diff --git a/Atari/Manual/manual.asm b/Atari/Manual/manual.asm new file mode 100644 index 0000000..b61dfee --- /dev/null +++ b/Atari/Manual/manual.asm @@ -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+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+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 +;--- + \ No newline at end of file diff --git a/Atari/display_main_menu.asm b/Atari/display_main_menu.asm index 94661e1..4036c57 100644 --- a/Atari/display_main_menu.asm +++ b/Atari/display_main_menu.asm @@ -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 diff --git a/Atari/display_purchasedl.asm b/Atari/display_purchasedl.asm index 79e3779..0f004af 100644 --- a/Atari/display_purchasedl.asm +++ b/Atari/display_purchasedl.asm @@ -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 :) diff --git a/Atari/display_static.asm b/Atari/display_static.asm index f56a21f..135d2fb 100644 --- a/Atari/display_static.asm +++ b/Atari/display_static.asm @@ -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 ;------------------------ diff --git a/Atari/display_status.asm b/Atari/display_status.asm index 30f26ae..c82010d 100644 --- a/Atari/display_status.asm +++ b/Atari/display_status.asm @@ -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: " diff --git a/Atari/gr_basics.asm b/Atari/gr_basics.asm index 467f8fe..6c8691f 100644 --- a/Atari/gr_basics.asm +++ b/Atari/gr_basics.asm @@ -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 + 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 diff --git a/Atari/interrupts.asm b/Atari/interrupts.asm index 21bfd42..0d5db93 100644 --- a/Atari/interrupts.asm +++ b/Atari/interrupts.asm @@ -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 #$0c ; START key on 5200 keypad + beq StartPressed sta kbcode ;Store key code in shadow. mva #0 SkStatSimulator -exit pla - tay - pla - tax - pla - rti + beq VBLinterrupt.exit +StartPressed + mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed + bne VBLinterrupt.exit .endp .ENDIF diff --git a/Atari/lib/5200MACRO.ASM b/Atari/lib/5200MACRO.ASM index 1bfddf2..506a5cd 100644 --- a/Atari/lib/5200MACRO.ASM +++ b/Atari/lib/5200MACRO.ASM @@ -113,10 +113,11 @@ .endif ?rand lda random - cmp #:1 ;floor - bcc ?rand - cmp #:2+1 ;ceiling + cmp #:2+1-:1 ;ceiling bcs ?rand + .if %1>0 ; if floor = 0 - no add offset + adc #:1 + .endif .endm ;------------------------------------- .macro phx diff --git a/Atari/lib/MACRO.ASM b/Atari/lib/MACRO.ASM index 477e2f5..6ded402 100644 --- a/Atari/lib/MACRO.ASM +++ b/Atari/lib/MACRO.ASM @@ -134,10 +134,11 @@ .endif ?rand lda random - cmp #:1 ;floor - bcc ?rand - cmp #:2+1 ;ceiling + cmp #:2+1-:1 ;ceiling bcs ?rand + .if %1>0 ; if floor = 0 - no add offset + adc #:1 + .endif .endm ;------------------------------------- .macro phx diff --git a/Atari/textproc.asm b/Atari/textproc.asm index b36270d..49e96f4 100644 --- a/Atari/textproc.asm +++ b/Atari/textproc.asm @@ -16,20 +16,27 @@ ; - money each player has on the beginning of the game (moneyL i moneyH) ; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight - jsr clearscreen ;let the screen be clean + ; we only need to clear last 60 lines (faster) + ldy #<(display+40*140) + lda #0 + sta temp + lda #>(display+40*140) + sta temp+1 + jsr clearscreen.Go ;let the screen be clean +; jsr clearscreen ;let the screen be clean mwa #DisplayCopyRom temp mwa #display temp2 mwa #DisplayCopyEnd+1 modify jsr CopyFromROM + jsr OptionsInversion ; to prevent flashing of options mwa #OptionsDL dlptrs lda #%00111110 ; normal screen width, DL on, P/M on sta dmactls - jsr SetPMWidth + jsr SetPMWidthAndColors mva #TextBackgroundColor COLOR2 - jsr ColorsOfSprites mva #$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 #ListOfWeapons + sta temp2+1 +Go lda #$0 +loop sta (temp2),y + iny + bne @+ + inc temp2+1 +@ cpy #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 \ No newline at end of file diff --git a/C64/gr_basics.asm b/C64/gr_basics.asm index 8a175cf..860ae9d 100644 --- a/C64/gr_basics.asm +++ b/C64/gr_basics.asm @@ -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 + 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 diff --git a/C64/lib/MACRO.ASM b/C64/lib/MACRO.ASM index 92f8d13..c61d971 100644 --- a/C64/lib/MACRO.ASM +++ b/C64/lib/MACRO.ASM @@ -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 diff --git a/C64/textproc.asm b/C64/textproc.asm index 3c770bc..aacde71 100644 --- a/C64/textproc.asm +++ b/C64/textproc.asm @@ -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 \ No newline at end of file diff --git a/Manuals/MANUAL_EN.bin b/Manuals/MANUAL_EN.bin new file mode 100644 index 0000000..f6c189d Binary files /dev/null and b/Manuals/MANUAL_EN.bin differ diff --git a/Manuals/MANUAL_EN.md b/Manuals/MANUAL_EN.md index 1fab3d9..c20db50 100644 --- a/Manuals/MANUAL_EN.md +++ b/Manuals/MANUAL_EN.md @@ -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. ![Game options screen.](images/MainMenu.png) - 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 ![Name of players and game level screen.](images/DiffMenu.png) +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) ![Shopping offensives screen.](images/PurOffensive.png) ![Shopping defensives screen.](images/PurDefensive.png) +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. ![Defensives activation screen.](images/ActDefensive.png) - 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 -![Main game screen.](images/StatusLine.png) +## 4. The main screen of the game. +![Main game screen.](images/StatusLine.png) 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. + diff --git a/Manuals/MANUAL_PL.md b/Manuals/MANUAL_PL.md deleted file mode 100644 index 4b5bce4..0000000 --- a/Manuals/MANUAL_PL.md +++ /dev/null @@ -1,265 +0,0 @@ -# Podstawowa instrukcja: - -Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce). - -## 1. Wybór opcji gry. -![Ekran wyboru opcji gry.](images/MainMenu.png) - -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 -![Ekran wyboru graczy i poziomu trudności.](images/DiffMenu.png) - -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) -![Ekran zakupów broni ofensywnych.](images/PurOffensive.png) -![Ekran zakupów broni defensywnych.](images/PurDefensive.png) - -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. - -![Ekran aktywacji broni defensywnych.](images/ActDefensive.png) - -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 -![Główny ekran gry.](images/StatusLine.png) - -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 | diff --git a/Manuals/MANUAL_PL_A800.bin b/Manuals/MANUAL_PL_A800.bin new file mode 100644 index 0000000..55cf06b Binary files /dev/null and b/Manuals/MANUAL_PL_A800.bin differ diff --git a/Manuals/MANUAL_PL_A800.md b/Manuals/MANUAL_PL_A800.md new file mode 100644 index 0000000..ce05d95 --- /dev/null +++ b/Manuals/MANUAL_PL_A800.md @@ -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. +![Ekran wyboru opcji gry.](images/MainMenu.png) +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. +![Ekran wyboru graczy i poziomu trudności.](images/DiffMenu.png) +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). +![Ekran zakupów broni ofensywnych.](images/PurOffensive.png) +![Ekran zakupów broni defensywnych.](images/PurDefensive.png) +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. + +![Ekran aktywacji broni defensywnych.](images/ActDefensive.png) +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. +![Główny ekran gry.](images/StatusLine.png) +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. diff --git a/Manuals/images/ActDefensive.png b/Manuals/images/ActDefensive.png index ce0b1f2..a8553ff 100644 Binary files a/Manuals/images/ActDefensive.png and b/Manuals/images/ActDefensive.png differ diff --git a/Manuals/images/ActOffensive.png b/Manuals/images/ActOffensive.png index 155eeca..9df0445 100644 Binary files a/Manuals/images/ActOffensive.png and b/Manuals/images/ActOffensive.png differ diff --git a/Manuals/images/DiffMenu.png b/Manuals/images/DiffMenu.png index 1c2dc21..3642af2 100644 Binary files a/Manuals/images/DiffMenu.png and b/Manuals/images/DiffMenu.png differ diff --git a/Manuals/images/MainMenu.png b/Manuals/images/MainMenu.png index 359c4e8..e98087c 100644 Binary files a/Manuals/images/MainMenu.png and b/Manuals/images/MainMenu.png differ diff --git a/Manuals/images/PurDefensive.png b/Manuals/images/PurDefensive.png index 0adc32b..4f8f5b3 100644 Binary files a/Manuals/images/PurDefensive.png and b/Manuals/images/PurDefensive.png differ diff --git a/Manuals/images/PurOffensive.png b/Manuals/images/PurOffensive.png index fa4653a..3e682a0 100644 Binary files a/Manuals/images/PurOffensive.png and b/Manuals/images/PurOffensive.png differ diff --git a/Manuals/images/StatusLine.png b/Manuals/images/StatusLine.png index 34fd203..ce84d2b 100644 Binary files a/Manuals/images/StatusLine.png and b/Manuals/images/StatusLine.png differ diff --git a/Manuals/man_cart_txt_EN.asm b/Manuals/man_cart_txt_EN.asm new file mode 100644 index 0000000..59b3975 --- /dev/null +++ b/Manuals/man_cart_txt_EN.asm @@ -0,0 +1,1912 @@ + .align 40 + dta " Basic instruction manual:" + .align 40 + dta "---------------------------" + .align 40 + .align 40 + dta "You can play using the keyboard (all" + .align 40 + dta "functionality) or controllers in all of" + .align 40 + dta "the ports (all functionality necessary" + .align 40 + dta "for gameplay)." + .align 40 + .align 40 + dta " 1. Game Option Selection." + .align 40 + dta "---------------------------" + .align 40 + .align 40 + .align 40 + dta "On the first screen, you can configure" + .align 40 + dta "gameplay options:" + .align 40 + dta $5a, d" number of players (2 - 6) includes" + .align 40 + dta "both human and computer-controlled" + .align 40 + dta "players" + .align 40 + dta $5a, d" the initial amount of cash of each" + .align 40 + dta "player (2K is the optimal value we" + .align 40 + dta "chose, but for short games, it is worth" + .align 40 + dta "choosing a higher value)" + .align 40 + dta $5a, d" gravity" + .align 40 + dta $5a, d" maximum wind strength (wind is drawn" + .align 40 + dta "at the beginning of each round or during" + .align 40 + dta "the round between turns, here we can" + .align 40 + dta "choose how strong it can be):" + .align 40 + dta d" ", $5a, d" 1B - maximum wind strength: 5" + .align 40 + dta d" ", $5a, d" 3B - maximum wind strength: 20" + .align 40 + dta d" ", $5a, d" 5B - maximum wind strength: 40" + .align 40 + dta d" ", $5a, d" 7B - maximum wind strength: 70" + .align 40 + dta d" ", $5a, d" 9B - maximum wind strength: 99" + .align 40 + dta $5a, d" number of rounds in a game" + .align 40 + dta $5a, d" missile speed (does not affect the" + .align 40 + dta "flight path - only changes the apparent" + .align 40 + dta "missile speed - does not change anything" + .align 40 + dta "in the gameplay itself)" + .align 40 + dta $5a, d" frequency of suicides :) - if for a" + .align 40 + dta "number of turns the game has not" + .align 40 + dta "recorded hits (tanks are constantly" + .align 40 + dta "shooting inaccurately), after one of" + .align 40 + dta "such misses a tank commits suicide -" + .align 40 + dta "here you determine how long they can" + .align 40 + dta """shooting for the stars"" :) - if only" + .align 40 + dta "people play the optimal setting is" + .align 40 + dta """norm"", in the case of" + .align 40 + dta "computer-controlled players ... you" + .align 40 + dta "choose." + .align 40 + dta $5a, d" The height (and undulation) of the" + .align 40 + dta "mountains from almost flat (NL - Kingdom" + .align 40 + dta "of the Netherlands), to soaring and high" + .align 40 + dta "(NP - Federal Democratic Republic of" + .align 40 + dta "Nepal)" + .align 40 + dta $5a, d" the way the walls (edges of the" + .align 40 + dta "screen) work:" + .align 40 + dta $5a, d" none - projectiles that flew off the" + .align 40 + dta "screen do not return (black color of the" + .align 40 + dta "screen frame)" + .align 40 + dta $5a, d" wrap - the screen ""wraps"" and" + .align 40 + dta "projectiles that flew to the right" + .align 40 + dta "appear on the left side and vice versa" + .align 40 + dta "(purple color of the screen frame)" + .align 40 + dta $5a, d" bump - the right and left walls" + .align 40 + dta "deflect projectiles that want to fly" + .align 40 + dta "through them (dark blue color of the" + .align 40 + dta "screen frame)" + .align 40 + dta $5a, d" boxy - just like bump, except that the" + .align 40 + dta """ceiling"" also reflects projectiles" + .align 40 + dta "(green color of the screen frame)" + .align 40 + dta $5a, d" rand - at the beginning of each round," + .align 40 + dta "one of the above 4 ways the walls work" + .align 40 + dta "is drawn." + .align 40 + .align 40 + dta "During gameplay, the current mode of the" + .align 40 + dta "walls is represented by the color of the" + .align 40 + dta "screen frame:" + .align 40 + dta $5a, d" none - black," + .align 40 + dta $5a, d" wrap - purple," + .align 40 + dta $5a, d" bump - dark blue," + .align 40 + dta $5a, d" boxy - green." + .align 40 + .align 40 + dta "Select options with cursor keys or a" + .align 40 + dta "controller." + .align 40 + .align 40 + dta "The [TAB], [SELECT] or second controller" + .align 40 + dta "button (supported Joy 2B+ standard or" + .align 40 + dta "compatible) key change the color of the" + .align 40 + dta "mountains (3 versions to choose from)." + .align 40 + dta "If the cursor indicates the wind" + .align 40 + dta "strength selection option ""Wind"" change" + .align 40 + dta "the way the wind strength is drawn from" + .align 40 + dta """every round"" to ""every turn"" and vice" + .align 40 + dta "versa. Drawing every turn is indicated" + .align 40 + dta "by the ""?"" sign next to the word ""Wind""." + .align 40 + dta "If the cursor indicates the gravity" + .align 40 + dta "selection option ""Gravity"" changes the" + .align 40 + dta "procedure of falling the ground to a" + .align 40 + dta "less impressive but faster one, and vice" + .align 40 + dta "versa. The selection of fast ground fall" + .align 40 + dta "is indicated by the letter ""f"" next to" + .align 40 + dta "the word ""Gravity""." + .align 40 + .align 40 + dta "The [RETURN] key or a controller button" + .align 40 + dta "moves to the next screen." + .align 40 + .align 40 + dta " 2. Names of players and AI opponents" + .align 40 + dta "--------------------------------------" + .align 40 + .align 40 + .align 40 + dta "The second screen is shown for each" + .align 40 + dta "player. Here you can use the cursor keys" + .align 40 + dta "or controller to select whether the tank" + .align 40 + dta "will be driven by a human (HUMAN option)" + .align 40 + dta "or a computer (other options)." + .align 40 + dta "The [TAB], [SELECT] or second controller" + .align 40 + dta "button allows to choose which controller" + .align 40 + dta "port the player will use." + .align 40 + dta "The [INVERSE] or [OPTION] key allows you" + .align 40 + dta "to select one of the 3 available tank" + .align 40 + dta "shapes." + .align 40 + dta "At the same time, you can enter the name" + .align 40 + dta "of the selected player from the" + .align 40 + dta "keyboard." + .align 40 + dta "When the [RETURN] key is pressed or the" + .align 40 + dta "controller button is pressed briefly," + .align 40 + dta "the screen switches to the next player" + .align 40 + dta "until the difficulty levels for each" + .align 40 + dta "player are selected." + .align 40 + dta "The player's name can also be entered" + .align 40 + dta "with the controller. After pressing and" + .align 40 + dta "holding the button for more than 1s, you" + .align 40 + dta "can use up/down movements to change the" + .align 40 + dta "letter being entered, and left/right" + .align 40 + dta "movements to change its position in the" + .align 40 + dta "name. Releasing the button ends the name" + .align 40 + dta "entry and returns to the level" + .align 40 + dta "selection." + .align 40 + .align 40 + dta "If the name is not entered, it will be" + .align 40 + dta "supplemented with the default name." + .align 40 + .align 40 + dta " 3. Shopping screen (before each round)" + .align 40 + dta "----------------------------------------" + .align 40 + .align 40 + .align 40 + .align 40 + dta "On this screen, you can make purchases" + .align 40 + dta "of offensive and defensive weapons. Only" + .align 40 + dta "those weapons that the player can afford" + .align 40 + dta "are visible, along with information" + .align 40 + dta "about the price and the number of units" + .align 40 + dta "of a given weapon that will be obtained" + .align 40 + dta "for that price. The information on the" + .align 40 + dta "screen probably needs no more" + .align 40 + dta "description. You move through the lists" + .align 40 + dta "with the cursor keys (up and down) or" + .align 40 + dta "with the controller, the [TAB] key or" + .align 40 + dta "the left arrow, the left controller tilt" + .align 40 + dta "or second controller button change the" + .align 40 + dta "screen to defensive or offensive" + .align 40 + dta "weapons, the [SPACE] key or the right" + .align 40 + dta "arrow and also the controller to the" + .align 40 + dta "right does the purchase of the indicated" + .align 40 + dta "weapon." + .align 40 + .align 40 + dta "The [RETURN] key or the controller" + .align 40 + dta "button press switches to the defensive" + .align 40 + dta "weapon activation screen. Here you can" + .align 40 + dta "activate previously bought defensive (or" + .align 40 + dta "offensive after switching with [TAB]," + .align 40 + dta "etc) weapons." + .align 40 + .align 40 + .align 40 + .align 40 + dta "This makes it possible to activate" + .align 40 + dta "shields and others before the round" + .align 40 + dta "starts." + .align 40 + .align 40 + dta "Another [RETURN] key or controller" + .align 40 + dta "button press switches to the next" + .align 40 + dta "player's shopping screen." + .align 40 + dta "(For computer players this screen is not" + .align 40 + dta "shown.)" + .align 40 + .align 40 + dta " 4. The main screen of the game" + .align 40 + dta "--------------------------------" + .align 40 + .align 40 + .align 40 + dta "The status line shows which player is" + .align 40 + dta "currently allowed to take a shot and a" + .align 40 + dta "set of other information:" + .align 40 + dta $5a, d" player's tank name," + .align 40 + dta $5a, d" active controller number or difficulty" + .align 40 + dta "level of computer-controlled player" + dta d"(1-" + dta d"Moron"* + dta d" - 8-" + dta d"Unknown"* + dta d")," + dta d" " + .align 40 + .align 40 + dta $5a, d" currently selected offensive weapon" + .align 40 + dta "(symbol quantity and name)," + .align 40 + dta $5a, d" the player's remaining energy points" + .align 40 + dta "and if he has an active defensive weapon" + .align 40 + dta "that has its energy - in parentheses the" + .align 40 + dta "energy level," + .align 40 + dta $5a, d" the angle and the direction of the" + .align 40 + dta "barrel set by the player," + .align 40 + dta $5a, d" the shot strength set by the player" + .align 40 + dta "(the maximum shot strength is limited by" + .align 40 + dta "the player's energy - it can not exceed" + .align 40 + dta d"the energy ", $5a, d" 10 . This means that you" + .align 40 + dta "can fire weaker shots only when having a" + .align 40 + dta "small amount of energy," + .align 40 + dta $5a, d" the current round number," + .align 40 + dta $5a, d" wind speed and direction," + dta d"* ""computer"" symbol if " + dta d"Auto Defense"* + dta d" " + .align 40 + .align 40 + dta "is active," + .align 40 + dta $5a, d" in parentheses is the name of the" + .align 40 + dta "active defensive weapon - if there is" + .align 40 + dta "any activated by the player." + .align 40 + .align 40 + dta "The basic controls are simple enough -" + .align 40 + dta "cursor keys or controller: left/right -" + .align 40 + dta "change the angle of the barrel, up/down" + .align 40 + dta "- change the the force of the shot." + .align 40 + dta "Other functions:" + .align 40 + .align 40 + dta $5a, d" [SPACE] or controller button pressed" + .align 40 + dta "briefly - firing a shot." + .align 40 + dta $5a, d" [TAB] or [SELECT] or second controller" + .align 40 + dta "button - selection of offensive weapons" + .align 40 + dta "(this option is not available directly" + .align 40 + dta "with one button controller - you need to" + .align 40 + dta "select Inventory). |" + .align 40 + dta $5a, d" [I] or longer holding the controller" + .align 40 + dta "button - go to Inventory. It is a screen" + .align 40 + dta "(actually two) with the same layout as" + .align 40 + dta "the shopping menu, it also works" + .align 40 + dta "similarly except that here you don't buy" + .align 40 + dta "weapons, but choose one of the offensive" + .align 40 + dta "ones to shoot or activate a defensive" + .align 40 + dta "weapon. |" + .align 40 + dta $5a, d" [A] or [OPTION] - go directly to the" + .align 40 + dta "defensive weapons activation." + .align 40 + dta $5a, d" [M] - disable/enable background music." + .align 40 + dta "|" + .align 40 + dta $5a, d" [S] - disable/enable effect sounds. |" + .align 40 + dta $5a, d" [START] - speed up some game" + .align 40 + dta "animations. |" + .align 40 + dta $5a, d" [O] - end the current game and jump to" + .align 40 + dta "the Game Over screen with a summary. The" + .align 40 + dta "summary of the results does not take" + .align 40 + dta "into account the current round of the" + .align 40 + dta "game, but only the rounds completed" + .align 40 + dta "earlier. This corresponds to pressing" + .align 40 + dta "the [ESC] key with the difference that" + .align 40 + dta "the summary and credits are displayed. |" + .align 40 + dta $5a, d" [START] + [OPTION] - immediately force" + .align 40 + dta "the end of the game (Game Over), just" + .align 40 + dta "like [O] but without confirmation." + .align 40 + dta $5a, d" [G] - changes the mountain shading |" + .align 40 + dta $5a, d" [ESC] - during the entire game at any" + .align 40 + dta "time (unless the computer is playing," + .align 40 + dta "then sometimes you have to wait a while)" + .align 40 + dta "you can press the [ESC] key, which" + .align 40 + dta "allows you to abort the game and return" + .align 40 + dta "to the beginning (of course, there is" + .align 40 + dta "protection against accidental pressing)." + .align 40 + dta "|" + .align 40 + dta $5a, d" [Y] - when asked to abort or terminate" + .align 40 + dta "the game - confirmation |" + .align 40 + dta $5a, d" [CTRL] + [HELP] - Toggle ""visual" + .align 40 + dta "debug"" mode. It displays distances" + .align 40 + dta "measured, laser aiming, and aiming" + .align 40 + dta "technique. It leaves a mess on the" + .align 40 + dta "screen, but it does not impair the game," + .align 40 + dta "just makes it a bit harder. |" + .align 40 + .align 40 + dta " 5. Game mechanics - offensive weapons" + .align 40 + dta "---------------------------------------" + .align 40 + .align 40 + dta " Energy of tanks." + .align 40 + dta "------------------" + .align 40 + dta "At the beginning of each round, each" + .align 40 + dta "tank has 99 ash units of energy." + .align 40 + dta "Tanks' energy is depleted in 3 ways:" + .align 40 + dta $5a, d" one unit after each shot" + .align 40 + dta $5a, d" while falling (one pixel down -2" + .align 40 + dta "units)." + .align 40 + dta $5a, d" when a projectile hits the tank or" + .align 40 + dta "next to it - and here the amount of" + .align 40 + dta "energy subtracted depends on the" + .align 40 + dta "distance from the center of the" + .align 40 + dta "explosion and the type/power of the" + .align 40 + dta "projectile." + .align 40 + .align 40 + dta " How energy and money works:" + .align 40 + dta "-----------------------------" + .align 40 + dta "After each round the amount of money" + .align 40 + dta "gained/lost is calculated, this is done" + .align 40 + dta "on the basis of two variables" + .align 40 + dta "accumulated by each tank during the" + .align 40 + dta "round. These variables are:" + .align 40 + .align 40 + dta "gain - energy ""captured"" from tanks hit" + .align 40 + dta "(also if you hit yourself :) and here's" + .align 40 + dta "the catch, if you have very little" + .align 40 + dta "energy left it can be profitable to hit" + .align 40 + dta "yourself with a powerful weapon" + .align 40 + .align 40 + dta "lose - energy lost due to explosion/fall" + .align 40 + dta "(and here it is important - to count the" + .align 40 + dta "total loss of energy even if the tank" + .align 40 + dta "has less at the moment of hit)." + .align 40 + .align 40 + dta "In addition, the tank that won the round" + .align 40 + dta "has a parameter gain (captured from hit" + .align 40 + dta "tanks energy) increased by the remaining" + .align 40 + dta "energy at the end of the round (because" + .align 40 + dta "it did not die and should have it -" + .align 40 + dta "although it also happens otherwise :) )" + .align 40 + .align 40 + dta "Specifically:" + .align 40 + .align 40 + dta " After each round:" + .align 40 + dta "-------------------" + .align 40 + dta d"money = money + (20 ", $5a, d" (gain+energy))." + .align 40 + .align 40 + dta d"money = money - (10 ", $5a, d" lose)." + .align 40 + .align 40 + dta "if money <0 then money=0." + .align 40 + .align 40 + dta "(at the start of each round gain and" + .align 40 + dta "lose have a value of 0)." + .align 40 + .align 40 + dta "During a round, if another tank is hit" + .align 40 + dta "as a result of a shot fired by a tank," + .align 40 + dta "the tank firing the shot ""gets the" + .align 40 + dta "energy"" taken away from the hit tank." + .align 40 + dta " tank taking a shot:" + .align 40 + dta "---------------------" + .align 40 + dta "gain = gain + EnergyDecrease." + .align 40 + dta " tank hit:" + .align 40 + dta "-----------" + .align 40 + dta "lose = lose + EnergyDecrease." + .align 40 + .align 40 + dta "Where EnergyDecrease is the loss of" + .align 40 + dta "energy due to the hit." + .align 40 + .align 40 + dta "Of course, at the same time the hit tank" + .align 40 + dta "loses the amount of energy stored in" + .align 40 + dta "EnergyDecrease, except that here the" + .align 40 + dta "loss cannot exceed the energy you have." + .align 40 + .align 40 + dta " How a hit works." + .align 40 + dta "------------------" + .align 40 + dta "Each weapon that results in an explosion" + .align 40 + dta "has its own blast radius." + .align 40 + .align 40 + dta "After the explosion, every tank in its" + .align 40 + dta "range loses energy." + .align 40 + .align 40 + dta "It works in such a way that if the hit" + .align 40 + dta "is exactly on the center point of the" + .align 40 + dta "tank EnergyDecrease receives the maximum" + .align 40 + dta "value for the weapon, and for each pixel" + .align 40 + dta "of distance from the center of the tank" + .align 40 + dta "this value is reduced by 8." + .align 40 + .align 40 + dta "For example, if a hit with the Baby" + .align 40 + dta "Missile weapon hits the center of the" + .align 40 + dta "tank perfectly, it will lose exactly 88" + .align 40 + dta "units of energy (plus what it loses" + .align 40 + dta "falling after the explosion)." + .align 40 + dta "If you hit with the same weapon at a" + .align 40 + dta "distance of 10 pixels from the center of" + .align 40 + dta "the tank, the loss will be only 8 units." + .align 40 + .align 40 + dta "And here are the values of maximum" + .align 40 + dta "energy loss for individual weapons. If a" + .align 40 + dta "weapon explodes several times, each" + .align 40 + dta "explosion is calculated independently" + .align 40 + dta "(additional values in the table):" + .align 40 + .align 40 + dta "Offensive weapons and maximum energy" + .align 40 + dta "loss:" + .align 40 + dta $5a, d" Baby Missile: 88" + .align 40 + dta $5a, d" Missile: 136" + .align 40 + dta $5a, d" Baby Nuke: 200" + .align 40 + dta $5a, d" Nuke: 240" + .align 40 + dta $5a, d" LeapFrog: 136 112 112" + .align 40 + dta $5a, d" Funky Bomb: 168 88 (* 5)" + .align 40 + dta $5a, d" MIRV: 136 (* 5)" + .align 40 + dta $5a, d" Death's Head: 240 (* 5)" + .align 40 + dta $5a, d" Napalm: 40 (this weapon is different" + .align 40 + dta "and the distance from the center is not" + .align 40 + dta "determined, simply any tank in range of" + .align 40 + dta "the flames loses 40 units of energy)" + .align 40 + dta $5a, d" Hot Napalm: 80 (the rule is the same" + .align 40 + dta "as in Napalm)" + .align 40 + dta $5a, d" Baby Roller: 88" + .align 40 + dta $5a, d" Roller: 168" + .align 40 + dta $5a, d" Heavy Roller: 240" + .align 40 + dta $5a, d" Riot Charge: 0 (no energy is" + .align 40 + dta "subtracted, but a portion of the ground" + .align 40 + dta "upward from the hit point in a 31-pixel" + .align 40 + dta "radius is removed)" + .align 40 + dta $5a, d" Riot Blast: 0 (as in Riot Charge, but" + .align 40 + dta "in a radius of 61 pixels)" + .align 40 + dta $5a, d" Riot Bomb: 0 (no energy is subtracted," + .align 40 + dta "but the ground in a radius of 17 pixels" + .align 40 + dta "from the hit point is destroyed - as in" + .align 40 + dta "the case of Missile. The weapon is" + .align 40 + dta "useful for digging out after being" + .align 40 + dta "buried, or for undermining an opponent)" + .align 40 + dta $5a, d" Heavy Riot Bomb: 0 (as in Riot Bomb," + .align 40 + dta "but the explosion radius is 29 pixels" + .align 40 + dta "from the point of impact - as in the" + .align 40 + dta "case of Nuke)" + .align 40 + dta $5a, d" Baby Digger: 0 (no energy is" + .align 40 + dta "subtracted, but a portion of the ground" + .align 40 + dta "is undermined in a radius of 60 pixels" + .align 40 + dta "from the point of impact)" + .align 40 + dta $5a, d" Digger: 0 (as above - greater" + .align 40 + dta "undermining)" + .align 40 + dta $5a, d" Heavy Digger: 0 (as above - greatest" + .align 40 + dta "undermining)" + .align 40 + dta $5a, d" Sandhog: 0 (as above - another way of" + .align 40 + dta "undermining)" + .align 40 + dta $5a, d" Heavy Sandhog: 0 (as above - largest" + .align 40 + dta "dig)" + .align 40 + dta $5a, d" Dirt Clod: 0 (no energy is subtracted," + .align 40 + dta "but a ground ball with a radius of 12" + .align 40 + dta "pixels from the hit point is created." + .align 40 + dta "The weapon is useful for burying the" + .align 40 + dta "opponent)" + .align 40 + dta $5a, d" Dirt Ball: 0 (as above, but the radius" + .align 40 + dta "of the ball is 22 pixels)" + .align 40 + dta $5a, d" Ton of Dirt: 0 (as above, but the" + .align 40 + dta "radius of the ball is 31 pixels)" + .align 40 + dta $5a, d" Liquid Dirt: 0 (floods the ground at" + .align 40 + dta "the point of hit with liquid soil," + .align 40 + dta "filling in the depressions)" + .align 40 + dta $5a, d" Stomp: 0 (no energy is subtracted, but" + .align 40 + dta "all tanks within a radius depending on" + .align 40 + dta "the force of the shot are pushed back," + .align 40 + dta "and after being pushed back they may" + .align 40 + dta "fall or be buried. With a maximum force" + .align 40 + dta "of 990 units, the radius of action is" + .align 40 + dta "about 60 pixels)" + .align 40 + dta $5a, d" Laser: 100 (but here it is also" + .align 40 + dta "different - only in a case of a direct" + .align 40 + dta "hit simply subtract 100 units of energy" + .align 40 + dta "- that is, the tank always dies)" + .align 40 + .align 40 + dta "Large points received by the player is" + .align 40 + dta "the number of tanks that died earlier" + .align 40 + dta "than him. If any of the other tanks" + dta d"capitulated earlier (" + dta d"White Flag"* + dta d") is" + dta d" " + .align 40 + .align 40 + dta "not added to those that died and does" + .align 40 + dta "not give points." + .align 40 + dta "Only these points determine the order in" + .align 40 + dta "the summary." + .align 40 + .align 40 + dta " 6. And now for defensive weapons:" + .align 40 + dta "-----------------------------------" + dta d"* " + dta d"White Flag"* + dta d" - causes the surrender" + dta d" " + .align 40 + .align 40 + dta "of the player (can sometimes be useful" + .align 40 + dta "in a hopeless situation). The advantage" + .align 40 + dta "is that by surrendering you don't give a" + .align 40 + dta "big point to your opponents and don't" + .align 40 + dta "cause one of them to gain by killing us," + .align 40 + dta "you also limit the loss of your energy" + .align 40 + dta "and also cash. An important note - this" + .align 40 + dta "is the only defensive weapon that can be" + .align 40 + dta "deactivated. All you have to do is" + .align 40 + dta "re-enter inventory and once again select" + .align 40 + dta "its activation." + .align 40 + dta d"* " + dta d"Battery"* + dta d" - when activated, it" + dta d" " + .align 40 + .align 40 + dta "recharges the tank's energy to full (99" + .align 40 + dta "units). It is one of three defensive" + .align 40 + dta "weapons that does not deactivate other" + .align 40 + dta "defensive weapons when used." + .align 40 + dta d"* " + dta d"Hovercraft"* + dta d" - a weapon that allows" + dta d" " + .align 40 + .align 40 + dta "the tank to move. It has its own fuel" + .align 40 + dta "supply in form of electric eels and in" + .align 40 + dta "addition, it can be activated multiple" + .align 40 + dta "times during the same turn, and after" + .align 40 + dta "using it, you can activate another" + .align 40 + dta "defensive weapon and fire a shot in the" + .align 40 + dta "same turn. After using it, the tank" + .align 40 + dta "rises above the mountains and using the" + .align 40 + dta "cursor keys or a controller you can move" + .align 40 + dta "the tank to a new position. [SPACE] or" + .align 40 + dta "the controller button cause the tank to" + .align 40 + dta "land in a new place. You can fly until" + .align 40 + dta "the tank runs out of eels (presented on" + .align 40 + dta "the status bar like the energy of a" + .align 40 + dta "defensive weapon), if the eel fuel runs" + .align 40 + dta "out the tank will fall down on its own." + .align 40 + dta "It is not possible to land on other" + .align 40 + dta "tanks." + .align 40 + dta d"* " + dta d"Parachute"* + dta d" - does not protect" + dta d" " + .align 40 + .align 40 + dta "against loss of energy due to a" + .align 40 + dta "neighboring explosion, makes you not" + .align 40 + dta "lose energy during ONE fall. After such" + .align 40 + dta "a fall, it deactivates and a new" + .align 40 + dta "parachute must be activated." + .align 40 + dta d"* " + dta d"Shield"* + dta d" - the simplest shield works" + dta d" " + .align 40 + dta d"exactly the opposite of " + dta d"Parachute"* + dta d"," + dta d" " + .align 40 + .align 40 + dta "it does not protect against energy loss" + .align 40 + dta "while falling, instead it protects" + .align 40 + dta "against energy loss caused by ONE" + .align 40 + dta "adjacent explosion. It protects once, no" + .align 40 + dta "matter how strong the explosion is" + .align 40 + dta "(whether tis but a scratch or a direct" + .align 40 + dta "hit with a nuke), and deactivates" + .align 40 + dta "immediately afterward." + .align 40 + dta d"* " + dta d"Heavy Shield"* + dta d" - a shield with its" + dta d" " + .align 40 + .align 40 + dta "own energy (at the start of 99 units)," + dta d"it works the same as " + dta d"Shield"* + dta d" (does" + dta d" " + .align 40 + .align 40 + dta "not protect against falling) with the" + .align 40 + dta "exception that it has its own energy" + .align 40 + dta "resource. When exploding, the energy of" + .align 40 + dta "this shield is reduced first, and if it" + .align 40 + dta "reaches 0, the shield deactivates and" + .align 40 + dta "further reduces the tank's energy. Due" + .align 40 + dta "to this action, a tank with this type of" + .align 40 + dta "shield can be ""killed"" by undermining" + .align 40 + dta "it, because falling reduces the energy" + .align 40 + dta "of the tank and not the shield." + .align 40 + dta d"* " + dta d"Force Shield"* + dta d" - the strongest" + dta d" " + .align 40 + .align 40 + dta "shield - works just like Heavy Shield" + .align 40 + dta "only that it is combined with" + dta d"Parachute"* + dta d". What is important in this" + dta d" " + .align 40 + .align 40 + dta "case, falling does not take energy away" + .align 40 + dta "from the shield or the tank. It is only" + .align 40 + dta "taken away by hits." + .align 40 + dta d"* " + dta d"Bouncy Castle"* + dta d" - a" + dta d" " + .align 40 + .align 40 + dta "passive-aggressive weapon :). It works" + .align 40 + dta "as follows - in a case of a direct tank" + .align 40 + dta "hit (and shield), it causes the" + .align 40 + dta "projectile to ""bounce"" in the opposite" + .align 40 + dta "direction with the same force with which" + .align 40 + dta "it was fired. In the absence of wind and" + .align 40 + dta "a difference in level, the weapon then" + .align 40 + dta "hits the tank that fired it. After such" + .align 40 + dta "a bounce, it deactivates. As the weapon" + .align 40 + dta "reacts in this way only to precise hits," + dta d"it is also works like " + dta d"Heavy Shield"* + dta d" " + .align 40 + .align 40 + dta "and has 99 units at the start (we will" + .align 40 + dta "probably have to rethink this value and" + .align 40 + dta "give a smaller one here)." + .align 40 + dta d"* " + dta d"Mag Deflector"* + dta d" - the second" + dta d" " + .align 40 + .align 40 + dta "passive-aggressive weapon :) . In case" + .align 40 + dta "of a direct hit on a tank (and shield)," + .align 40 + dta "it causes the hit point to move randomly" + .align 40 + dta "to the left or right side of the" + .align 40 + dta "protected tank, but not very far, so you" + .align 40 + dta "can get ""shrapnel"" with stronger" + dta d"weapons. As in the case of " + dta d"Bouncy"* + dta d" " + .align 40 + dta d"Castle" + dta d", it is also a shield that"* + dta d" " + .align 40 + dta d"corresponds to the action of " + dta d"Heavy"* + dta d" " + .align 40 + dta d"Shield" + dta d" and has 99 units at the start"* + dta d" " + .align 40 + .align 40 + dta "(probably here we will have also to" + .align 40 + dta "rethink this value and give a smaller" + .align 40 + dta "one)." + .align 40 + dta d"* " + dta d"Nuclear Winter"* + dta d" - adds nothing," + dta d" " + .align 40 + .align 40 + dta "takes nothing away :) - in fact, it is" + .align 40 + dta "not so much a defensive weapon as a" + .align 40 + dta "double-edged one. It floods the area" + .align 40 + dta "with ""radioactive"" fallout, which is" + .align 40 + dta "ordinary soil. If you do not have at" + .align 40 + dta "hand any weapon that digs up the" + .align 40 + dta "terrain, and for that a shield" + .align 40 + dta "(preferably disposable), then after such" + .align 40 + dta """fallout"" you will have to shoot" + .align 40 + dta "yourself - because being underground is" + .align 40 + dta "otherwise impossible. Alternatively," + dta d"White Flag"* + dta d" always remains." + dta d" " + .align 40 + .align 40 + dta d"* " + dta d"Long Schlong"* + dta d" - a special weapon :)" + dta d" " + .align 40 + .align 40 + dta "- Costs a lot, doesn't really help with" + .align 40 + dta "anything (except possibly digging" + .align 40 + dta "yourself out but only when slightly" + .align 40 + dta "buried but it has a cool name and looks" + .align 40 + dta "cool :) - It can be activated" + .align 40 + dta "independently of other defensive weapons" + .align 40 + dta "and remains active until the end of the" + .align 40 + dta "round (it cannot be deactivated)." + .align 40 + dta d"* " + dta d"Lazy Boy"* + dta d" - it is not actually a" + dta d" " + .align 40 + .align 40 + dta "defensive weapon. It is an aiming aid." + .align 40 + dta "When it is activated, the tank tries to" + .align 40 + dta "aim at the nearest enemy and" + .align 40 + dta "automatically adjusts the power of the" + .align 40 + dta "shot and angle. If it has too little" + .align 40 + dta "energy, it can sometimes aim wrong (it" + dta d"uses a method like " + dta d"Cyborg"* + dta d" to aim)." + dta d" " + .align 40 + dta d"Like " + dta d"Battery"* + dta d", it does not deactivate" + dta d" " + .align 40 + .align 40 + dta "other defensive weapons when used. Note:" + .align 40 + dta "There is no point in activating this" + .align 40 + dta "weapon before the round, targeting will" + .align 40 + dta "not take place because there is nothing" + .align 40 + dta "to target yet." + .align 40 + dta d"* " + dta d"Lazy Darwin"* + dta d" - works just like" + dta d" " + .align 40 + dta d"Lazy Boy"* + dta d" but targets the weakest" + dta d" " + .align 40 + .align 40 + dta "opponent. In this weapon, after" + .align 40 + dta "automatic targeting, ""visual targeting""" + .align 40 + dta "remains active, so you can easily change" + .align 40 + dta "the target and independently select" + .align 40 + dta "another opponent by seeing if you hit" + .align 40 + dta "him." + .align 40 + dta d"* " + dta d"Auto Defense"* + dta d" - activates the mode" + dta d" " + .align 40 + .align 40 + dta "of automatic activation of defensive" + .align 40 + dta "weapons. After its activation, the tank" + .align 40 + dta "automatically activates the strongest" + .align 40 + dta "shield it has (consuming it, of course)" + .align 40 + dta "at any time when there is no shield" + .align 40 + dta "(also between shots of other players)." + .align 40 + dta "At the same time, if the tank's energy" + .align 40 + dta "level drops below 30 units, it" + dta d"automatically activates " + dta d"Battery"* + dta d" if" + dta d" " + .align 40 + .align 40 + dta "it has it. This weapon remains active" + .align 40 + dta "until the end of the round and is" + .align 40 + dta "indicated by the ""computer"" symbol" + .align 40 + dta "before the name of the active defensive" + .align 40 + dta "weapon in the status line. It is the" + .align 40 + dta "second defensive weapon that does not" + .align 40 + dta "deactivate other defensive weapons when" + .align 40 + dta "used." + .align 40 + dta d"* " + dta d"Spy Hard"* + dta d" - Help for the forgetful" + dta d" " + .align 40 + .align 40 + dta ":) . When activated, it shows a preview" + .align 40 + dta "of information about the next opponents" + .align 40 + dta "one by one. Left/Right - changes the" + .align 40 + dta """spied"" tank. Fire/Space/Return/Esc -" + .align 40 + dta "ends the ""spying"". This is the last" + .align 40 + dta "defensive weapon, which does not" + .align 40 + dta "deactivate other defensive weapons when" + .align 40 + dta "used." + .align 40 + .align 40 + dta "Due to the different warhead tracking" + dta d"system of " + dta d"MIRV"* + dta d" weapons, the " + dta d"Bouncy"* + dta d" " + .align 40 + dta d"Castle" + dta d" and "* + dta d"Mag Deflector" + dta d" defensive"* + dta d" " + .align 40 + .align 40 + dta "weapons only use the shielding function" + .align 40 + dta "when hit by these weapons. In addition," + dta d"MIRV"* + dta d" warheads do not bounce or fly" + dta d" " + .align 40 + .align 40 + dta "through sidewalls when falling" + .align 40 + .align 40 + dta "None of the shields protect against" + dta d"Napalm"* + dta d". " + dta d"Bouncy Castle"* + dta d" or " + dta d"Mag"* + dta d" " + .align 40 + dta d"Deflector" + dta d" on a direct hit will deflect"* + dta d" " + .align 40 + .align 40 + dta "it or carry it past, but just hit very" + .align 40 + dta "close to a tank and its shield will not" + .align 40 + dta "save it." + .align 40 + dta d"White Flag"* + dta d", " + dta d"Hovercraft"* + dta d" and" + dta d" " + .align 40 + dta d"Nuclear Winter"* + dta d" weapons, when" + dta d" " + .align 40 + .align 40 + dta "selected, require activation, this is" + .align 40 + dta "accomplished by ""firing a shot"" after" + .align 40 + dta "the selection of that weapon. Of course," + .align 40 + dta "the shot of the offensive weapon is then" + .align 40 + dta "not fired, but only the selected" + .align 40 + dta "defensive weapon is activated." + .align 40 + .align 40 + dta "You can only have one defensive weapon" + dta d"active at a time (except " + dta d"Long"* + dta d" " + .align 40 + dta d"Schlong" + dta d" of course :) ). You can always"* + dta d" " + .align 40 + .align 40 + dta "change the decision and activate another" + dta d"defensive weapon or deactivate " + dta d"White"* + dta d" " + .align 40 + dta d"Flag" + dta d" before firing."* + dta d" " + .align 40 + .align 40 + .align 40 + dta "And of course, activating a weapon when" + .align 40 + dta "you already have some other weapon" + .align 40 + dta "activated causes the loss of the" + .align 40 + dta "previous one (no returns :) )." + .align 40 + .align 40 + dta " 7. ""Other"" weapons:" + .align 40 + dta "---------------------" + .align 40 + dta d"* " + dta d"Best F...g Gifts"* + dta d" - this is a 'loot" + dta d" " + .align 40 + .align 40 + dta "box', not a weapon per se. Buying it" + .align 40 + dta "draws one of the offensive or (rarely)" + .align 40 + dta "defensive weapons and adds it to the" + .align 40 + dta "player's arsenal. It is a lottery in" + .align 40 + dta "which you can lose (if you draw a weapon" + dta d"cheaper than the " + dta d"Best F...g Gifts"* + dta d" " + .align 40 + .align 40 + dta "price) but also gain. You can get a" + .align 40 + dta "weapon otherwise not affordable at all" + .align 40 + .align 40 + dta " 8. AI opponents:" + .align 40 + dta "------------------" + .align 40 + .align 40 + dta "The game has 8 difficulty levels of" + .align 40 + dta "computer-controlled opponents. Or" + .align 40 + dta "actually 7 different ones and one" + .align 40 + dta """surprise"". Each has its own way of" + .align 40 + dta "buying defensive and offensive weapons" + .align 40 + dta "and a different method of target" + .align 40 + dta "selection and targeting itself, as well" + .align 40 + dta "as weapon selection. They are arranged" + .align 40 + dta "in the list according to increasing" + .align 40 + dta """skills"":" + .align 40 + dta d"* " + dta d"Moron"* + dta d" - the dumbest of opponents" + dta d" " + .align 40 + .align 40 + dta "(which does not mean the safest). Shoots" + .align 40 + dta "completely at random using only one" + dta d"weapon - " + dta d"Baby Missile"* + dta d". He doesn't" + dta d" " + .align 40 + .align 40 + dta "buy anything and doesn't know how to use" + .align 40 + dta "defensive weapons." + .align 40 + dta d"* " + dta d"Shooter"* + dta d" - This opponent does not" + dta d" " + .align 40 + .align 40 + dta "shoot blindly. He chooses one direction" + .align 40 + dta "for himself. Based on his own position -" + .align 40 + dta "he shoots in the direction from which" + .align 40 + dta "there is more space assuming that this" + .align 40 + dta "is where the other tanks are. He starts" + .align 40 + dta "firing from a high angle and shot after" + .align 40 + dta "shot changes this angle to a lower and" + .align 40 + dta "lower angle trying to fire the entire" + .align 40 + dta "area on the chosen side. He always fires" + .align 40 + dta "with the best weapon he has (the highest" + .align 40 + dta "on the list of weapons he has - that is," + .align 40 + dta "not necessarily the best). He does not" + .align 40 + dta "use defensive weapons even though he" + .align 40 + dta "buys them" + .align 40 + dta d"* " + dta d"Poolshark"* + dta d" - When attacking, he" + dta d" " + .align 40 + .align 40 + dta "sets the nearest tank as his target," + .align 40 + dta "then selects the angle of the shot, and" + .align 40 + dta "tries to select its strength by drawing" + .align 40 + dta "it from the selected range. He always" + .align 40 + dta "shoots with the best weapon he has. He" + .align 40 + dta "uses defensive weapons. With a" + .align 40 + dta "probability of 1:3, he activates the" + .align 40 + dta "best defensive weapon he owns (the" + .align 40 + dta "highest on the list of weapons he owns -" + .align 40 + dta "that is, not necessarily the best)" + .align 40 + dta "before firing. If his energy level drops" + dta d"below 30 units - he uses " + dta d"Battery"* + dta d" (of" + dta d" " + .align 40 + .align 40 + dta "course, if he bought it before), if the" + .align 40 + dta "energy drops below 5 and he has no" + dta d"Battery"* + dta d" he surrenders - " + dta d"White"* + dta d" " + .align 40 + dta d"Flag" + dta d". At the beginning of the round he"* + dta d" " + .align 40 + .align 40 + dta "makes 1 attemp to buy defensive weapons" + .align 40 + dta "and 6 offensive weapons." + .align 40 + dta d"* " + dta d"Tosser"* + dta d" - When attacking, he acts" + dta d" " + .align 40 + dta d"exactly like " + dta d"Poolshark"* + dta d" however, he" + dta d" " + .align 40 + .align 40 + dta "may have a ""better"" weapon inventory due" + .align 40 + dta "to a different purchase tactic. He" + .align 40 + dta "always activates the best defensive" + .align 40 + dta "weapon he has before shooting. And just" + dta d"like " + dta d"Poolshark"* + dta d" he uses " + dta d"Battery"* + dta d" " + .align 40 + dta d"and " + dta d"White Flag"* + dta d". At the beginning of" + dta d" " + .align 40 + .align 40 + dta "the round, he assesses how much money he" + .align 40 + dta "has and depending on that, he makes" + .align 40 + dta "(money/5100) attempts to buy defensive" + .align 40 + dta "weapons and then checks again how much" + .align 40 + dta "money he has left and makes (money/1250)" + .align 40 + dta "attempts to buy offensive weapons." + .align 40 + dta d"* " + dta d"Chooser"* + dta d" - Takes as a target the" + dta d" " + .align 40 + .align 40 + dta "weakest opponent (with the least amount" + .align 40 + dta "of energy) and aims very precisely, but" + .align 40 + dta "before the shot the energy of the shot" + .align 40 + dta "is modified by the parameter of luck :)" + .align 40 + dta ", that is, despite the precise aiming it" + .align 40 + dta "does not always hit. He shoots with the" + .align 40 + dta "best weapon he has unless the target is" + .align 40 + dta "close. Then he changes his weapon to" + dta d"Baby Missile"* + dta d" to avoid hitting" + dta d" " + .align 40 + .align 40 + dta "himself. He always activates the best" + .align 40 + dta "defensive weapon he has before shooting" + dta d"and, like " + dta d"Poolshark"* + dta d", uses" + dta d" " + .align 40 + dta d"Battery"* + dta d" and " + dta d"White Flag"* + dta d". He" + dta d" " + .align 40 + dta d"purchases just like " + dta d"Tosser"* + dta d"." + dta d" " + .align 40 + .align 40 + dta d"* " + dta d"Spoiler"* + dta d" - He shoots exactly like" + dta d" " + .align 40 + dta d"Chooser"* + dta d" except that he has more luck" + dta d" " + .align 40 + .align 40 + dta ":) , which means that even if he doesn't" + .align 40 + dta "hit the target of his choice, it can be" + dta d"a more precise shot than " + dta d"Chooser"* + dta d". If" + dta d" " + .align 40 + .align 40 + dta "he is unable to hit his chosen target," + .align 40 + dta "he tries to choose another target that" + .align 40 + dta "he can accurately hit. He uses defensive" + dta d"weapons exactly like " + dta d"Chooser"* + dta d". At the" + dta d" " + .align 40 + .align 40 + dta "beginning of the round, he assesses how" + .align 40 + dta "much money he has and depending on that," + .align 40 + dta "he makes (money/5100) attempts to buy" + .align 40 + dta "defensive weapons and then checks again" + .align 40 + dta "how much money he has left and makes" + .align 40 + dta "(money/320) attempts to buy offensive" + .align 40 + dta "weapons. When buying defensive weapons," + .align 40 + dta "he buys only strong and precise weapons" + .align 40 + dta "- that is, weapons that won't" + .align 40 + dta "accidentally hurt him." + .align 40 + dta d"* " + dta d"Cyborg"* + dta d" - Takes aim at the weakest" + dta d" " + .align 40 + .align 40 + dta "opponent (with the least amount of" + .align 40 + dta "energy) but prefers human-controlled" + .align 40 + dta "opponents. If he is unable to hit his" + .align 40 + dta "chosen target, he tries to choose" + .align 40 + dta "another target that he can accurately" + .align 40 + dta "hit. Aims very accurately and in the" + .align 40 + dta "vast majority of cases hits on the first" + .align 40 + dta "shot. He fires the shot with the best" + .align 40 + dta "weapon he has unless the target is" + .align 40 + dta "close. Then he changes his weapon to" + dta d"Baby Missile"* + dta d" to avoid hitting" + dta d" " + .align 40 + .align 40 + dta "himself. He uses defensive weapons" + dta d"exactly like " + dta d"Chooser"* + dta d" but if he has" + dta d" " + .align 40 + dta d"more than 2 pieces of " + dta d"Battery"* + dta d" he" + dta d" " + .align 40 + .align 40 + dta "uses them if the energy decreases below" + .align 40 + dta "60 units.. He shops exactly like" + dta d"Spoiler"* + dta d"." + dta d" " + .align 40 + .align 40 + dta d"* " + dta d"Unknown"* + dta d" - Before firing each shot," + dta d" " + .align 40 + .align 40 + dta "he randomly chooses a course of action" + dta d"from " + dta d"Poolshark"* + dta d" to " + dta d"Cyborg"* + dta d" and" + dta d" " + .align 40 + .align 40 + dta "applies his tactics. However, the" + .align 40 + dta "tactics of weapon purchases are always" + dta d"identical to " + dta d"Tosser"* + dta d"." + dta d" " + .align 40 + .align 40 + .align 40 + dta "Trying to buy a weapon (offensive or" + .align 40 + dta "defensive) is as follows:" + .align 40 + dta "First, one of the weapons is drawn" + .align 40 + dta "(among all possible offensive or" + .align 40 + dta "defensive weapons). Then a check is" + .align 40 + dta "performed to see if the drawn weapon is" + .align 40 + dta "in the list of weapons possible for" + .align 40 + dta "purchase by the tank. If not, no weapon" + .align 40 + dta "is bought in this trial, and if so, its" + .align 40 + dta "price is checked. If the tank has that" + .align 40 + dta "much money, the weapon is bought," + .align 40 + dta "otherwise the trial ends without making" + .align 40 + dta "a purchase." + .align 40 + dta d"Weapons purchased by: " + dta d"Shooter"* + dta d"," + dta d" " + .align 40 + dta d"Poolshark"* + dta d", " + dta d"Tosser"* + dta d" and" + dta d" " + .align 40 + dta d"Chooser"* + dta d":" + dta d" " + .align 40 + .align 40 + dta "Offensive weapons:" + .align 40 + dta $5a, d" Missile" + .align 40 + dta $5a, d" Baby Nuke" + .align 40 + dta $5a, d" Nuke" + .align 40 + dta $5a, d" LeapFrog" + .align 40 + dta $5a, d" Funky Bomb" + .align 40 + dta $5a, d" MIRV" + .align 40 + dta $5a, d" Death's Head" + .align 40 + dta $5a, d" Napalm" + .align 40 + dta $5a, d" Hot Napalm" + .align 40 + dta $5a, d" Baby Roller" + .align 40 + dta $5a, d" Roller" + .align 40 + dta $5a, d" Heavy Roller" + .align 40 + .align 40 + dta "Defensive weapons:" + .align 40 + dta $5a, d" Battery" + .align 40 + dta $5a, d" Parachute" + .align 40 + dta $5a, d" Strong Parachute" + .align 40 + dta $5a, d" Mag Deflector" + .align 40 + dta $5a, d" Shield" + .align 40 + dta $5a, d" Heavy Shield" + .align 40 + dta $5a, d" Force Shield" + .align 40 + dta $5a, d" Bouncy Castle" + .align 40 + dta " " + dta d"Weapons purchased by: " + dta d"Spoiler"* + dta d" and" + dta d" " + .align 40 + dta d"Cyborg"* + dta d":" + dta d" " + .align 40 + .align 40 + dta "Offensive weapons:" + .align 40 + dta $5a, d" Missile" + .align 40 + dta $5a, d" Baby Nuke" + .align 40 + dta $5a, d" Nuke" + .align 40 + dta $5a, d" Hot Napalm" + .align 40 + .align 40 + dta "Defensive weapons:" + .align 40 + dta $5a, d" Battery" + .align 40 + dta $5a, d" Strong Parachute" + .align 40 + dta $5a, d" Mag Deflector" + .align 40 + dta $5a, d" Heavy Shield" + .align 40 + dta $5a, d" Force Shield" + .align 40 + dta $5a, d" Bouncy Castle" + .align 40 + .align 40 diff --git a/Manuals/manual.asm b/Manuals/manual.asm new file mode 100644 index 0000000..2ef806f --- /dev/null +++ b/Manuals/manual.asm @@ -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 ;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 \ No newline at end of file diff --git a/Manuals/manual_conv.py b/Manuals/manual_conv.py new file mode 100644 index 0000000..8fe95f4 --- /dev/null +++ b/Manuals/manual_conv.py @@ -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) diff --git a/Manuals/manual_en.xex b/Manuals/manual_en.xex new file mode 100644 index 0000000..72dfa29 Binary files /dev/null and b/Manuals/manual_en.xex differ diff --git a/Manuals/manual_font.fnt b/Manuals/manual_font.fnt new file mode 100644 index 0000000..17500a2 Binary files /dev/null and b/Manuals/manual_font.fnt differ diff --git a/Manuals/manual_font_pl.fnt b/Manuals/manual_font_pl.fnt new file mode 100644 index 0000000..4fee81a Binary files /dev/null and b/Manuals/manual_font_pl.fnt differ diff --git a/Manuals/manual_pl.xex b/Manuals/manual_pl.xex new file mode 100644 index 0000000..bbaf9a8 Binary files /dev/null and b/Manuals/manual_pl.xex differ diff --git a/Manuals/music/czytaczu1.rmt b/Manuals/music/czytaczu1.rmt new file mode 100644 index 0000000..9e729f1 Binary files /dev/null and b/Manuals/music/czytaczu1.rmt differ diff --git a/Manuals/music/czytaczu1_stripped.rmt b/Manuals/music/czytaczu1_stripped.rmt new file mode 100644 index 0000000..acd7eb3 Binary files /dev/null and b/Manuals/music/czytaczu1_stripped.rmt differ diff --git a/Manuals/music/rmt_feat.a65 b/Manuals/music/rmt_feat.a65 new file mode 100644 index 0000000..2e205ae --- /dev/null +++ b/Manuals/music/rmt_feat.a65 @@ -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-------- + diff --git a/Manuals/music/rmtplayr.a65 b/Manuals/music/rmtplayr.a65 new file mode 100755 index 0000000..7c2e1d2 --- /dev/null +++ b/Manuals/music/rmtplayr.a65 @@ -0,0 +1,1366 @@ +;* +;* Raster Music Tracker, RMT Atari routine version 1.20090108 +;* (c) Radek Sterba, Raster/C.P.U., 2002 - 2009 +;* http://raster.atari.org +;* +;* Warnings: +;* +;* 1. RMT player routine needs 19 itself reserved bytes in zero page (no accessed +;* from any other routines) as well as cca 1KB of memory before the "PLAYER" +;* address for frequency tables and functionary variables. It's: +;* a) from PLAYER-$03c0 to PLAYER for stereo RMTplayer +;* b) from PLAYER-$0320 to PLAYER for mono RMTplayer +;* +;* 2. RMT player routine MUST (!!!) be compiled from the begin of the memory page. +;* i.e. "PLAYER" address can be $..00 only! +;* +;* 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time. +;* +;* STEREOMODE equ 0..3 ;0 => compile RMTplayer for 4 tracks mono +;* ;1 => compile RMTplayer for 8 tracks stereo +;* ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4 +;* ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4 +;* + IFT STEREOMODE==1 +TRACKS equ 8 + ELS +TRACKS equ 4 + EIF +;* +PLAYER equ $3400 +;* +;* RMT FEATures definitions file +;* For optimizations of RMT player routine to concrete RMT modul only! + icl "rmt_feat.a65" +;* +;* RMT ZeroPage addresses + org 203 +p_tis +p_instrstable org *+2 +p_trackslbstable org *+2 +p_trackshbstable org *+2 +p_song org *+2 +ns org *+2 +nr org *+2 +nt org *+2 +reg1 org *+1 +reg2 org *+1 +reg3 org *+1 +tmp org *+1 + IFT FEAT_COMMAND2 +frqaddcmd2 org *+1 + EIF + IFT TRACKS>4 + org PLAYER-$400+$40 + ELS + org PLAYER-$400+$e0 + EIF +track_variables +trackn_db org *+TRACKS +trackn_hb org *+TRACKS +trackn_idx org *+TRACKS +trackn_pause org *+TRACKS +trackn_note org *+TRACKS +trackn_volume org *+TRACKS +trackn_distor org *+TRACKS +trackn_shiftfrq org *+TRACKS + IFT FEAT_PORTAMENTO +trackn_portafrqc org *+TRACKS +trackn_portafrqa org *+TRACKS +trackn_portaspeed org *+TRACKS +trackn_portaspeeda org *+TRACKS +trackn_portadepth org *+TRACKS + EIF +trackn_instrx2 org *+TRACKS +trackn_instrdb org *+TRACKS +trackn_instrhb org *+TRACKS +trackn_instridx org *+TRACKS +trackn_instrlen org *+TRACKS +trackn_instrlop org *+TRACKS +trackn_instrreachend org *+TRACKS +trackn_volumeslidedepth org *+TRACKS +trackn_volumeslidevalue org *+TRACKS + IFT FEAT_VOLUMEMIN +trackn_volumemin org *+TRACKS + EIF +FEAT_EFFECTS equ FEAT_EFFECTVIBRATO||FEAT_EFFECTFSHIFT + IFT FEAT_EFFECTS +trackn_effdelay org *+TRACKS + EIF + IFT FEAT_EFFECTVIBRATO +trackn_effvibratoa org *+TRACKS + EIF + IFT FEAT_EFFECTFSHIFT +trackn_effshift org *+TRACKS + EIF +trackn_tabletypespeed org *+TRACKS + IFT FEAT_TABLEMODE +trackn_tablemode org *+TRACKS + EIF +trackn_tablenote org *+TRACKS +trackn_tablea org *+TRACKS +trackn_tableend org *+TRACKS + IFT FEAT_TABLEGO +trackn_tablelop org *+TRACKS + EIF +trackn_tablespeeda org *+TRACKS + IFT FEAT_FILTER||FEAT_BASS16 +trackn_command org *+TRACKS + EIF + IFT FEAT_BASS16 +trackn_outnote org *+TRACKS + EIF + IFT FEAT_FILTER +trackn_filter org *+TRACKS + EIF +trackn_audf org *+TRACKS +trackn_audc org *+TRACKS + IFT FEAT_AUDCTLMANUALSET +trackn_audctl org *+TRACKS + EIF +v_aspeed org *+1 +track_endvariables + org PLAYER-$100-$140-$40+2 +INSTRPAR equ 12 +tabbeganddistor + dta frqtabpure-frqtab,$00 + dta frqtabpure-frqtab,$20 + dta frqtabpure-frqtab,$40 + dta frqtabbass1-frqtab,$c0 + dta frqtabpure-frqtab,$80 + dta frqtabpure-frqtab,$a0 + dta frqtabbass1-frqtab,$c0 + dta frqtabbass2-frqtab,$c0 + IFT FEAT_EFFECTVIBRATO +vibtabbeg dta 0,vib1-vib0,vib2-vib0,vib3-vib0 +vib0 dta 0 +vib1 dta 1,-1,-1,1 +vib2 dta 1,0,-1,-1,0,1 +vib3 dta 1,1,0,-1,-1,-1,-1,0,1,1 +vibtabnext + dta vib0-vib0+0 + dta vib1-vib0+1,vib1-vib0+2,vib1-vib0+3,vib1-vib0+0 + dta vib2-vib0+1,vib2-vib0+2,vib2-vib0+3,vib2-vib0+4,vib2-vib0+5,vib2-vib0+0 + dta vib3-vib0+1,vib3-vib0+2,vib3-vib0+3,vib3-vib0+4,vib3-vib0+5,vib3-vib0+6,vib3-vib0+7,vib3-vib0+8,vib3-vib0+9,vib3-vib0+0 + EIF + org PLAYER-$100-$140 + IFT FEAT_BASS16 +frqtabbasslo + dta $F2,$33,$96,$E2,$38,$8C,$00,$6A,$E8,$6A,$EF,$80,$08,$AE,$46,$E6 + dta $95,$41,$F6,$B0,$6E,$30,$F6,$BB,$84,$52,$22,$F4,$C8,$A0,$7A,$55 + dta $34,$14,$F5,$D8,$BD,$A4,$8D,$77,$60,$4E,$38,$27,$15,$06,$F7,$E8 + dta $DB,$CF,$C3,$B8,$AC,$A2,$9A,$90,$88,$7F,$78,$70,$6A,$64,$5E,$00 + EIF + org PLAYER-$100-$100 +frqtab + ERT [255 + ldy #0 + tya +ri0 sta track_variables,y + sta track_endvariables-$100,y + iny + bne ri0 + ELS + ldy #track_endvariables-track_variables + lda #0 +ri0 sta track_variables-1,y + dey + bne ri0 + EIF + ldy #4 + lda (ns),y + sta v_maxtracklen + iny + IFT FEAT_CONSTANTSPEED==0 + lda (ns),y + sta v_speed + EIF + IFT FEAT_INSTRSPEED==0 + iny + lda (ns),y + sta v_instrspeed + sta v_ainstrspeed + ELI FEAT_INSTRSPEED>1 + lda #FEAT_INSTRSPEED + sta v_ainstrspeed + EIF + ldy #8 +ri1 lda (ns),y + sta p_tis-8,y + iny + cpy #8+8 + bne ri1 + IFT FEAT_NOSTARTINGSONGLINE==0 + pla + pha + IFT TRACKS>4 + asl @ + asl @ + asl @ + clc + adc p_song + sta p_song + pla + php + and #$e0 + asl @ + rol @ + rol @ + rol @ + ELS + asl @ + asl @ + clc + adc p_song + sta p_song + pla + php + and #$c0 + asl @ + rol @ + rol @ + EIF + plp + adc p_song+1 + sta p_song+1 + EIF + jsr GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3 +rmt_silence + IFT STEREOMODE>0 + lda #0 + sta $d208 + sta $d218 + ldy #3 + sty $d20f + sty $d21f + ldy #8 +si1 sta $d200,y + sta $d210,y + dey + bpl si1 + ELS + lda #0 + sta $d208 + ldy #3 + sty $d20f + ldy #8 +si1 sta $d200,y + dey + bpl si1 + EIF + IFT FEAT_INSTRSPEED==0 + lda v_instrspeed + ELS + lda #FEAT_INSTRSPEED + EIF + rts +GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3 +GetSongLine + ldx #0 + stx v_abeat +nn0 +nn1 txa + tay + lda (p_song),y + cmp #$fe + bcs nn2 + tay + lda (p_trackslbstable),y + sta trackn_db,x + lda (p_trackshbstable),y +nn1a sta trackn_hb,x + lda #0 + sta trackn_idx,x + lda #1 +nn1a2 sta trackn_pause,x + lda #$80 + sta trackn_instrx2,x + inx +xtracks01 cpx #TRACKS + bne nn1 + lda p_song + clc +xtracks02 adc #TRACKS + sta p_song + bcc GetTrackLine + inc p_song+1 +nn1b + jmp GetTrackLine +nn2 + beq nn3 +nn2a + lda #0 + beq nn1a2 +nn3 + ldy #2 + lda (p_song),y + tax + iny + lda (p_song),y + sta p_song+1 + stx p_song + ldx #0 + beq nn0 +GetTrackLine +oo0 +oo0a + IFT FEAT_CONSTANTSPEED==0 + lda #$ff +v_speed equ *-1 + sta v_bspeed + EIF + ldx #-1 +oo1 + inx + dec trackn_pause,x + bne oo1x +oo1b + lda trackn_db,x + sta ns + lda trackn_hb,x + sta ns+1 +oo1i + ldy trackn_idx,x + inc trackn_idx,x + lda (ns),y + sta reg1 + and #$3f + cmp #61 + beq oo1a + bcs oo2 + sta trackn_note,x + IFT FEAT_BASS16 + sta trackn_outnote,x + EIF + iny + lda (ns),y + lsr @ + and #$3f*2 + sta trackn_instrx2,x +oo1a + lda #1 + sta trackn_pause,x + ldy trackn_idx,x + inc trackn_idx,x + lda (ns),y + lsr @ + ror reg1 + lsr @ + ror reg1 + lda reg1 + IFT FEAT_GLOBALVOLUMEFADE + sec + sbc #$00 +RMTGLOBALVOLUMEFADE equ *-1 + bcs voig + lda #0 +voig + EIF + and #$f0 + sta trackn_volume,x +oo1x +xtracks03sub1 cpx #TRACKS-1 + bne oo1 + IFT FEAT_CONSTANTSPEED==0 + lda #$ff +v_bspeed equ *-1 + sta v_speed + ELS + lda #FEAT_CONSTANTSPEED + EIF + sta v_aspeed + jmp InitOfNewSetInstrumentsOnly +oo2 + cmp #63 + beq oo63 + lda reg1 + and #$c0 + beq oo62_b + asl @ + rol @ + rol @ + sta trackn_pause,x + jmp oo1x +oo62_b + iny + lda (ns),y + sta trackn_pause,x + inc trackn_idx,x + jmp oo1x +oo63 + lda reg1 + IFT FEAT_CONSTANTSPEED==0 + bmi oo63_1X + iny + lda (ns),y + sta v_bspeed + inc trackn_idx,x + jmp oo1i +oo63_1X + EIF + cmp #255 + beq oo63_11 + iny + lda (ns),y + sta trackn_idx,x + jmp oo1i +oo63_11 + jmp GetSongLine +p2xrmtp3 jmp rmt_p3 +p2x0 dex + bmi p2xrmtp3 +InitOfNewSetInstrumentsOnly +p2x1 ldy trackn_instrx2,x + bmi p2x0 + IFT FEAT_SFX + jsr SetUpInstrumentY2 + jmp p2x0 +rmt_sfx + sta trackn_note,x + IFT FEAT_BASS16 + sta trackn_outnote,x + EIF + lda #$f0 ;* sfx note volume*16 +RMTSFXVOLUME equ *-1 ;* label for sfx note volume parameter overwriting + sta trackn_volume,x + EIF +SetUpInstrumentY2 + lda (p_instrstable),y + sta trackn_instrdb,x + sta nt + iny + lda (p_instrstable),y + sta trackn_instrhb,x + sta nt+1 + IFT FEAT_FILTER + lda #1 + sta trackn_filter,x + EIF + IFT FEAT_TABLEGO + IFT FEAT_FILTER + tay + ELS + ldy #1 + EIF + lda (nt),y + sta trackn_tablelop,x + iny + ELS + ldy #2 + EIF + lda (nt),y + sta trackn_instrlen,x + iny + lda (nt),y + sta trackn_instrlop,x + iny + lda (nt),y + sta trackn_tabletypespeed,x + IFT FEAT_TABLETYPE||FEAT_TABLEMODE + and #$3f + EIF + sta trackn_tablespeeda,x + IFT FEAT_TABLEMODE + lda (nt),y + and #$40 + sta trackn_tablemode,x + EIF + IFT FEAT_AUDCTLMANUALSET + iny + lda (nt),y + sta trackn_audctl,x + iny + ELS + ldy #6 + EIF + lda (nt),y + sta trackn_volumeslidedepth,x + IFT FEAT_VOLUMEMIN + iny + lda (nt),y + sta trackn_volumemin,x + IFT FEAT_EFFECTS + iny + EIF + ELS + IFT FEAT_EFFECTS + ldy #8 + EIF + EIF + IFT FEAT_EFFECTS + lda (nt),y + sta trackn_effdelay,x + IFT FEAT_EFFECTVIBRATO + iny + lda (nt),y + tay + lda vibtabbeg,y + sta trackn_effvibratoa,x + EIF + IFT FEAT_EFFECTFSHIFT + ldy #10 + lda (nt),y + sta trackn_effshift,x + EIF + EIF + lda #128 + sta trackn_volumeslidevalue,x + sta trackn_instrx2,x + asl @ + sta trackn_instrreachend,x + sta trackn_shiftfrq,x + tay + lda (nt),y + sta trackn_tableend,x + adc #0 + sta trackn_instridx,x + lda #INSTRPAR + sta trackn_tablea,x + tay + lda (nt),y + sta trackn_tablenote,x +xata_rtshere + IFT FEAT_SFX + rts + ELS + jmp p2x0 + EIF +rmt_play +rmt_p0 + jsr SetPokey +rmt_p1 + IFT FEAT_INSTRSPEED==0||FEAT_INSTRSPEED>1 + dec v_ainstrspeed + bne rmt_p3 + EIF + IFT FEAT_INSTRSPEED==0 + lda #$ff +v_instrspeed equ *-1 + sta v_ainstrspeed + ELI FEAT_INSTRSPEED>1 + lda #FEAT_INSTRSPEED + sta v_ainstrspeed + EIF +rmt_p2 + dec v_aspeed + bne rmt_p3 + inc v_abeat + lda #$ff +v_abeat equ *-1 + cmp #$ff +v_maxtracklen equ *-1 + beq p2o3 + jmp GetTrackLine +p2o3 + jmp GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3 +go_ppnext jmp ppnext +rmt_p3 + lda #>frqtab + sta nr+1 +xtracks05sub1 ldx #TRACKS-1 +pp1 + lda trackn_instrhb,x + beq go_ppnext + sta ns+1 + lda trackn_instrdb,x + sta ns + ldy trackn_instridx,x + lda (ns),y + sta reg1 + iny + lda (ns),y + sta reg2 + iny + lda (ns),y + sta reg3 + iny + tya + cmp trackn_instrlen,x + bcc pp2 + beq pp2 + lda #$80 + sta trackn_instrreachend,x +pp1b + lda trackn_instrlop,x +pp2 sta trackn_instridx,x + lda reg1 + IFT TRACKS>4 + cpx #4 + bcc pp2s + lsr @ + lsr @ + lsr @ + lsr @ +pp2s + EIF + and #$0f + ora trackn_volume,x + tay + lda volumetab,y + sta tmp + lda reg2 + and #$0e + tay + lda tabbeganddistor,y + sta nr + lda tmp + ora tabbeganddistor+1,y + sta trackn_audc,x +InstrumentsEffects + IFT FEAT_EFFECTS + lda trackn_effdelay,x + beq ei2 + cmp #1 + bne ei1 + lda trackn_shiftfrq,x + IFT FEAT_EFFECTFSHIFT + clc + adc trackn_effshift,x + EIF + IFT FEAT_EFFECTVIBRATO + clc + ldy trackn_effvibratoa,x + adc vib0,y + EIF + sta trackn_shiftfrq,x + IFT FEAT_EFFECTVIBRATO + lda vibtabnext,y + sta trackn_effvibratoa,x + EIF + jmp ei2 +ei1 + dec trackn_effdelay,x +ei2 + EIF + ldy trackn_tableend,x + cpy #INSTRPAR+1 + bcc ei3 + lda trackn_tablespeeda,x + bpl ei2f +ei2c + tya + cmp trackn_tablea,x + bne ei2c2 + IFT FEAT_TABLEGO + lda trackn_tablelop,x + ELS + lda #INSTRPAR + EIF + sta trackn_tablea,x + bne ei2a +ei2c2 + inc trackn_tablea,x +ei2a + lda trackn_instrdb,x + sta nt + lda trackn_instrhb,x + sta nt+1 + ldy trackn_tablea,x + lda (nt),y + IFT FEAT_TABLEMODE + ldy trackn_tablemode,x + beq ei2e + clc + adc trackn_tablenote,x +ei2e + EIF + sta trackn_tablenote,x + lda trackn_tabletypespeed,x + IFT FEAT_TABLETYPE||FEAT_TABLEMODE + and #$3f + EIF +ei2f + sec + sbc #1 + sta trackn_tablespeeda,x +ei3 + lda trackn_instrreachend,x + bpl ei4 + lda trackn_volume,x + beq ei4 + IFT FEAT_VOLUMEMIN + cmp trackn_volumemin,x + beq ei4 + bcc ei4 + EIF + tay + lda trackn_volumeslidevalue,x + clc + adc trackn_volumeslidedepth,x + sta trackn_volumeslidevalue,x + bcc ei4 + tya + sbc #16 + sta trackn_volume,x +ei4 + IFT FEAT_COMMAND2 + lda #0 + sta frqaddcmd2 + EIF + IFT FEAT_COMMAND1||FEAT_COMMAND2||FEAT_COMMAND3||FEAT_COMMAND4||FEAT_COMMAND5||FEAT_COMMAND6||FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY + lda reg2 + IFT FEAT_FILTER||FEAT_BASS16 + sta trackn_command,x + EIF + and #$70 + IFT 1==[FEAT_COMMAND1+FEAT_COMMAND2+FEAT_COMMAND3+FEAT_COMMAND4+FEAT_COMMAND5+FEAT_COMMAND6+[FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY]] + beq cmd0 + ELS + lsr @ + lsr @ + sta jmx+1 +jmx bcc * + jmp cmd0 + nop + jmp cmd1 + IFT FEAT_COMMAND2||FEAT_COMMAND3||FEAT_COMMAND4||FEAT_COMMAND5||FEAT_COMMAND6||FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY + nop + jmp cmd2 + EIF + IFT FEAT_COMMAND3||FEAT_COMMAND4||FEAT_COMMAND5||FEAT_COMMAND6||FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY + nop + jmp cmd3 + EIF + IFT FEAT_COMMAND4||FEAT_COMMAND5||FEAT_COMMAND6||FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY + nop + jmp cmd4 + EIF + IFT FEAT_COMMAND5||FEAT_COMMAND6||FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY + nop + jmp cmd5 + EIF + IFT FEAT_COMMAND6||FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY + nop + jmp cmd6 + EIF + IFT FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY + nop + jmp cmd7 + EIF + EIF + ELS + IFT FEAT_FILTER||FEAT_BASS16 + lda reg2 + sta trackn_command,x + EIF + EIF +cmd1 + IFT FEAT_COMMAND1 + lda reg3 + jmp cmd0c + EIF +cmd2 + IFT FEAT_COMMAND2 + lda reg3 + sta frqaddcmd2 + lda trackn_note,x + jmp cmd0a + EIF +cmd3 + IFT FEAT_COMMAND3 + lda trackn_note,x + clc + adc reg3 + sta trackn_note,x + jmp cmd0a + EIF +cmd4 + IFT FEAT_COMMAND4 + lda trackn_shiftfrq,x + clc + adc reg3 + sta trackn_shiftfrq,x + lda trackn_note,x + jmp cmd0a + EIF +cmd5 + IFT FEAT_COMMAND5&&FEAT_PORTAMENTO + IFT FEAT_TABLETYPE + lda trackn_tabletypespeed,x + bpl cmd5a1 + ldy trackn_note,x + lda (nr),y + clc + adc trackn_tablenote,x + jmp cmd5ax + EIF +cmd5a1 + lda trackn_note,x + clc + adc trackn_tablenote,x + cmp #61 + bcc cmd5a2 + lda #63 +cmd5a2 + tay + lda (nr),y +cmd5ax + sta trackn_portafrqc,x + ldy reg3 + bne cmd5a + sta trackn_portafrqa,x +cmd5a + tya + lsr @ + lsr @ + lsr @ + lsr @ + sta trackn_portaspeed,x + sta trackn_portaspeeda,x + lda reg3 + and #$0f + sta trackn_portadepth,x + lda trackn_note,x + jmp cmd0a + ELI FEAT_COMMAND5 + lda trackn_note,x + jmp cmd0a + EIF +cmd6 + IFT FEAT_COMMAND6&&FEAT_FILTER + lda reg3 + clc + adc trackn_filter,x + sta trackn_filter,x + lda trackn_note,x + jmp cmd0a + ELI FEAT_COMMAND6 + lda trackn_note,x + jmp cmd0a + EIF +cmd7 + IFT FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY + IFT FEAT_COMMAND7SETNOTE + lda reg3 + IFT FEAT_COMMAND7VOLUMEONLY + cmp #$80 + beq cmd7a + EIF + sta trackn_note,x + jmp cmd0a + EIF + IFT FEAT_COMMAND7VOLUMEONLY +cmd7a + lda trackn_audc,x + ora #$f0 + sta trackn_audc,x + lda trackn_note,x + jmp cmd0a + EIF + EIF +cmd0 + lda trackn_note,x + clc + adc reg3 +cmd0a + IFT FEAT_TABLETYPE + ldy trackn_tabletypespeed,x + bmi cmd0b + EIF + clc + adc trackn_tablenote,x + cmp #61 + bcc cmd0a1 + lda #0 + sta trackn_audc,x + lda #63 +cmd0a1 + IFT FEAT_BASS16 + sta trackn_outnote,x + EIF + tay + lda (nr),y + clc + adc trackn_shiftfrq,x + IFT FEAT_COMMAND2 + clc + adc frqaddcmd2 + EIF + IFT FEAT_TABLETYPE + jmp cmd0c +cmd0b + cmp #61 + bcc cmd0b1 + lda #0 + sta trackn_audc,x + lda #63 +cmd0b1 + tay + lda trackn_shiftfrq,x + clc + adc trackn_tablenote,x + clc + adc (nr),y + IFT FEAT_COMMAND2 + clc + adc frqaddcmd2 + EIF + EIF +cmd0c + sta trackn_audf,x +pp9 + IFT FEAT_PORTAMENTO + lda trackn_portaspeeda,x + beq pp10 + dec trackn_portaspeeda,x + bne pp10 + lda trackn_portaspeed,x + sta trackn_portaspeeda,x + lda trackn_portafrqa,x + cmp trackn_portafrqc,x + beq pp10 + bcs pps1 + adc trackn_portadepth,x + bcs pps8 + cmp trackn_portafrqc,x + bcs pps8 + jmp pps9 +pps1 + sbc trackn_portadepth,x + bcc pps8 + cmp trackn_portafrqc,x + bcs pps9 +pps8 + lda trackn_portafrqc,x +pps9 + sta trackn_portafrqa,x +pp10 + lda reg2 + and #$01 + beq pp11 + lda trackn_portafrqa,x + clc + adc trackn_shiftfrq,x + sta trackn_audf,x +pp11 + EIF +ppnext + dex + bmi rmt_p4 + jmp pp1 +rmt_p4 + IFT FEAT_AUDCTLMANUALSET + lda trackn_audctl+0 + ora trackn_audctl+1 + ora trackn_audctl+2 + ora trackn_audctl+3 + tax + ELS + ldx #0 + EIF +qq1 + stx v_audctl + IFT FEAT_FILTER + IFT FEAT_FILTERG0L + lda trackn_command+0 + bpl qq2 + lda trackn_audc+0 + and #$0f + beq qq2 + lda trackn_audf+0 + clc + adc trackn_filter+0 + sta trackn_audf+2 + IFT FEAT_COMMAND7VOLUMEONLY&&FEAT_VOLUMEONLYG2L + lda trackn_audc+2 + and #$10 + bne qq1a + EIF + lda #0 + sta trackn_audc+2 +qq1a + txa + ora #4 + tax + EIF +qq2 + IFT FEAT_FILTERG1L + lda trackn_command+1 + bpl qq3 + lda trackn_audc+1 + and #$0f + beq qq3 + lda trackn_audf+1 + clc + adc trackn_filter+1 + sta trackn_audf+3 + IFT FEAT_COMMAND7VOLUMEONLY&&FEAT_VOLUMEONLYG3L + lda trackn_audc+3 + and #$10 + bne qq2a + EIF + lda #0 + sta trackn_audc+3 +qq2a + txa + ora #2 + tax + EIF +qq3 + IFT FEAT_FILTERG0L||FEAT_FILTERG1L + cpx v_audctl + bne qq5 + EIF + EIF + IFT FEAT_BASS16 + IFT FEAT_BASS16G1L + lda trackn_command+1 + and #$0e + cmp #6 + bne qq4 + lda trackn_audc+1 + and #$0f + beq qq4 + ldy trackn_outnote+1 + lda frqtabbasslo,y + sta trackn_audf+0 + lda frqtabbasshi,y + sta trackn_audf+1 + IFT FEAT_COMMAND7VOLUMEONLY&&FEAT_VOLUMEONLYG0L + lda trackn_audc+0 + and #$10 + bne qq3a + EIF + lda #0 + sta trackn_audc+0 +qq3a + txa + ora #$50 + tax + EIF +qq4 + IFT FEAT_BASS16G3L + lda trackn_command+3 + and #$0e + cmp #6 + bne qq5 + lda trackn_audc+3 + and #$0f + beq qq5 + ldy trackn_outnote+3 + lda frqtabbasslo,y + sta trackn_audf+2 + lda frqtabbasshi,y + sta trackn_audf+3 + IFT FEAT_COMMAND7VOLUMEONLY&&FEAT_VOLUMEONLYG2L + lda trackn_audc+2 + and #$10 + bne qq4a + EIF + lda #0 + sta trackn_audc+2 +qq4a + txa + ora #$28 + tax + EIF + EIF +qq5 + stx v_audctl + IFT TRACKS>4 + IFT FEAT_AUDCTLMANUALSET + lda trackn_audctl+4 + ora trackn_audctl+5 + ora trackn_audctl+6 + ora trackn_audctl+7 + tax + ELS + ldx #0 + EIF + stx v_audctl2 + IFT FEAT_FILTER + IFT FEAT_FILTERG0R + lda trackn_command+0+4 + bpl qs2 + lda trackn_audc+0+4 + and #$0f + beq qs2 + lda trackn_audf+0+4 + clc + adc trackn_filter+0+4 + sta trackn_audf+2+4 + IFT FEAT_COMMAND7VOLUMEONLY&&FEAT_VOLUMEONLYG2R + lda trackn_audc+2+4 + and #$10 + bne qs1a + EIF + lda #0 + sta trackn_audc+2+4 +qs1a + txa + ora #4 + tax + EIF +qs2 + IFT FEAT_FILTERG1R + lda trackn_command+1+4 + bpl qs3 + lda trackn_audc+1+4 + and #$0f + beq qs3 + lda trackn_audf+1+4 + clc + adc trackn_filter+1+4 + sta trackn_audf+3+4 + IFT FEAT_COMMAND7VOLUMEONLY&&FEAT_VOLUMEONLYG3R + lda trackn_audc+3+4 + and #$10 + bne qs2a + EIF + lda #0 + sta trackn_audc+3+4 +qs2a + txa + ora #2 + tax + EIF +qs3 + IFT FEAT_FILTERG0R||FEAT_FILTERG1R + cpx v_audctl2 + bne qs5 + EIF + EIF + IFT FEAT_BASS16 + IFT FEAT_BASS16G1R + lda trackn_command+1+4 + and #$0e + cmp #6 + bne qs4 + lda trackn_audc+1+4 + and #$0f + beq qs4 + ldy trackn_outnote+1+4 + lda frqtabbasslo,y + sta trackn_audf+0+4 + lda frqtabbasshi,y + sta trackn_audf+1+4 + IFT FEAT_COMMAND7VOLUMEONLY&&FEAT_VOLUMEONLYG0R + lda trackn_audc+0+4 + and #$10 + bne qs3a + EIF + lda #0 + sta trackn_audc+0+4 +qs3a + txa + ora #$50 + tax + EIF +qs4 + IFT FEAT_BASS16G3R + lda trackn_command+3+4 + and #$0e + cmp #6 + bne qs5 + lda trackn_audc+3+4 + and #$0f + beq qs5 + ldy trackn_outnote+3+4 + lda frqtabbasslo,y + sta trackn_audf+2+4 + lda frqtabbasshi,y + sta trackn_audf+3+4 + IFT FEAT_COMMAND7VOLUMEONLY&&FEAT_VOLUMEONLYG2R + lda trackn_audc+2+4 + and #$10 + bne qs4a + EIF + lda #0 + sta trackn_audc+2+4 +qs4a + txa + ora #$28 + tax + EIF + EIF +qs5 + stx v_audctl2 + EIF +rmt_p5 + IFT FEAT_INSTRSPEED==0||FEAT_INSTRSPEED>1 + lda #$ff +v_ainstrspeed equ *-1 + ELS + lda #1 + EIF + rts +SetPokey + IFT STEREOMODE==1 ;* L1 L2 L3 L4 R1 R2 R3 R4 + ldy #$ff +v_audctl2 equ *-1 + lda trackn_audf+0+4 + ldx trackn_audf+0 +xstastx01 sta $d210 + stx $d200 + lda trackn_audc+0+4 + ldx trackn_audc+0 +xstastx02 sta $d211 + stx $d201 + lda trackn_audf+1+4 + ldx trackn_audf+1 +xstastx03 sta $d212 + stx $d202 + lda trackn_audc+1+4 + ldx trackn_audc+1 +xstastx04 sta $d213 + stx $d203 + lda trackn_audf+2+4 + ldx trackn_audf+2 +xstastx05 sta $d214 + stx $d204 + lda trackn_audc+2+4 + ldx trackn_audc+2 +xstastx06 sta $d215 + stx $d205 + lda trackn_audf+3+4 + ldx trackn_audf+3 +xstastx07 sta $d216 + stx $d206 + lda trackn_audc+3+4 + ldx trackn_audc+3 +xstastx08 sta $d217 + stx $d207 + lda #$ff +v_audctl equ *-1 +xstysta01 sty $d218 + sta $d208 + ELI STEREOMODE==0 ;* L1 L2 L3 L4 + ldy #$ff +v_audctl equ *-1 + lda trackn_audf+0 + ldx trackn_audc+0 + sta $d200 + stx $d201 + sta fake_pokey + stx fake_pokey+1 + lda trackn_audf+1 + ldx trackn_audc+1 + sta $d200+2 + stx $d201+2 + sta fake_pokey+2 + stx fake_pokey+1+2 + lda trackn_audf+2 + ldx trackn_audc+2 + sta $d200+4 + stx $d201+4 + sta fake_pokey+4 + stx fake_pokey+1+4 + lda trackn_audf+3 + ldx trackn_audc+3 + sta $d200+6 + stx $d201+6 + sty $d208 + sta fake_pokey+6 + stx fake_pokey+1+6 + sty fake_pokey+8 + + ELI STEREOMODE==2 ;* L1 R2 R3 L4 + ldy #$ff +v_audctl equ *-1 + lda trackn_audf+0 + ldx trackn_audc+0 + sta $d200 + stx $d201 + sta $d210 + lda trackn_audf+1 + ldx trackn_audc+1 + sta $d210+2 + stx $d211+2 + lda trackn_audf+2 + ldx trackn_audc+2 + sta $d210+4 + stx $d211+4 + sta $d200+4 + lda trackn_audf+3 + ldx trackn_audc+3 + sta $d200+6 + stx $d201+6 + sta $d210+6 + sty $d218 + sty $d208 + ELI STEREOMODE==3 ;* L1 L2 R3 R4 + ldy #$ff +v_audctl equ *-1 + lda trackn_audf+0 + ldx trackn_audc+0 + sta $d200 + stx $d201 + lda trackn_audf+1 + ldx trackn_audc+1 + sta $d200+2 + stx $d201+2 + lda trackn_audf+2 + ldx trackn_audc+2 + sta $d210+4 + stx $d211+4 + sta $d200+4 + lda trackn_audf+3 + ldx trackn_audc+3 + sta $d210+6 + stx $d211+6 + sta $d200+6 + sty $d218 + sty $d208 + EIF + rts +RMTPLAYEREND diff --git a/README.md b/README.md index 9d5399b..18954d1 100644 --- a/README.md +++ b/README.md @@ -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) diff --git a/ai.asm b/ai.asm index 44b70df..5a281e8 100644 --- a/ai.asm +++ b/ai.asm @@ -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 \ No newline at end of file +.endp + +.ENDIF \ No newline at end of file diff --git a/artwork/CartMenu/Scorch_logo_mod_AW.fnt b/artwork/CartMenu/Scorch_logo_mod_AW.fnt new file mode 100644 index 0000000..ee0dc93 Binary files /dev/null and b/artwork/CartMenu/Scorch_logo_mod_AW.fnt differ diff --git a/artwork/CartMenu/Scorch_logo_mod_AW.scr b/artwork/CartMenu/Scorch_logo_mod_AW.scr new file mode 100644 index 0000000..f4c0f02 Binary files /dev/null and b/artwork/CartMenu/Scorch_logo_mod_AW.scr differ diff --git a/artwork/CartMenu/cart_reset.asm b/artwork/CartMenu/cart_reset.asm new file mode 100644 index 0000000..1299450 --- /dev/null +++ b/artwork/CartMenu/cart_reset.asm @@ -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 diff --git a/artwork/CartMenu/menu.asm b/artwork/CartMenu/menu.asm new file mode 100644 index 0000000..9d87fdc --- /dev/null +++ b/artwork/CartMenu/menu.asm @@ -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 diff --git a/artwork/CartMenu/menu.xex b/artwork/CartMenu/menu.xex new file mode 100644 index 0000000..dc2cdde Binary files /dev/null and b/artwork/CartMenu/menu.xex differ diff --git a/artwork/splash_v1/Scorch50.fnt b/artwork/splash_v1/Scorch50.fnt new file mode 100644 index 0000000..e4fced4 Binary files /dev/null and b/artwork/splash_v1/Scorch50.fnt differ diff --git a/artwork/splash_v1/Scorch50.scr b/artwork/splash_v1/Scorch50.scr new file mode 100644 index 0000000..b1b3d7f Binary files /dev/null and b/artwork/splash_v1/Scorch50.scr differ diff --git a/artwork/splash_v1/splash.asm b/artwork/splash_v1/splash.asm new file mode 100644 index 0000000..7fcc300 --- /dev/null +++ b/artwork/splash_v1/splash.asm @@ -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 + diff --git a/artwork/splash_v2/splash.asm b/artwork/splash_v2/splash.asm index 93accb2..d1facc6 100644 --- a/artwork/splash_v2/splash.asm +++ b/artwork/splash_v2/splash.asm @@ -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+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) diff --git a/artwork/st_to_xl_font_conv.py b/artwork/st_to_xl_font_conv.py new file mode 100644 index 0000000..13a73d2 --- /dev/null +++ b/artwork/st_to_xl_font_conv.py @@ -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") + + + diff --git a/artwork/talk.asm b/artwork/talk.asm index 8ef8985..7b0e4a0 100644 --- a/artwork/talk.asm +++ b/artwork/talk.asm @@ -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"--" -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"--"^ + 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 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 \ No newline at end of file diff --git a/artwork/weapons_AW6_mod.fnt b/artwork/weapons_AW6_mod.fnt index 8d23ec9..ef44e8c 100644 Binary files a/artwork/weapons_AW6_mod.fnt and b/artwork/weapons_AW6_mod.fnt differ diff --git a/constants.asm b/constants.asm index cf10a5e..4be4296 100644 --- a/constants.asm +++ b/constants.asm @@ -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 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 #$03 ; P/M on sta GRACTL - jsr SetPMWidth + jsr SetPMWidthAndColors lda #%00100001 ; P/M priorities (multicolor players on) - prior=1 sta GPRIOR jsr PMoutofScreen @@ -1029,7 +1055,10 @@ MoveBarrel ldx TankNr ; mva #1 Erase + bit TestFlightFlag + bmi AIaim jsr WaitOneFrame +AIaim jsr DrawTankNr.BarrelChange mva #0 Erase lda NewAngle @@ -1214,6 +1243,7 @@ SetRandomWalls ;8th option (how aggressive are mountains) ldy OptionsTable+7 +setMountainsType lda mountainsDeltaTableH,y sta mountainDeltaH lda mountainsDeltaTableL,y @@ -1247,8 +1277,8 @@ SetRandomWalls cmp RoundsInTheGame beq GameOver4x4 - sta decimal - mwa #RoundNrDisplay displayposition + ;sta decimal + mwx #RoundNrDisplay displayposition jsr displaybyte ;decimal (byte), displayposition (word) mwa #LineHeader1 LineAddress4x4 diff --git a/grafproc.asm b/grafproc.asm index ae1b631..4d13726 100644 --- a/grafproc.asm +++ b/grafproc.asm @@ -32,24 +32,20 @@ ; will be needed, because everything is calculated relatively mwa #$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+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 \ No newline at end of file diff --git a/scorch.asm b/scorch.asm index 2be1c60..8c3288a 100644 --- a/scorch.asm +++ b/scorch.asm @@ -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 ;hi byte of RMT module to Y reg - jsr RASTERMUSICTRACKER ;Init + ldx #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 diff --git a/scorch.bin b/scorch.bin index a4a315e..992d178 100644 Binary files a/scorch.bin and b/scorch.bin differ diff --git a/scorch.xex b/scorch.xex index 32d514e..705dfe2 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/scorchC64.asm b/scorchC64.asm index dff3a9e..2585d42 100644 --- a/scorchC64.asm +++ b/scorchC64.asm @@ -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 #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 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 :)