mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-20 22:34:21 +02:00
build 126
This commit is contained in:
@@ -36,12 +36,20 @@ we decided it must go in 'English' to let other people work on it
|
|||||||
|
|
||||||
## Changes:
|
## Changes:
|
||||||
|
|
||||||
Build 125
|
|
||||||
|
###### Build 126
|
||||||
|
2022-01-30
|
||||||
|
- fixed bug 006 (After some attacks the OffensiveText stays on the screen)
|
||||||
|
- fixed bug 015 (Only first shoot of FunkyBomb is correct
|
||||||
|
- fixed bug 016 (No falling soil after leapfrog)
|
||||||
|
|
||||||
|
|
||||||
|
##### Build 125
|
||||||
2022-01-23
|
2022-01-23
|
||||||
- included splash screen by KAZ
|
- included splash screen by KAZ
|
||||||
|
|
||||||
|
|
||||||
Build 124
|
##### Build 124
|
||||||
2013-12-21
|
2013-12-21
|
||||||
- removed large chunk of redundant 4x4 print code and table generation code,
|
- removed large chunk of redundant 4x4 print code and table generation code,
|
||||||
over 1kb gained.
|
over 1kb gained.
|
||||||
@@ -51,7 +59,7 @@ Build 124
|
|||||||
- screen memory moved to low area ($1010), making the game start at $3010 and easier
|
- screen memory moved to low area ($1010), making the game start at $3010 and easier
|
||||||
to be loaded. Other minor memory layout modifications.
|
to be loaded. Other minor memory layout modifications.
|
||||||
|
|
||||||
Build 123
|
##### Build 123
|
||||||
2013-12-10
|
2013-12-10
|
||||||
- fixed bug 013: sometimes demo mode does not work (it stops on results display)
|
- fixed bug 013: sometimes demo mode does not work (it stops on results display)
|
||||||
- fixed bug 012: (newly introduced) Death explosions are offset right and possibly up.
|
- fixed bug 012: (newly introduced) Death explosions are offset right and possibly up.
|
||||||
@@ -63,108 +71,108 @@ Build 123
|
|||||||
funkyBomb angle changed from -8..+8 to -16..+16
|
funkyBomb angle changed from -8..+8 to -16..+16
|
||||||
- speeded up explosions by drawing only odd circles. Not bad visually and 2x faster.
|
- speeded up explosions by drawing only odd circles. Not bad visually and 2x faster.
|
||||||
|
|
||||||
Build 122
|
##### Build 122
|
||||||
2013-11-17
|
2013-11-17
|
||||||
- tank expend 1 energy with each shoot to avoid endless shooting loops
|
- tank expend 1 energy with each shoot to avoid endless shooting loops
|
||||||
- small visual glitch with background colour fixed
|
- small visual glitch with background colour fixed
|
||||||
- death messages "defensive texts" in source do not stay on screen after some explosions
|
- death messages "defensive texts" in source do not stay on screen after some explosions
|
||||||
|
|
||||||
Build 121
|
##### Build 121
|
||||||
2013-11-10
|
2013-11-10
|
||||||
- Poolshark and Shooter can buy weapons
|
- Poolshark and Shooter can buy weapons
|
||||||
- Purchase screen moved to the beginning of the round
|
- Purchase screen moved to the beginning of the round
|
||||||
|
|
||||||
Build 120
|
##### Build 120
|
||||||
2013-11-09
|
2013-11-09
|
||||||
SillyVenture 2K13 joint effort to bring artificial intelligence into life:
|
SillyVenture 2K13 joint effort to bring artificial intelligence into life:
|
||||||
- Shooter and Poolshark shooting programmed
|
- Shooter and Poolshark shooting programmed
|
||||||
- several small bugfixes and improvements as proposed by SillyVenture crowd
|
- several small bugfixes and improvements as proposed by SillyVenture crowd
|
||||||
|
|
||||||
Build 119
|
##### Build 119
|
||||||
2012-06-17
|
2012-06-17
|
||||||
Scorch sources translated to MADS with the sweet repl.sh script.
|
Scorch sources translated to MADS with the sweet repl.sh script.
|
||||||
|
|
||||||
MISSING UPDATE INFORMATION... POSSIBLY NOTHING IMPORTANT HAPPENED HERE.
|
MISSING UPDATE INFORMATION... POSSIBLY NOTHING IMPORTANT HAPPENED HERE.
|
||||||
|
|
||||||
Build 115
|
##### Build 115
|
||||||
2009-08-25
|
2009-08-25
|
||||||
- fixed bug 001 (lack of explosions on the empty ground)
|
- fixed bug 001 (lack of explosions on the empty ground)
|
||||||
- fixed bug 003 (wrapping death's head explosions)
|
- fixed bug 003 (wrapping death's head explosions)
|
||||||
- fixed plot (faster explosions)
|
- fixed plot (faster explosions)
|
||||||
- fukk, just 6 years and we are back!!! This game is pretty addictive :)
|
- fukk, just 6 years and we are back!!! This game is pretty addictive :)
|
||||||
|
|
||||||
TO DO:
|
TO DO:
|
||||||
- send our wives and kids away much more often :))))
|
- send our wives and kids away much more often :))))
|
||||||
|
|
||||||
Build 114
|
##### Build 114
|
||||||
2003-08-22
|
2003-08-22
|
||||||
- Results after each round are displayed in the right
|
- Results after each round are displayed in the right
|
||||||
sequence, i.e. the best one is on the top
|
sequence, i.e. the best one is on the top
|
||||||
- during second and following rounds shooting sequence
|
- during second and following rounds shooting sequence
|
||||||
is such that the worst tank shoots first
|
is such that the worst tank shoots first
|
||||||
|
|
||||||
The above changes does not look terrific, but there was
|
The above changes does not look terrific, but there was
|
||||||
a lot of thinking to do it correctly. What is the most
|
a lot of thinking to do it correctly. What is the most
|
||||||
important the overall game feeling improved a lot!
|
important the overall game feeling improved a lot!
|
||||||
|
|
||||||
program.s65
|
program.s65
|
||||||
* added routine SortSequence
|
- added routine SortSequence
|
||||||
textproc.s65
|
|
||||||
* changed routine DisplayResults to show
|
|
||||||
round results in correct order
|
|
||||||
|
|
||||||
Build 113
|
textproc.s65
|
||||||
|
- changed routine DisplayResults to show round results in correct order
|
||||||
|
|
||||||
|
##### Build 113
|
||||||
2003-08-17
|
2003-08-17
|
||||||
- AI Opponents move barrels to the right position
|
- AI Opponents move barrels to the right position
|
||||||
before firing a bullet.
|
before firing a bullet.
|
||||||
- Purchase screen is not displayed for AI opponents.
|
- Purchase screen is not displayed for AI opponents.
|
||||||
- There is 2 sec delay after displaying
|
- There is 2 sec delay after displaying
|
||||||
"Deffensive" text i.e. text before death
|
"Defensive" text i.e. text before death
|
||||||
|
|
||||||
program.s65
|
program.s65
|
||||||
* added routine MoveBarrelToNewPosition
|
- added routine MoveBarrelToNewPosition which rotates barrel of the tank until it sits at the right (newly randomized) angle
|
||||||
which rotates barrel of the tank until
|
|
||||||
it sits at the right (newly randomized) angle
|
|
||||||
textproc.s65
|
textproc.s65
|
||||||
* added routine PurchaseAI
|
- added routine PurchaseAI it is a framework for all AI purchases
|
||||||
it is a framework for all AI purchases
|
|
||||||
SHORTSYS.S65
|
SHORTSYS.S65
|
||||||
* new macro PAUSE (waits given number of frames)
|
- new macro PAUSE (waits given number of frames)
|
||||||
|
|
||||||
|
|
||||||
Bulid 112
|
##### Build 112
|
||||||
2003-08-15
|
2003-08-15
|
||||||
|
|
||||||
First attempts to create a framework for intelligent
|
First attempts to create a framework for intelligent
|
||||||
opponents (AI). Right now there is only one level
|
opponents (AI). Right now there is only one level
|
||||||
of "intelligence" - Moron. Moron shoots at random angle
|
of "intelligence" - Moron.
|
||||||
with random force.
|
|
||||||
|
Moron shoots at random angle with random force.
|
||||||
|
|
||||||
program.s65
|
program.s65
|
||||||
* routine Round checks the Skill level
|
- routine Round checks the Skill level and if it is not human branches to ArtificialIntelligence routine.
|
||||||
and if it is not human branches to
|
- new routines:
|
||||||
ArtificialIntelligence routine.
|
- ArtificialIntelligence
|
||||||
* new routines:
|
- RandomizeForce
|
||||||
- ArtificialIntelligence
|
- RandomizeAngle
|
||||||
- RandomizeForce
|
|
||||||
- RandomizeAngle
|
|
||||||
|
|
||||||
TO DO:
|
TO DO:
|
||||||
* nice rotating barrel of AI tank
|
- nice rotating barrel of AI tank
|
||||||
* AI weapon purchase and usage
|
- AI weapon purchase and usage
|
||||||
* AI better than Moronic... (but how...)
|
- AI better than Moronic... (but how...)
|
||||||
* tanks' shooting seqence shoud be from
|
- tanks' shooting sequence should be from weakest to the strongest, not random
|
||||||
weakest to the strongest, not random
|
|
||||||
|
|
||||||
Bulid 111
|
##### Build 111
|
||||||
2003-07-27
|
2003-07-27
|
||||||
|
|
||||||
program.s65:
|
program.s65:
|
||||||
* added sequentional shooting
|
- added sequential shooting (not necessarily tank no. 1 shoots first)
|
||||||
(not necessarily tank no. 1 shoots first)
|
- added routine "RandomizeSequence" that is called before each round
|
||||||
* added routine "RandomizeSequence" that is called
|
- initial angle of the tank's barrel is randomized (was always 45 degrees right)
|
||||||
before each round
|
|
||||||
* initial angle of the tank's barrel is randomized
|
|
||||||
(was always 45 degrees right)
|
|
||||||
variables.s65
|
variables.s65
|
||||||
* added table "TankSequence"
|
- added table "TankSequence"
|
||||||
|
|
||||||
grafproc.s65
|
grafproc.s65
|
||||||
* shorter delay during Flight
|
- shorter delay during Flight
|
||||||
|
|
||||||
|
...older history missing...
|
||||||
@@ -14,7 +14,7 @@ Known bugs (+ means bug is fixed)
|
|||||||
(and uses one parachute more than necessary)
|
(and uses one parachute more than necessary)
|
||||||
005. tank stands still on a one pixel spike - it should fall
|
005. tank stands still on a one pixel spike - it should fall
|
||||||
(possibly all that is necessary is adjust of WhereToSlideTable)
|
(possibly all that is necessary is adjust of WhereToSlideTable)
|
||||||
006. After some attacks (like MIRV and leapfrog the OffensiveText
|
+006. After some attacks (like MIRV and leapfrog the OffensiveText
|
||||||
stays on the screen (and becomes a static decoration)
|
stays on the screen (and becomes a static decoration)
|
||||||
It possibly happens when a tank kills itself with mirv or leapfrog.
|
It possibly happens when a tank kills itself with mirv or leapfrog.
|
||||||
007. Decreasing of number of bullets after a shoot does not work correctly
|
007. Decreasing of number of bullets after a shoot does not work correctly
|
||||||
@@ -29,9 +29,9 @@ Known bugs (+ means bug is fixed)
|
|||||||
+012. (newly introduced) Death explosions are offset right and possibly up.
|
+012. (newly introduced) Death explosions are offset right and possibly up.
|
||||||
+013. sometimes demo mode does not work (it stops on results display)
|
+013. sometimes demo mode does not work (it stops on results display)
|
||||||
+014: FunkyBomb shoots with too high angle
|
+014: FunkyBomb shoots with too high angle
|
||||||
015: Only first shoot of FunkyBomb is correct (with smoke and fast),
|
+015: Only first shoot of FunkyBomb is correct (with smoke and fast),
|
||||||
the next are like missiles
|
the next are like missiles
|
||||||
016: Additional explosions after Frogger are not fallen down
|
+016: Additional explosions after Frogger do not have falling soil (?)
|
||||||
017: Observed MIRV loops - it shoots and shoots MIRV all over the screen. Very rare.
|
017: Observed MIRV loops - it shoots and shoots MIRV all over the screen. Very rare.
|
||||||
-018: MINOR: ydraw, yhit, ybyte variable is sometimes treated as WORD, sometimes as BYTE.
|
-018: MINOR: ydraw, yhit, ybyte variable is sometimes treated as WORD, sometimes as BYTE.
|
||||||
Making it consistent would save both time and space (not much)
|
Making it consistent would save both time and space (not much)
|
||||||
@@ -50,7 +50,7 @@ To do
|
|||||||
Another - stickman tankmen
|
Another - stickman tankmen
|
||||||
005. Add number of rounds to the options menu
|
005. Add number of rounds to the options menu
|
||||||
006. Add sound effects (maybe sampled? or mp0 (sound based on fft))
|
006. Add sound effects (maybe sampled? or mp0 (sound based on fft))
|
||||||
007. There is no deffensive weapon handling (only parachute works,
|
007. There is no defensive weapon handling (only parachute works,
|
||||||
but also provisionally
|
but also provisionally
|
||||||
+008. No computer operated opponents - make a frame for AI!!!
|
+008. No computer operated opponents - make a frame for AI!!!
|
||||||
009. Make AI in the existing frame
|
009. Make AI in the existing frame
|
||||||
|
|||||||
+1
-1
@@ -77,7 +77,7 @@ PlotLine = display + screenHeight*screenBytes ; the last line is plot pointer
|
|||||||
;Screen displays go first to avoid crossing 4kb barrier
|
;Screen displays go first to avoid crossing 4kb barrier
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
OptionsScreen
|
OptionsScreen
|
||||||
dta d"Welcome to Scorch ver. 125 (un)2000-2022"
|
dta d"Welcome to Scorch ver. 126 (un)2000-2022"
|
||||||
dta d" Please select option with cursor keys "
|
dta d" Please select option with cursor keys "
|
||||||
dta d" and press (Return) to proceed "
|
dta d" and press (Return) to proceed "
|
||||||
OptionsHere
|
OptionsHere
|
||||||
|
|||||||
BIN
Binary file not shown.
+1
-1
@@ -1175,7 +1175,7 @@ DisplayOffensiveTextNr ;
|
|||||||
|
|
||||||
;now we have HALF length in pixels
|
;now we have HALF length in pixels
|
||||||
;stored in temp2
|
;stored in temp2
|
||||||
sbw temp temp2 ; here begin of the text is in TEMP !!!!
|
sbw temp temp2 ; here begin of the text is in TEMP !!!!
|
||||||
;now we should check overflows
|
;now we should check overflows
|
||||||
lda temp+1
|
lda temp+1
|
||||||
bpl DOTNnotLessThanZero
|
bpl DOTNnotLessThanZero
|
||||||
|
|||||||
+24
-11
@@ -34,6 +34,12 @@ leapfrog
|
|||||||
jsr xmissile
|
jsr xmissile
|
||||||
|
|
||||||
; soil must fall down now! there is no other way...
|
; soil must fall down now! there is no other way...
|
||||||
|
|
||||||
|
;first clean the offensive text...
|
||||||
|
ldy TankNr
|
||||||
|
mva #0 plot4x4color
|
||||||
|
jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
; hide tanks or they fall down with soil
|
; hide tanks or they fall down with soil
|
||||||
|
|
||||||
lda TankNr
|
lda TankNr
|
||||||
@@ -98,7 +104,6 @@ mirv ; the whole mirv is performed by Flight routine
|
|||||||
rts
|
rts
|
||||||
; ------------------------
|
; ------------------------
|
||||||
funkybomb ;
|
funkybomb ;
|
||||||
mva #1 tracerflag
|
|
||||||
mwa xtraj+1 xtrajfb
|
mwa xtraj+1 xtrajfb
|
||||||
mwa ytraj+1 ytrajfb
|
mwa ytraj+1 ytrajfb
|
||||||
inc FallDown2
|
inc FallDown2
|
||||||
@@ -107,12 +112,16 @@ funkybomb ;
|
|||||||
jsr CalculateExplosionRange0
|
jsr CalculateExplosionRange0
|
||||||
jsr xmissile
|
jsr xmissile
|
||||||
|
|
||||||
|
ldy TankNr
|
||||||
|
mva #0 plot4x4color
|
||||||
|
jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
lda TankNr
|
lda TankNr
|
||||||
pha
|
pha
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
jsr drawtanks
|
jsr drawtanks
|
||||||
mva #0 Erase
|
mva #0 Erase
|
||||||
|
|
||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
;
|
;
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
@@ -123,11 +132,11 @@ funkybomb ;
|
|||||||
|
|
||||||
mva #5 FunkyBombCounter
|
mva #5 FunkyBombCounter
|
||||||
FunkyBombLoop
|
FunkyBombLoop
|
||||||
|
mva #1 tracerflag
|
||||||
;force randomization (range: 256-511)
|
;force randomization (range: 256-511)
|
||||||
lda random
|
lda random
|
||||||
sta Force
|
sta Force
|
||||||
lda #1
|
mva #1 Force+1
|
||||||
sta Force+1
|
|
||||||
;Angle randomization Range: (-16..+16)
|
;Angle randomization Range: (-16..+16)
|
||||||
lda random
|
lda random
|
||||||
lsr
|
lsr
|
||||||
@@ -1617,8 +1626,8 @@ EndOfFlight2
|
|||||||
.endp
|
.endp
|
||||||
|
|
||||||
SecondFlight .proc
|
SecondFlight .proc
|
||||||
; ---------------- przekopiowany fragment sprzed odpalenie strza�u malo kulturalne.....
|
; ---------------- copied code fragment from before firing. not too elegant.
|
||||||
; ---------------- ponownie wyznacza parametry strza�u
|
; ---------------- get fire parameters again
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda EnergyTableL,x
|
lda EnergyTableL,x
|
||||||
sta Force
|
sta Force
|
||||||
@@ -1660,8 +1669,8 @@ SecondFlight .proc
|
|||||||
sta ytraj+2
|
sta ytraj+2
|
||||||
|
|
||||||
ldy #100
|
ldy #100
|
||||||
lda #1 ; nie wiem (to znaczy wydaje mi sie ze wiem ;) )
|
lda #1 ; I do not know (I mean I think I know ;) )
|
||||||
sta tracerflag ; .....
|
sta tracerflag ; 10 years later - I do not know!!!
|
||||||
jmp Flight.RepeatIfSmokeTracer
|
jmp Flight.RepeatIfSmokeTracer
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -1771,7 +1780,7 @@ mrLoopix
|
|||||||
sbc vy+3
|
sbc vy+3
|
||||||
sta ytraj+2
|
sta ytraj+2
|
||||||
|
|
||||||
;vy=vy-g (also without least significan byte of vy)
|
;vy=vy-g (also without least significant byte of vy)
|
||||||
sec
|
sec
|
||||||
lda vy+1
|
lda vy+1
|
||||||
sbc gravity
|
sbc gravity
|
||||||
@@ -1783,9 +1792,8 @@ mrLoopix
|
|||||||
sbc #0
|
sbc #0
|
||||||
sta vy+3
|
sta vy+3
|
||||||
|
|
||||||
; 3 waits for 5 bullets (will be faster)
|
; 2 waits for 5 bullets
|
||||||
wait
|
wait
|
||||||
;wait
|
|
||||||
wait
|
wait
|
||||||
|
|
||||||
MIRVdoNotChangeY
|
MIRVdoNotChangeY
|
||||||
@@ -1994,6 +2002,11 @@ MIRValreadyAll
|
|||||||
|
|
||||||
; we must do it manually because of the VOID pointer
|
; we must do it manually because of the VOID pointer
|
||||||
|
|
||||||
|
;first clean the offensive text...
|
||||||
|
ldy TankNr
|
||||||
|
mva #0 plot4x4color
|
||||||
|
jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
; temporary removing tanks from the screen (otherwise they will fall down with soil)
|
; temporary removing tanks from the screen (otherwise they will fall down with soil)
|
||||||
mva TankNr tempor2
|
mva TankNr tempor2
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
|
|||||||
Reference in New Issue
Block a user