and #$c0
|
||||
eor #$C0
|
||||
cmp PaddleState
|
||||
sta PaddleState
|
||||
rts
|
||||
.ENDIF
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
@@ -449,17 +496,20 @@ getkeyend
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
lda kbcode
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
and #$3f ; CTRL and SHIFT ellimination
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
mva #128-KeyRepeatSpeed pressTimer ; tricky
|
||||
lda #128-KeyRepeatSpeed ; tricky
|
||||
sec
|
||||
sbc FirstKeypressDelay ; tricky 2 :)
|
||||
sta pressTimer
|
||||
StillWait
|
||||
bit pressTimer
|
||||
bmi KeyReleased
|
||||
bmi KeyAutoReleased
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
@@ -471,7 +521,7 @@ StillWait
|
||||
cmp #$ff
|
||||
bne StillWait
|
||||
lda CONSOL
|
||||
and #%00000110 ; Select and Option only
|
||||
and #%00000110 ; Select and Option only
|
||||
cmp #%00000110
|
||||
bne StillWait
|
||||
.ELIF TARGET = 5200
|
||||
@@ -480,6 +530,10 @@ StillWait
|
||||
beq StillWait
|
||||
.ENDIF
|
||||
KeyReleased
|
||||
mva #FirstKeySpeed FirstKeypressDelay
|
||||
rts
|
||||
KeyAutoReleased ; autorepeat
|
||||
mva #0 FirstKeypressDelay
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -490,7 +544,7 @@ KeyReleased
|
||||
and #%00000100
|
||||
beq @+
|
||||
lda #1
|
||||
@ and STRIG0
|
||||
@ and STRIG0
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -501,13 +555,12 @@ KeyReleased
|
||||
;check demo mode
|
||||
ldx numberOfPlayers
|
||||
dex
|
||||
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
|
||||
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
|
||||
lda skillTable,x
|
||||
beq peopleAreHere
|
||||
dex
|
||||
bpl checkForHuman
|
||||
; no people, just wait a bit
|
||||
;pause 150
|
||||
ldy #75
|
||||
jmp PauseYFrames
|
||||
; rts
|
||||
@@ -518,15 +571,15 @@ peopleAreHere
|
||||
;--------------------------------------------------
|
||||
MakeDarkScreen
|
||||
;--------------------------------------------------
|
||||
jsr PMoutofScreen ; hide P/M
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr PMoutofScreen ; hide P/M
|
||||
mva #0 dmactls ; dark screen
|
||||
; and wait one frame :)
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
seq:wait ; or waitRTC ?
|
||||
and #%00000001 ; START KEY
|
||||
seq:wait ; or waitRTC ?
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -535,9 +588,9 @@ MakeDarkScreen
|
||||
; Y - number of frames to wait (divided by 2)
|
||||
; pauses for maximally 510 frames (255 * 2)
|
||||
;--------------------------------------------------
|
||||
@ jsr WaitOneFrame
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
@ jsr WaitOneFrame
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
@@ -553,28 +606,28 @@ MakeDarkScreen
|
||||
|
||||
; Select and Option
|
||||
lda CONSOL
|
||||
and #%00000101 ; Start + Option
|
||||
and #%00000101 ; Start + Option
|
||||
beq QuitToGameover
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
jeq nokeys
|
||||
cmp #$f7 ; SHIFT
|
||||
cmp #$f7 ; SHIFT
|
||||
jeq nokeys
|
||||
|
||||
lda kbcode
|
||||
and #%10111111 ; SHIFT elimination
|
||||
and #%10111111 ; SHIFT elimination
|
||||
|
||||
cmp #@kbcode._O ; $08 ; O
|
||||
cmp #@kbcode._O ; $08 ; O
|
||||
bne CheckEsc
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
bpl nokeys
|
||||
;---O pressed-quit game to game over screen---
|
||||
QuitToGameover
|
||||
mva #$C0 escFlag ; bits 7 and 6 set
|
||||
mva #$C0 escFlag ; bits 7 and 6 set
|
||||
rts
|
||||
CheckEsc
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne nokeys
|
||||
DisplayAreYouSure
|
||||
jsr AreYouSure
|
||||
@@ -587,15 +640,15 @@ nokeys
|
||||
;--------------------------------------------------
|
||||
.proc ShellDelay
|
||||
;--------------------------------------------------
|
||||
lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
ldy flyDelay
|
||||
Y lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
beq noShellDelay
|
||||
ldx flyDelay
|
||||
DelayLoop
|
||||
lda VCOUNT
|
||||
@ cmp VCOUNT
|
||||
@ cmp VCOUNT
|
||||
beq @-
|
||||
dex
|
||||
dey
|
||||
bne DelayLoop
|
||||
noShellDelay
|
||||
rts
|
||||
@@ -605,15 +658,15 @@ noShellDelay
|
||||
.proc RmtSongSelect
|
||||
; starting song line 0-255 to A reg
|
||||
;--------------------------------------------------
|
||||
cmp #song_ingame
|
||||
bne noingame ; noMusic blocks only ingame song
|
||||
cmp #song_main_menu
|
||||
beq noingame ; noMusic blocks only ingame songs
|
||||
bit noMusic
|
||||
spl:lda #song_silencio
|
||||
noingame
|
||||
mvx #$ff RMT_blocked
|
||||
ldx #<MODUL ;low byte of RMT module to X reg
|
||||
ldy #>MODUL ;hi byte of RMT module to Y reg
|
||||
jsr RASTERMUSICTRACKER ;Init
|
||||
ldx #<MODUL ; low byte of RMT module to X reg
|
||||
ldy #>MODUL ; hi byte of RMT module to Y reg
|
||||
jsr RASTERMUSICTRACKER ; Init
|
||||
mva #0 RMT_blocked
|
||||
rts
|
||||
.endp
|
||||
@@ -657,7 +710,7 @@ noingame
|
||||
icl 'artwork/talk.asm'
|
||||
;----------------------------------------------
|
||||
TankFont
|
||||
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
|
||||
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
|
||||
;----------------------------------------------
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
@@ -670,16 +723,15 @@ font4x4
|
||||
lda TankNr
|
||||
asl
|
||||
asl
|
||||
asl ; 8 chars per name
|
||||
asl ; 8 chars per name
|
||||
tax
|
||||
@
|
||||
lda CheatName,y
|
||||
sec
|
||||
sbc tanksnames,x
|
||||
cmp #$27
|
||||
bne NoCheat
|
||||
inx
|
||||
dey
|
||||
@ lda CheatName,y
|
||||
sec
|
||||
sbc tanksnames,x
|
||||
cmp #$27
|
||||
bne NoCheat
|
||||
inx
|
||||
dey
|
||||
bpl @-
|
||||
YesCheat
|
||||
ldx TankNr
|
||||
@@ -688,9 +740,9 @@ YesCheat
|
||||
lda TanksWeaponsTableH,x
|
||||
sta temp+1
|
||||
lda #99
|
||||
@ iny
|
||||
sta (temp),y
|
||||
cpy #(number_of_weapons - 1)
|
||||
@ iny
|
||||
sta (temp),y
|
||||
cpy #(number_of_weapons - 1)
|
||||
bne @-
|
||||
NoCheat
|
||||
rts
|
||||
@@ -704,14 +756,12 @@ CheatName
|
||||
bne EndofBFGDLI
|
||||
lda dliColorsFore
|
||||
bit random
|
||||
bmi @+
|
||||
lda DliColorBack
|
||||
@ sta COLPF2
|
||||
smi:lda DliColorBack
|
||||
sta COLPF2
|
||||
lda dliColorsFore
|
||||
bit random
|
||||
bmi @+
|
||||
lda DliColorBack
|
||||
@ sta COLPF1
|
||||
smi:lda DliColorBack
|
||||
sta COLPF1
|
||||
EndofBFGDLI
|
||||
inc dliCounter
|
||||
pla
|
||||
@@ -719,10 +769,10 @@ EndofBFGDLI
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc BFGblink
|
||||
SetDLI DLIinterruptBFG ; blinking on
|
||||
SetDLI DLIinterruptBFG ; blinking on
|
||||
ldy #50
|
||||
jsr PauseYFrames
|
||||
SetDLI DLIinterruptGraph ; blinking off
|
||||
SetDLI DLIinterruptGraph ; blinking off
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -733,25 +783,26 @@ EndofBFGDLI
|
||||
.ECHO "Bytes left: ",$b000-*
|
||||
|
||||
|
||||
org $b000 ;address of RMT module
|
||||
org $b000 ; address of RMT module
|
||||
MODUL
|
||||
;RMT module is standard Atari binary file already
|
||||
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module
|
||||
; RMT module is standard Atari binary file already
|
||||
; include music RMT module:
|
||||
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6
|
||||
MODULEND
|
||||
;----------------------------------------------
|
||||
icl 'constants_top.asm'
|
||||
;----------------------------------------------
|
||||
|
||||
.ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-*
|
||||
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
|
||||
.IF TARGET = 800
|
||||
run FirstSTART
|
||||
.ELIF TARGET = 5200
|
||||
.IF * > ROM_SETTINGS-1
|
||||
.ERROR 'Code and RMT song too long to fit in 5200'
|
||||
.ENDIF
|
||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||
; "01234567890123456789"
|
||||
.byte " scorch supersystem " ;20 characters title
|
||||
.byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
|
||||
.byte " scorch supersystem " ; 20 characters title
|
||||
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
|
||||
.word FirstSTART
|
||||
.ENDIF
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.28" ; number of this build (4 bytes)
|
||||
dta d"1.43" ; number of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
@@ -35,11 +35,16 @@
|
||||
icl 'definitions.asm'
|
||||
;---------------------------------------------------
|
||||
|
||||
FirstZpageVariable = $58 ; $57
|
||||
FirstZpageVariable = $52 ; $57
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
|
||||
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
|
||||
.zpvar RandomMountains .byte ; mountains type change after each turn flag - (0 - round only, >0 - each turn)
|
||||
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
|
||||
.zpvar BlackHole .byte ; 0 - no, >0 - yes
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
@@ -135,6 +140,7 @@ FirstZpageVariable = $58 ; $57
|
||||
.zpvar Multiplier .word
|
||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
|
||||
.zpvar DrawDirFactor .byte
|
||||
.zpvar gravity .byte
|
||||
.zpvar LineLength .word
|
||||
.zpvar tracerflag .byte
|
||||
@@ -181,8 +187,9 @@ FirstSTART
|
||||
DisplayCopyPurchaseStart = 0
|
||||
displayC64 = $2000 ; graphics screen memory start
|
||||
|
||||
StartAfterSplash
|
||||
SEI ; disable IRQ
|
||||
LDA #$36
|
||||
LDA #$36
|
||||
STA $0001 ; Turn Off BASIC ROM
|
||||
LDA #<NMI ;
|
||||
STA $0318 ; change NMI vector
|
||||
@@ -235,6 +242,9 @@ FirstSTART
|
||||
icl 'game.asm'
|
||||
;--------------------------------------------------
|
||||
|
||||
.proc SetJoystickPort
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
@@ -331,7 +341,8 @@ MakeDarkScreen
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ShellDelay
|
||||
ldx flyDelay
|
||||
ldy flyDelay
|
||||
Y
|
||||
DelayLoop
|
||||
lda $d012
|
||||
@ cmp $d012
|
||||
@@ -339,7 +350,7 @@ DelayLoop
|
||||
lda $d012
|
||||
@ cmp $d012
|
||||
beq @-
|
||||
dex
|
||||
dey
|
||||
bne DelayLoop
|
||||
noShellDelay
|
||||
rts
|
||||
|
||||
@@ -100,10 +100,6 @@ LASTeXistenZ ; eXistenZ before shoot
|
||||
|
||||
ResultsTable ;the results in the gameeeeee
|
||||
.DS MaxPlayers
|
||||
TempResults
|
||||
.DS MaxPlayers
|
||||
;DirectHitsH ; one byte enough
|
||||
; .DS MaxPlayers
|
||||
DirectHits
|
||||
.DS MaxPlayers
|
||||
EarnedMoneyH
|
||||
@@ -166,6 +162,8 @@ TankShape ; Tank shape number (from 0 to 2)
|
||||
;----------------------------------------------------
|
||||
TargetTankNr ; Target tank index (for AI routines)
|
||||
.DS 1
|
||||
FirstTargetTankNr ; Target tank index (for AI routines)
|
||||
.DS 1
|
||||
SecondTryFlag ; For precise AI aiming
|
||||
.DS 1
|
||||
;----------------------------------------------------
|
||||
@@ -272,7 +270,6 @@ char1 .DS [8]
|
||||
char2 .DS [8]
|
||||
;color .DS 1
|
||||
ybit .DS 1
|
||||
tempbyte01 .DS 1
|
||||
;delta .DS 2
|
||||
yfloat .DS 2
|
||||
deltaX .DS 1
|
||||
@@ -287,9 +284,9 @@ AfterBFGflag .DS 1
|
||||
; tables with indexes of weapons on the right lists
|
||||
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
||||
IndexesOfWeaponsL1
|
||||
.ds (last_offensive - first_offensive +1)
|
||||
.ds (number_of_offensives)
|
||||
IndexesOfWeaponsL2
|
||||
.ds (last_defensive - first_defensive +1)
|
||||
.ds (number_of_defensives)
|
||||
;----------------------------------------------------
|
||||
|
||||
; variables storing amount of weapons on the first and second
|
||||
@@ -378,8 +375,6 @@ previousAngle
|
||||
.DS MaxPlayers
|
||||
previousEnergyL
|
||||
.DS MaxPlayers
|
||||
previousLeftRange
|
||||
.DS MaxPlayers
|
||||
previousEnergyH
|
||||
.DS MaxPlayers
|
||||
RandBoundaryLow
|
||||
@@ -409,15 +404,11 @@ CharCode4x4 .DS 1
|
||||
;plot4x4color .DS 1 ;1-white, 0-background
|
||||
; This is moved from display.asm to be easier to relocate
|
||||
ListOfWeapons
|
||||
; 0123456789012345678901234567890123456789
|
||||
; :number_of_offensives dta d" "
|
||||
;:32 dta d" "
|
||||
.ds 32*32
|
||||
; 01234567890123456789012345678901
|
||||
.ds number_of_offensives*32
|
||||
ListOfWeapons1End
|
||||
ListOfDefensiveWeapons
|
||||
; :number_of_defensives dta d" "
|
||||
;:16 dta d" "
|
||||
.ds 16*32
|
||||
.ds number_of_defensives*32
|
||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||
track_variables
|
||||
trackn_db .ds TRACKS
|
||||
@@ -454,6 +445,13 @@ trackn_audctl .ds TRACKS
|
||||
v_aspeed .ds 1
|
||||
track_endvariables
|
||||
|
||||
ClearedvariablesEnd
|
||||
; These tebles are at the beginning of memory pages becouse ....
|
||||
bittable1_long
|
||||
.ds $100
|
||||
bittable2_long
|
||||
.ds $100
|
||||
; .... variablesEnd is aligned to PMGraph + $0300 in scorch.asm (before include this file)
|
||||
variablesEnd
|
||||
;----------------------------------------------------
|
||||
|
||||
|
||||
@@ -15,10 +15,10 @@
|
||||
.endp
|
||||
.proc ExplosionDirect
|
||||
asl
|
||||
tax
|
||||
lda ExplosionRoutines+1,x
|
||||
tay
|
||||
lda ExplosionRoutines+1,y
|
||||
pha
|
||||
lda ExplosionRoutines,x
|
||||
lda ExplosionRoutines,y
|
||||
pha
|
||||
rts
|
||||
ExplosionRoutines
|
||||
@@ -28,12 +28,12 @@ ExplosionRoutines
|
||||
.word nuke-1 ;Nuke ;_03
|
||||
.word leapfrog-1 ;LeapFrog ;_04
|
||||
.word funkybomb-1 ;Funky_Bomb ;_05
|
||||
.word mirv-1 ;MIRV ;_06
|
||||
.word BFG.mirv-1 ;MIRV ;_06
|
||||
.word deathshead-1 ;Death_s_Head ;_07
|
||||
.word napalm-1 ;Napalm ;_08
|
||||
.word hotnapalm-1 ;Hot_Napalm ;_09
|
||||
.word tracer-1 ;Tracer ;_10
|
||||
.word tracer-1 ;Smoke_Tracer ;_11
|
||||
.word BFG.tracer-1 ;Tracer ;_10
|
||||
.word BFG.tracer-1 ;Smoke_Tracer ;_11
|
||||
.word babyroller-1 ;Baby_Roller ;_12
|
||||
.word roller-1 ;Roller ;_13
|
||||
.word heavyroller-1 ;Heavy_Roller ;_14
|
||||
@@ -44,21 +44,18 @@ ExplosionRoutines
|
||||
.word babydigger-1 ;Baby_Digger ;_19
|
||||
.word digger-1 ;Digger ;_20
|
||||
.word heavydigger-1 ;Heavy_Digger ;_21
|
||||
.word babysandhog-1 ;Baby_Sandhog ;_22
|
||||
.word sandhog-1 ;Sandhog ;_23
|
||||
.word heavysandhog-1 ;Heavy_Sandhog ;_24
|
||||
.word dirtclod-1 ;Dirt_Clod ;_25
|
||||
.word dirtball-1 ;Dirt_Ball ;_26
|
||||
.word tonofdirt-1 ;Ton_of_Dirt ;_27
|
||||
.word liquiddirt-1 ;Liquid_Dirt ;_28
|
||||
.word dirtcharge-1 ;Dirt_Charge ;_29
|
||||
.word sandhog-1 ;Sandhog ;_22
|
||||
.word heavysandhog-1 ;Heavy_Sandhog ;_23
|
||||
.word dirtclod-1 ;Dirt_Clod ;_24
|
||||
.word dirtball-1 ;Dirt_Ball ;_25
|
||||
.word tonofdirt-1 ;Ton_of_Dirt ;_26
|
||||
.word liquiddirt-1 ;Liquid_Dirt ;_27
|
||||
.word dirtcharge-1 ;Dirt_Charge ;_28
|
||||
.word punch-1 ;Baby_Sandhog ;_29
|
||||
.word BFG-1 ;Buy_me ;_30
|
||||
.word laser-1 ;Laser ;_31
|
||||
|
||||
VOID
|
||||
tracer
|
||||
rts
|
||||
.endp
|
||||
|
||||
.proc BFG
|
||||
mva #sfx_plasma_2_2 sfx_effect
|
||||
jsr BFGblink
|
||||
@@ -73,39 +70,44 @@ CheckNextTankBFG
|
||||
@ dex
|
||||
bpl CheckNextTankBFG
|
||||
stx AfterBFGflag ; $ff
|
||||
VOID
|
||||
tracer
|
||||
mirv
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babymissile
|
||||
mva #11 ExplosionRadius
|
||||
lda #11 ; ExplosionRadius
|
||||
GoBabyMissileSFX
|
||||
sta ExplosionRadius
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
GoXmissile
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc missile ;
|
||||
mva #17 ExplosionRadius
|
||||
lda #17 ; ExplosionRadius
|
||||
bne babymissile.GoBabyMissileSFX
|
||||
; jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babynuke
|
||||
mva #25 ExplosionRadius
|
||||
lda #25 ; ExplosionRadius
|
||||
GoBabyNukeSFX
|
||||
sta ExplosionRadius
|
||||
mva #sfx_nuke sfx_effect ; allways <>0
|
||||
bne babymissile.GoXmissile
|
||||
; jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc nuke
|
||||
mva #30 ExplosionRadius
|
||||
lda #30 ; ExplosionRadius
|
||||
bne babynuke.GoBabyNukeSFX
|
||||
; jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc leapfrog
|
||||
mva #17 ExplosionRadius
|
||||
lda #17 ; ExplosionRadius
|
||||
; mva #sfx_baby_missile sfx_effect
|
||||
; jsr xmissile
|
||||
jsr babymissile.GoBabyMissileSFX
|
||||
@@ -115,7 +117,7 @@ GoBabyNukeSFX
|
||||
SecondRepeat
|
||||
; soil must fall down now! there is no other way...
|
||||
; hide tanks or they fall down with soil
|
||||
jsr SoilDown2
|
||||
jsr SoilDown
|
||||
|
||||
; it looks like force is divided by 4 here BUT"
|
||||
; in Flight routine force is multiplied by 2 and left
|
||||
@@ -138,9 +140,9 @@ EndOfLeapping
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc mirv ; the whole mirv is performed by Flight routine
|
||||
rts
|
||||
.endp
|
||||
;.proc mirv ; the whole mirv is performed by Flight routine
|
||||
; rts
|
||||
;.endp
|
||||
; ------------------------
|
||||
.proc funkybomb ;
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
@@ -151,7 +153,7 @@ EndOfLeapping
|
||||
jsr CalculateExplosionRange0
|
||||
jsr xmissile.NoRangeCalc
|
||||
|
||||
jsr SoilDown2
|
||||
jsr SoilDown
|
||||
;
|
||||
jsr cleartanks ; maybe not?
|
||||
mva #1 color
|
||||
@@ -205,13 +207,10 @@ NoWallsInFunky
|
||||
; ------------------------
|
||||
.proc deathshead
|
||||
mva #30 ExplosionRadius
|
||||
mva #sfx_nuke sfx_effect
|
||||
jsr GoXmissileWithSaveXYdraw
|
||||
sbw xdraw #34
|
||||
mva #sfx_nuke sfx_effect
|
||||
jsr GoXmissileWithSaveXYdraw
|
||||
adw xdraw #68
|
||||
mva #sfx_nuke sfx_effect
|
||||
jsr GoXmissileWithSaveXYdraw
|
||||
sbw xdraw #34
|
||||
;
|
||||
@@ -219,20 +218,18 @@ NoWallsInFunky
|
||||
;jsr CalculateExplosionRange
|
||||
cpw ydraw #screenHeight
|
||||
bcs NoUpperCircle
|
||||
mva #sfx_nuke sfx_effect
|
||||
jsr GoXmissileWithSaveXYdraw
|
||||
NoUpperCircle
|
||||
adw ydraw #68
|
||||
;jsr CalculateExplosionRange
|
||||
cpw ydraw #screenHeight
|
||||
bcs NoLowerCircle
|
||||
mva #sfx_nuke sfx_effect
|
||||
jsr GoXmissileWithSaveXYdraw
|
||||
NoLowerCircle
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
|
||||
GoXmissileWithSaveXYdraw
|
||||
mva #sfx_nuke sfx_effect
|
||||
mwa xdraw tempXROLLER
|
||||
mwa ydraw modify
|
||||
jsr xmissile
|
||||
@@ -242,16 +239,17 @@ GoXmissileWithSaveXYdraw
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc napalm
|
||||
mva #0 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
lda #0 ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
beq xnapalm
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc hotnapalm
|
||||
mva #1 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
lda #1 ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
; jmp xnapalm
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc xnapalm
|
||||
sta HotNapalmFlag
|
||||
mva #sfx_napalm sfx_effect
|
||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||
jsr CalculateExplosionRange
|
||||
@@ -294,18 +292,8 @@ LastNapalmRepeat
|
||||
lda #char_clear_flame ; clear flame symbol
|
||||
PutFlameChar
|
||||
sta CharCode
|
||||
; check coordinates
|
||||
cpw xdraw #(screenwidth-7)
|
||||
bcs CharOffTheScreen
|
||||
lda ydraw
|
||||
cmp #7
|
||||
bcc CharOffTheScreen
|
||||
cmp #(screenHeight-1)
|
||||
bcs CharOffTheScreen
|
||||
jsr TypeChar
|
||||
CharOffTheScreen
|
||||
adw xdraw #4 ; reverse half character correction (we need positon of character center)
|
||||
adw xdraw #1 ; next char 1 pixels to right
|
||||
adw xdraw #5 ; reverse half character correction (4 px - we need positon of character center) and next char 1 pixels to righ
|
||||
inc magic+1
|
||||
lda magic+1
|
||||
cmp #(2*napalmRadius+1) ; 10 pixels on left, 10 pixels on right and 1 in center
|
||||
@@ -355,45 +343,47 @@ TankOutOfFire
|
||||
EndNurnedCheckLoop
|
||||
dex
|
||||
bpl BurnedCheckLoop
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babyroller
|
||||
mva #11 ExplosionRadius
|
||||
lda #11 ; ExplosionRadius
|
||||
GoRoller
|
||||
sta ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc roller ;
|
||||
mva #21 ExplosionRadius
|
||||
lda #21 ; ExplosionRadius
|
||||
bne babyroller.GoRoller ; 1 byte saved
|
||||
; jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavyroller
|
||||
mva #30 ExplosionRadius
|
||||
lda #30 ; ExplosionRadius
|
||||
bne babyroller.GoRoller ; 1 byte saved
|
||||
; jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc riotbomb
|
||||
mva #17 ExplosionRadius
|
||||
lda #17 ; ExplosionRadius
|
||||
GoRiotBomb
|
||||
sta ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xriotbomb
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavyriotbomb
|
||||
mva #29 ExplosionRadius
|
||||
lda #29 ; ExplosionRadius
|
||||
bne riotbomb.GoRiotBomb ; 4 bytes saved - optimization :)
|
||||
; jsr CalculateExplosionRange
|
||||
; jmp xriotbomb
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babydigger
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
lda #1 ; diggery ; how many branches (-1)
|
||||
GoBabydiggerSFX
|
||||
sta diggery
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
mva #13 DigLong
|
||||
@@ -401,28 +391,29 @@ GoBabydiggerSFX
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc digger ;
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
lda #3 ; diggery ; how many branches (-1)
|
||||
bne babydigger.GoBabydiggerSFX
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavydigger
|
||||
mva #7 diggery ; how many branches (-1)
|
||||
lda #7 ; diggery ; how many branches (-1)
|
||||
bne babydigger.GoBabydiggerSFX
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babysandhog
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
lda #1 ; diggery ; how many branches (-1)
|
||||
bne heavysandhog.GoHeavysandhogSFX
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc sandhog
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
lda #3 ; diggery ; how many branches (-1)
|
||||
bne heavysandhog.GoHeavysandhogSFX
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavysandhog
|
||||
mva #5 diggery ; how many branches (-1)
|
||||
lda #5 ; diggery ; how many branches (-1)
|
||||
GoHeavysandhogSFX
|
||||
sta diggery
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
mva #13 DigLong
|
||||
@@ -445,7 +436,6 @@ WriteToBranches
|
||||
dex
|
||||
bpl WriteToBranches
|
||||
jsr DiggerCharacter ; start character
|
||||
|
||||
adw xdraw #4
|
||||
lda DigLong
|
||||
; looks strange, but it is (DigLong+2)*4
|
||||
@@ -466,38 +456,28 @@ diglewy ; even branches go left
|
||||
lda digtabxL,x
|
||||
sbc #$04
|
||||
sta digtabxL,x
|
||||
lda digtabxH,x
|
||||
sbc #$00
|
||||
sta digtabxH,x
|
||||
scs
|
||||
dec digtabxH,x
|
||||
jmp DigRandomize
|
||||
DigRight ; odd go right (everytime 4 pixels)
|
||||
clc
|
||||
lda digtabxL,x
|
||||
adc #$04
|
||||
sta digtabxL,x
|
||||
lda digtabxH,x
|
||||
adc #$00
|
||||
sta digtabxH,x
|
||||
scc
|
||||
inc digtabxH,x
|
||||
DigRandomize
|
||||
lda random
|
||||
and #$87
|
||||
;and #$87
|
||||
bmi DigUp
|
||||
DigDown
|
||||
and #$07
|
||||
clc
|
||||
adc digtabyL,x
|
||||
sta digtabyL,x
|
||||
lda digtabyH,x
|
||||
adc #$00
|
||||
sta digtabyH,x
|
||||
;crashing bug here - if too much added to digtaby, it gets over screenheight and starts writing over random areas
|
||||
;WARNING! fix for 1 byte screenheight. TODO
|
||||
lda digtabyL,x
|
||||
cmp #screenheight
|
||||
bcc @+ ; branch if less
|
||||
lda #screenheight-1
|
||||
sta digtabyL,x
|
||||
@ jmp DigCalculateNext
|
||||
scc
|
||||
inc digtabyH,x
|
||||
jmp DigCalculateNext
|
||||
DigUp
|
||||
and #$07
|
||||
sta temp
|
||||
@@ -505,9 +485,8 @@ DigUp
|
||||
lda digtabyL,x
|
||||
sbc temp
|
||||
sta digtabyL,x
|
||||
lda digtabyH,x
|
||||
sbc #$00
|
||||
sta digtabyH,x
|
||||
scs
|
||||
dec digtabyH,x
|
||||
DigCalculateNext
|
||||
dex
|
||||
bpl CalculateBranches
|
||||
@@ -530,7 +509,6 @@ DigDrawing
|
||||
dec:lda DigLong
|
||||
jpl BranchNotFinished
|
||||
DoNotPutDig
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
DiggerCharacter
|
||||
lda random
|
||||
@@ -545,22 +523,23 @@ DiggerCharacter
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtclod
|
||||
mva #12 ExplosionRadius
|
||||
lda #12 ; ExplosionRadius
|
||||
bne xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtball
|
||||
mva #22 ExplosionRadius
|
||||
lda #22 ; ExplosionRadius
|
||||
bne xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc tonofdirt
|
||||
mva #31 ExplosionRadius
|
||||
lda #31 ; ExplosionRadius
|
||||
; jmp xdirt
|
||||
.endp
|
||||
; -----------------
|
||||
.proc xdirt ;
|
||||
; -----------------
|
||||
sta ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
mva #sfx_dirt_charge sfx_effect
|
||||
lda #1
|
||||
@@ -575,7 +554,6 @@ dirtLoop
|
||||
lda radius
|
||||
cmp ExplosionRadius
|
||||
bne dirtLoop
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
@@ -681,7 +659,7 @@ ToHighFill
|
||||
; in xdraw and ydraw we have hit point coordinates
|
||||
; from Shoot/Flight procedures (invisible flight)
|
||||
; ------------------------
|
||||
ldx TankNr
|
||||
; ldx TankNr
|
||||
lda AngleTable,x
|
||||
tay
|
||||
|
||||
@@ -785,7 +763,7 @@ DistanceCheckLoop
|
||||
adc #3 ;measure from middle of the tank
|
||||
sta xbyte
|
||||
lda XtankstableH,x
|
||||
clc
|
||||
; clc ; ops :)
|
||||
adc #0 ;measure from middle of the tank
|
||||
sta xbyte+1
|
||||
lda Ytankstable,x
|
||||
@@ -849,7 +827,6 @@ TankIsNotWithinTheRange
|
||||
EndOfDistanceCheckLoop
|
||||
dex
|
||||
jpl DistanceCheckLoop
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
.endp
|
||||
; -----------------
|
||||
@@ -1052,6 +1029,151 @@ EndOfTheDirt
|
||||
mwa ycircle ydraw
|
||||
rts
|
||||
.endp
|
||||
; --------------------------------------------------
|
||||
.proc punch ;
|
||||
; --------------------------------------------------
|
||||
;
|
||||
|
||||
; calculate radius from Force
|
||||
lda ForceTableL,x
|
||||
sta temp
|
||||
lda ForceTableH,x
|
||||
sta temp+1
|
||||
ldy #3 ; ExplosionRadius = Force/16
|
||||
@ lsr temp+1
|
||||
ror temp
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
clc
|
||||
lda temp
|
||||
pha ; store radius
|
||||
adc #4 ; add margins for SoliDown
|
||||
sta ExplosionRadius
|
||||
|
||||
; fixed radius
|
||||
; mva #36 ExplosionRadius
|
||||
|
||||
jsr CalculateExplosionRange
|
||||
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
|
||||
lda ytankstable,x
|
||||
cmp #13+15 ; Check if tank is too high (13 - tank with shield, 15 - Jump)
|
||||
bcc TooHighNoJump
|
||||
; Jump
|
||||
; 15 pixels up
|
||||
mva #15 ExplosionRadius
|
||||
@ jsr ClearTankNr
|
||||
dec ytankstable,x
|
||||
jsr PutTankNr
|
||||
lda ExplosionRadius
|
||||
cmp #5
|
||||
bcs Physics
|
||||
jsr WaitOneFrame
|
||||
Physics
|
||||
dec ExplosionRadius
|
||||
bne @-
|
||||
; and down
|
||||
mva #15 ExplosionRadius
|
||||
@ jsr ClearTankNr
|
||||
inc ytankstable,x
|
||||
jsr PutTankNr
|
||||
dec ExplosionRadius
|
||||
bne @-
|
||||
|
||||
TooHighNoJump
|
||||
mva #sfx_dirt_chrg_s sfx_effect
|
||||
|
||||
; calculate radius from Force
|
||||
pla ; restore radius
|
||||
sta ExplosionRadius
|
||||
|
||||
; fixed radius
|
||||
; mva #32 ExplosionRadius
|
||||
|
||||
CheckRange
|
||||
; punch all (not dead :) tanks in range
|
||||
ldx TankNr
|
||||
ldy NumberOfPlayers
|
||||
dey
|
||||
CheckingNextTank
|
||||
lda eXistenZ,y
|
||||
beq DeadTank
|
||||
cpy TankNr
|
||||
beq Myself
|
||||
; it's not dead tank - check range
|
||||
mva #0 temp2 ; tank direction (0 - on right side, $ff - on left side)
|
||||
sec
|
||||
lda xtankstableL,y
|
||||
sbc xtankstableL,x
|
||||
sta temp
|
||||
lda xtankstableH,y
|
||||
sbc xtankstableH,x
|
||||
sta temp+1
|
||||
bpl RightSide
|
||||
dec temp2 ; on left side flag
|
||||
lda temp
|
||||
eor #$ff
|
||||
sta temp
|
||||
lda temp+1
|
||||
eor #$ff
|
||||
sta temp+1
|
||||
RightSide
|
||||
bne TooFar
|
||||
lda temp
|
||||
cmp ExplosionRadius
|
||||
bcs TooFar
|
||||
; tank in range!
|
||||
phy
|
||||
phx
|
||||
sty TankNr
|
||||
bit temp2
|
||||
bmi PunchLeft
|
||||
PunchRight
|
||||
jsr ClearTankNr
|
||||
lda XtanksTableH,x
|
||||
cmp #>(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||
bne @+
|
||||
lda XtanksTableL,x
|
||||
cmp #<(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||
@ bcs RightEdge
|
||||
inc xtankstableL,x
|
||||
bne @+
|
||||
inc xtankstableH,x
|
||||
RightEdge
|
||||
@ jsr PutTankNr
|
||||
jmp TankPunched
|
||||
PunchLeft
|
||||
jsr ClearTankNr
|
||||
lda XtanksTableH,x
|
||||
bne NotLeftEdge
|
||||
lda XtanksTableL,x
|
||||
cmp #3 ; 2 pixels correction due to a barrel wider than tank
|
||||
bcc LeftEdge
|
||||
NotLeftEdge
|
||||
lda xtankstableL,x
|
||||
bne @+
|
||||
dec xtankstableH,x
|
||||
@ dec xtankstableL,x
|
||||
LeftEdge
|
||||
jsr PutTankNr
|
||||
TankPunched
|
||||
plx
|
||||
ply
|
||||
stx TankNr
|
||||
TooFar
|
||||
Myself
|
||||
DeadTank
|
||||
dey
|
||||
jpl CheckingNextTank
|
||||
dec ExplosionRadius
|
||||
jne CheckRange
|
||||
ldy #10
|
||||
jsr PauseYFrames
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc BeforeFire ;TankNr (byte)
|
||||
;--------------------------------------------------
|
||||
@@ -1118,7 +1240,7 @@ notpressed
|
||||
|
||||
lda kbcode
|
||||
and #%10111111 ; SHIFT elimination
|
||||
|
||||
|
||||
cmp #@kbcode._A ; $3f ; A
|
||||
bne @+
|
||||
callActivation
|
||||
@@ -1163,14 +1285,24 @@ NoSpyHard
|
||||
|
||||
jumpFromStick
|
||||
.IF TARGET = 800
|
||||
cmp #$80|17 ; Ctrl+Help
|
||||
cmp #$80|@kbcode._help ; Ctrl+Help
|
||||
bne NoVdebugSwitch
|
||||
.ELSE
|
||||
cmp #@kbcode._help ; Help (# in A5200)
|
||||
bne NoVdebugSwitch
|
||||
sta pressTimer ; reset 0+@kbcode._help (tricky)
|
||||
jsr WaitForKeyRelease.StillWait
|
||||
lda pressTimer
|
||||
cmp #(25+@kbcode._help) ; 1/2s - long press only
|
||||
bcc NoVdebugSwitch
|
||||
.ENDIF
|
||||
lda Vdebug
|
||||
eor #$ff
|
||||
sta Vdebug
|
||||
mva #sfx_long_barrel sfx_effect
|
||||
jmp ReleaseAndLoop
|
||||
NoVdebugSwitch
|
||||
.ENDIF
|
||||
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._up ; $e
|
||||
jeq pressedUp
|
||||
@@ -1209,6 +1341,11 @@ checkJoy
|
||||
lda joyToKeyTable,y
|
||||
jmp jumpFromStick
|
||||
notpressedJoy
|
||||
.IF TARGET = 800
|
||||
;second fire only Atari 800
|
||||
jsr GetKey.Check2button
|
||||
jcc pressedTAB
|
||||
.ENDIF
|
||||
;fire
|
||||
lda STRIG0
|
||||
jeq pressedSpace
|
||||
@@ -1445,8 +1582,8 @@ RandomizeOffensiveText
|
||||
|
||||
sta TextNumberOff
|
||||
ldy TankNr
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
lda #$ff
|
||||
jsr DisplayOffensiveTextNr.notZero
|
||||
|
||||
AfterOffensiveText
|
||||
mva #0 LaserFlag ; $ff - Laser
|
||||
@@ -1455,6 +1592,8 @@ AfterOffensiveText
|
||||
cmp #ind_Laser ; laser
|
||||
bne NotStrongShoot
|
||||
; Laser: (not)very strong - invisible - shot for laser beam end coordinates
|
||||
bit TestFlightFlag
|
||||
bmi @+ ; visible if Lazy Darwin
|
||||
bit Vdebug
|
||||
bmi @+
|
||||
mva #0 color
|
||||
@@ -1494,14 +1633,42 @@ AfterStrongShoot
|
||||
bcs ShotUnderGround
|
||||
jsr Flight
|
||||
mva #1 color
|
||||
rts
|
||||
bne ClearOffensiveText
|
||||
ShotUnderGround
|
||||
mwa xtraj+1 xdraw ; but why not XHit and YHit !!!???
|
||||
mwa ytraj+1 ydraw
|
||||
mva #$ff HitFlag
|
||||
rts
|
||||
;here we clear offensive text (after a shoot) - clear only if no test flight (Lazy Darvin)
|
||||
ClearOffensiveText
|
||||
bit TestFlightFlag
|
||||
bmi @+
|
||||
ldy TankNr
|
||||
jmp DisplayOffensiveTextNr
|
||||
@
|
||||
; rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc NoShoot ;TankNr (byte)
|
||||
;--------------------------------------------------
|
||||
; This is "Shoot" procedure for weapons that do not require a flying bullet.
|
||||
; Shoots tank nr X !!! :)
|
||||
; set the ending coordinates of bullet with correction
|
||||
ldy #0
|
||||
clc
|
||||
lda xtankstableL,x
|
||||
adc #4 ; tank "center" :)
|
||||
sta xdraw ; but why not XHit and YHit !!!???
|
||||
tya ;0
|
||||
adc xtankstableH,x
|
||||
sta xdraw+1
|
||||
lda ytankstable,x
|
||||
sta ydraw
|
||||
sty ydraw+1 ;0
|
||||
dey ; $ff
|
||||
sty HitFlag
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc Flight ; Force(byte.byte), Wind(0.word)
|
||||
; Angle(byte) 128=0, 255=maxright, 0=maxleft
|
||||
@@ -1802,7 +1969,8 @@ SkipCollisionCheck
|
||||
bvc NoTestFlight
|
||||
bit Vdebug
|
||||
bpl NoUnplot
|
||||
jsr WaitOneFrame ; visualize AI targeting
|
||||
ldy #20 ; delay for visualize AI targeting
|
||||
jsr ShellDelay.Y
|
||||
jmp YesUnPlot
|
||||
NoTestFlight
|
||||
lda tracerflag
|
||||
@@ -2100,13 +2268,10 @@ mrLoopi
|
||||
|
||||
jsr ShellDelay
|
||||
;
|
||||
phx
|
||||
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
|
||||
bpl ExitnotPressed
|
||||
plx
|
||||
rts ; exit if pressed 'Exit keys'
|
||||
ExitnotPressed
|
||||
plx
|
||||
;
|
||||
|
||||
MIRVdoNotChangeY
|
||||
@@ -2297,14 +2462,12 @@ MIRValreadyAll
|
||||
mwa ycircle ydraw
|
||||
|
||||
; we must do it manually because of the VOID pointer
|
||||
|
||||
;first clean the offensive text...
|
||||
ldy TankNr
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
; temporary removing tanks from the screen (otherwise they will fall down with soil)
|
||||
jsr SoilDown2
|
||||
jsr SoilDown
|
||||
mva #$ff HitFlag ; but why ??
|
||||
rts
|
||||
.endp
|
||||
@@ -2392,7 +2555,7 @@ NoWall
|
||||
; -------------------------------------------------
|
||||
jsr PrepareAIShoot.WepTableToTemp
|
||||
jsr UseBattery
|
||||
jmp TosserDefensives
|
||||
jmp GetBestDefensive
|
||||
; rts
|
||||
.endp
|
||||
; -------------------------------------------------
|
||||
@@ -2465,11 +2628,11 @@ EndLazy
|
||||
.proc LazyAim
|
||||
; aiming proc for Lazy ... weapons
|
||||
; as proc for memory optimisation
|
||||
; Y - target tan nr
|
||||
; Y - target tank nr
|
||||
; A - target direction
|
||||
sty TargetTankNr
|
||||
; aiming
|
||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||
jsr TakeAimExtra ; direction still in A (0 - left, >0 - right)
|
||||
lda Force
|
||||
sta ForceTableL,x
|
||||
lda Force+1
|
||||
@@ -2560,7 +2723,7 @@ ReachSky
|
||||
adc #0
|
||||
sta RangeRight+1
|
||||
; hide tanks and ...
|
||||
jsr SoilDown2
|
||||
jsr SoilDown
|
||||
jsr ClearScreenSoilRange
|
||||
ldx TankNr
|
||||
|
||||
@@ -2724,7 +2887,11 @@ CheckCollisionWithTankLoop
|
||||
tay
|
||||
lda xtankstableH,x
|
||||
sbc #0
|
||||
bpl GreaterThanZero
|
||||
; bmi ShieldOverLeftEdge ; I do not know whether to check it. Probably not :) !!!
|
||||
ldy #0
|
||||
tya
|
||||
GreaterThanZero
|
||||
cmp xdraw+1
|
||||
bne @+
|
||||
cpy xdraw
|
||||
@@ -2772,7 +2939,6 @@ ItIsMe
|
||||
ldx TankNr
|
||||
mva #sfx_shield_off sfx_effect
|
||||
jsr ClearTankNr
|
||||
mva #0 Erase
|
||||
; x correction for P/M
|
||||
; --
|
||||
.IF XCORRECTION_FOR_PM = 1
|
||||
@@ -2782,19 +2948,21 @@ ItIsMe
|
||||
.ENDIF
|
||||
; --
|
||||
GoDown
|
||||
|
||||
mwa #mountaintable temp
|
||||
mvy #0 Erase ; Y=0
|
||||
; mwa #mountaintable temp
|
||||
clc
|
||||
lda temp
|
||||
lda #<mountaintable
|
||||
adc XtankstableL,x
|
||||
sta temp
|
||||
lda temp+1
|
||||
lda #>mountaintable
|
||||
adc XtankstableH,x
|
||||
sta temp+1
|
||||
adw temp #4 ; center of the tank
|
||||
ldy #0
|
||||
;ldy #0
|
||||
lda (temp),y
|
||||
sta OverTankDir ; not elegant!!! Reuse as height of tank flight
|
||||
tay
|
||||
dey ; 1 pixel up!
|
||||
sty OverTankDir ; not elegant!!! Reuse as height of tank flight
|
||||
FloatDown
|
||||
lda ytankstable,x
|
||||
cmp OverTankDir
|
||||
@@ -2825,7 +2993,7 @@ NotHighest
|
||||
; calculate range
|
||||
jsr CalculateSoildown
|
||||
; hide tanks and ...
|
||||
jsr SoilDown2
|
||||
jsr SoilDown
|
||||
ldx TankNr
|
||||
rts
|
||||
|
||||
@@ -2887,7 +3055,7 @@ CheckCollisionWithTankLoop
|
||||
lda ActiveDefenceWeapon,x
|
||||
cmp #ind_Mag_Deflector ; first shielded weapon
|
||||
bcc CheckCollisionWithNotShieldedTank
|
||||
cmp #ind_Bouncy_Castle +1 ; last shielded weapon
|
||||
cmp #ind_Bouncy_Castle+1 ; last shielded weapon
|
||||
bcc CheckCollisionWithShieldedTank ; tank with shield is bigger :)
|
||||
|
||||
;lda ShieldEnergy,x ; there is wrong method to check shield :)
|
||||
|
||||