mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-20 22:34:21 +02:00
multiple texts improved, tabs elliminated
This commit is contained in:
+17
-17
@@ -1,4 +1,4 @@
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; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
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; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
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.IF *>0 ;this is a trick that prevents compiling this file alone
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;=====================================================
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@@ -18,7 +18,7 @@ noMusic .ds 1 ;.by 0 ; 0 - play music, $ff - do not play music
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noSfx .ds 1 ;.by 0 ; 0 - play SFX, $ff - do not play SFX
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;----------------------------------------------------
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; Color table for Game Over Screen (created in a gameover routine)
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.ds 1 ;.by $00 ; labels line color
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.ds 1 ;.by $00 ; labels line color
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GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
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;----------------------------------------------------
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TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
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@@ -102,7 +102,7 @@ ResultsTable ;the results in the gameeeeee
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.DS MaxPlayers
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TempResults
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.DS MaxPlayers
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;DirectHitsH ; one byte enough
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;DirectHitsH ; one byte enough
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; .DS MaxPlayers
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DirectHits
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.DS MaxPlayers
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@@ -149,7 +149,7 @@ WindOrientation .DS 1 ;(0-right,1-left)
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;----------------------------------------------------
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;Counter .DS 1 ;temporary Counter for outside loops
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;HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
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WallsType .ds 1 ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
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WallsType .ds 1 ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
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;----------------------------------------------------
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xtankstableL ;X positions of tanks (lower left point)
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.DS MaxPlayers
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@@ -159,15 +159,15 @@ ytankstable ;Y positions of tanks (lower left point)
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.DS MaxPlayers
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LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
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.DS MaxPlayers
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JoyNumber ; Joystick port number (from 0 to 3)
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.DS MaxPlayers
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TankShape ; Tank shape number (from 0 to 2)
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.DS MaxPlayers
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JoyNumber ; Joystick port number (from 0 to 3)
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.DS MaxPlayers
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TankShape ; Tank shape number (from 0 to 2)
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.DS MaxPlayers
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;----------------------------------------------------
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TargetTankNr ; Target tank index (for AI routines)
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.DS 1
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SecondTryFlag ; For precise AI aiming
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.DS 1
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TargetTankNr ; Target tank index (for AI routines)
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.DS 1
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SecondTryFlag ; For precise AI aiming
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.DS 1
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;----------------------------------------------------
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;Erase .DS 1 ; if 1 only mask of the character is printed
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; on the graphics screen. if 0 character is printed normally
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@@ -218,8 +218,8 @@ FallingSoundBit .DS 1
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PreviousFall .DS 1
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EndOfTheFallFlag .DS 1 ; in case of the infinite fall
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;Parachute .DS 1 ; are you insured with parachute?
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;FloatingAlt .DS 1 ; floating tank altitude
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FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
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;FloatingAlt .DS 1 ; floating tank altitude
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FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
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PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
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;----------------------------------------------------
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;Flight
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@@ -235,7 +235,7 @@ MirvDown .DS [5] ; is given missile down?
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MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
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SmokeTracerFlag .DS 1 ; if Smoketracer
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LaserFlag .DS 1 ; $ff if Laser
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XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
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XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
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YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen , %0100000 - under the screen)
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;----------------------------------------------------
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;CheckCollisionWithTank
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@@ -287,9 +287,9 @@ AfterBFGflag .DS 1
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; tables with indexes of weapons on the right lists
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; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
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IndexesOfWeaponsL1
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.ds (last_offensive_____ - first_offensive____+1)
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.ds (last_offensive - first_offensive +1)
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IndexesOfWeaponsL2
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.ds (last_defensive_____ - first_defensive____+1)
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.ds (last_defensive - first_defensive +1)
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;----------------------------------------------------
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; variables storing amount of weapons on the first and second
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