multiple texts improved, tabs elliminated

This commit is contained in:
2023-05-19 23:16:49 -04:00
parent 8486645bc8
commit d0e1dc6f18
23 changed files with 4918 additions and 4928 deletions
+17 -17
View File
@@ -1,4 +1,4 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
;=====================================================
@@ -18,7 +18,7 @@ noMusic .ds 1 ;.by 0 ; 0 - play music, $ff - do not play music
noSfx .ds 1 ;.by 0 ; 0 - play SFX, $ff - do not play SFX
;----------------------------------------------------
; Color table for Game Over Screen (created in a gameover routine)
.ds 1 ;.by $00 ; labels line color
.ds 1 ;.by $00 ; labels line color
GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
;----------------------------------------------------
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
@@ -102,7 +102,7 @@ ResultsTable ;the results in the gameeeeee
.DS MaxPlayers
TempResults
.DS MaxPlayers
;DirectHitsH ; one byte enough
;DirectHitsH ; one byte enough
; .DS MaxPlayers
DirectHits
.DS MaxPlayers
@@ -149,7 +149,7 @@ WindOrientation .DS 1 ;(0-right,1-left)
;----------------------------------------------------
;Counter .DS 1 ;temporary Counter for outside loops
;HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
WallsType .ds 1 ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
WallsType .ds 1 ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
;----------------------------------------------------
xtankstableL ;X positions of tanks (lower left point)
.DS MaxPlayers
@@ -159,15 +159,15 @@ ytankstable ;Y positions of tanks (lower left point)
.DS MaxPlayers
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS MaxPlayers
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers
;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines)
.DS 1
SecondTryFlag ; For precise AI aiming
.DS 1
TargetTankNr ; Target tank index (for AI routines)
.DS 1
SecondTryFlag ; For precise AI aiming
.DS 1
;----------------------------------------------------
;Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
@@ -218,8 +218,8 @@ FallingSoundBit .DS 1
PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
;Parachute .DS 1 ; are you insured with parachute?
;FloatingAlt .DS 1 ; floating tank altitude
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
;FloatingAlt .DS 1 ; floating tank altitude
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
;----------------------------------------------------
;Flight
@@ -235,7 +235,7 @@ MirvDown .DS [5] ; is given missile down?
MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
SmokeTracerFlag .DS 1 ; if Smoketracer
LaserFlag .DS 1 ; $ff if Laser
XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen , %0100000 - under the screen)
;----------------------------------------------------
;CheckCollisionWithTank
@@ -287,9 +287,9 @@ AfterBFGflag .DS 1
; tables with indexes of weapons on the right lists
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
IndexesOfWeaponsL1
.ds (last_offensive_____ - first_offensive____+1)
.ds (last_offensive - first_offensive +1)
IndexesOfWeaponsL2
.ds (last_defensive_____ - first_defensive____+1)
.ds (last_defensive - first_defensive +1)
;----------------------------------------------------
; variables storing amount of weapons on the first and second