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@@ -0,0 +1,2 @@
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*.bak
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||||||
@@ -47,19 +47,87 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
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||||||
## Changes:
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## Changes:
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||||||
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||||||
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###### Build 146
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||||||
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2022-07-03
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||||||
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Super heavy rewrite build.
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Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies certainly introduced, too.
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- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
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- silly angle system rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes saved, complexity reduced. Next build will have improved angle speed UI. I will also allow for an easier improvement of tank visuals.
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- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
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- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
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- AI opponents can purchase defensive weapons what makes playing against AI somewhat more challenging.
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- Improved Laser. It is still not ideal, but better. Still hard to aim :]
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- Few small parachute related bugs fixed
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- Death's Head bug fix
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Issues closed:
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- https://github.com/pkali/scorch_src/issues/87 Angles are reasonable now. PROFIT!!!
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||||||
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###### Build 145
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2022-06-26
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Possibly last round of weapon additions!
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@Pecusx added
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- working White Flag -- it is a way to give up while not making opponents richer!
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- Battery - a must for every tank with low energy.
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- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
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- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
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@mikerro added new SFX and in-game-tunes.
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- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
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Tickets closed:
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- https://github.com/pkali/scorch_src/issues/54 - holding a joystick up or down speeds up force change. It makes playing with a joystick much nicer.
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- https://github.com/pkali/scorch_src/issues/76 - a beginning of visual tweaks by @6502adam
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- infinite defensive weapons purchase bug fixed, to the chagrin of some...
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###### Build 144
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2022-06-19
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Father's day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
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The new inventory system has been added. Call it by pressing the "I" key or short-pressing fire. Select the weapon to use by moving the joystick or cursor keys right. Switch between offensive and defensive weapons by moving the joystick left. Fire/escape to quit inventory.
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||||||
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Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
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||||||
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Tickets closed:
|
||||||
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* https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts
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||||||
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* https://github.com/pkali/scorch_src/issues/89 - improved collisions with tank
|
||||||
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* https://github.com/pkali/scorch_src/issues/71 - ditto
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||||||
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* https://github.com/pkali/scorch_src/issues/11, https://github.com/pkali/scorch_src/issues/26, https://github.com/pkali/scorch_src/issues/8, https://github.com/pkali/scorch_src/issues/20 - new inventory system
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||||||
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||||||
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###### Build 143
|
||||||
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2022-06-05
|
||||||
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Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
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||||||
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Only visible changes listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
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||||||
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- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say good bye properly!
|
||||||
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- https://github.com/pkali/scorch_src/issues/74 - Press [ESC] to quit the game at any point, with a confirmation when the round has already started. Please note the keyboard is not checked all the time, so press it for a while, especially when AI tanks are ru(i/n)ning the show.
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- https://github.com/pkali/scorch_src/issues/56 - there should be no occurrences of frivolous weapon purchases. Please report all tanks getting their munitions from uncertified sources!
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- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. Fix is trivial, finding the culprit - far from it. Please pay special attention to fairness of shooting in case the fix is still longing for the fjords.
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||||||
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- ATTRACT mode works how it should - screensaver saves screen only when HUMAN should input something.
|
||||||
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||||||
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###### Build 142
|
||||||
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2022-05-30
|
||||||
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Late build. The bugs we tried to squelch turned out to be more difficult than usual. Some progress has been made though even if it is not yet visible.
|
||||||
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- 4x4 font rewritten by @Pecusx as a prep for Y standarization. It makes the messages to appear faster. This is a good change.
|
||||||
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- https://github.com/pkali/scorch_src/issues/5 and #80 fixed (again) - no funkybomb traces staying on the screen
|
||||||
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- https://github.com/pkali/scorch_src/issues/70 too strong Shooters fixed
|
||||||
|
- https://github.com/pkali/scorch_src/issues/63 - tank say goodbye when (mostly) visible
|
||||||
|
- several other small changes and improvements that will pay off in the following releases.
|
||||||
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|
||||||
###### Build 141
|
###### Build 141
|
||||||
2022-05-22
|
2022-05-22
|
||||||
Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment.
|
Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment.
|
||||||
- #73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
|
- https://github.com/pkali/scorch_src/issues/73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
|
||||||
- #72 Screen glitches improved
|
- https://github.com/pkali/scorch_src/issues/72 Screen glitches improved
|
||||||
- #70 AI shoot with more force than their energy allows. We might still have to revise this one
|
- https://github.com/pkali/scorch_src/issues/70 AI shoot with more force than their energy allows. We might still have to revise this one
|
||||||
- #69 Explosions wrapping around the screen
|
- https://github.com/pkali/scorch_src/issues/69 Explosions wrapping around the screen
|
||||||
- #67 Screen glitches after intro
|
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after intro
|
||||||
- #65 Saved ~90 bytes by removing cosinus table
|
- https://github.com/pkali/scorch_src/issues/65 Saved ~90 bytes by removing cosinus table
|
||||||
- #62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
|
- https://github.com/pkali/scorch_src/issues/62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
|
||||||
- #61 [SHIFT] was repeating the last key
|
- https://github.com/pkali/scorch_src/issues/61 [SHIFT] was repeating the last key
|
||||||
- #57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
|
- https://github.com/pkali/scorch_src/issues/57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
|
||||||
- #55 Glitches in the status bar. This one was surprisingly tough.
|
- https://github.com/pkali/scorch_src/issues/55 Glitches in the status bar. This one was surprisingly tough.
|
||||||
|
|
||||||
###### Build 140
|
###### Build 140
|
||||||
2022-05-15
|
2022-05-15
|
||||||
|
|||||||
@@ -1,90 +0,0 @@
|
|||||||
MOVED TO: https://github.com/pkali/scorch_src/issues
|
|
||||||
|
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||||||
TODO and BUGS file
|
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||||||
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||||||
---------------------------------------------------------
|
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||||||
Known bugs (+ means bug is fixed)
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|
||||||
004. when parachute is on and the tank dies (e.g. hit by a powerful
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||||||
weapon) the dead (invisible) tank falls on parachute
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||||||
(and uses one parachute more than necessary)
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||||||
005. tank stands still on a one pixel spike - it should fall
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||||||
(possibly all that is necessary is adjust of WhereToSlideTable)
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||||||
017: Observed MIRV loops - it shoots and shoots MIRV all over the screen. Very rare.
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||||||
020: sometimes leftmost or rightmost remains of the funkybomb smoke do not get cleared
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||||||
I think it happens when one of the bombs goes out of the screen
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||||||
023: NEW BUG. After the last change (bug 007) now the last shell of any weapon gets removed and
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||||||
the game switches to Baby missile.
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||||||
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||||||
Fixed:
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||||||
+001. when bullet goes straight down very fast it misses the tank
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||||||
it happens only when tank is standing on the bottom of
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||||||
the screen (no ground below)
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||||||
+002. points after the round are not calculated correctly
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||||||
+003. if death's head explodes low, the lowest explosion wraps
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||||||
and appears on the top of the screen
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||||||
+006. After some attacks (like MIRV and leapfrog the OffensiveText
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stays on the screen (and becomes a static decoration)
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||||||
It possibly happens when a tank kills itself with mirv or leapfrog.
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||||||
+008. After a round the last tank sprite stays on the screen.
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||||||
This hurts only when the last tank is under the table with results!
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||||||
+010. Even MORONS shoot their feet too often - increase min. randomised energy.
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||||||
+011. High flying bullets sometimes cause brief screen garbage - like a DL damaged
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||||||
for a fraction of a frame.
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||||||
Update - these are NOT high flying bullets - it just happens during bullet flight
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||||||
+012. (newly introduced) Death explosions are offset right and possibly up.
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||||||
+013. sometimes demo mode does not work (it stops on results display)
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||||||
+014: FunkyBomb shoots with too high angle
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||||||
+015: Only first shoot of FunkyBomb is correct (with smoke and fast),
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||||||
the next are like missiles
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||||||
+016: Additional explosions after Frogger do not have falling soil (?)
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||||||
-018: MINOR: ydraw, yhit, ybyte variable is sometimes treated as WORD, sometimes as BYTE.
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||||||
Making it consistent would save both time and space (not much)
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|
||||||
REJECTED: too much work - different routines depend on checking high byte.
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||||||
+019: AI menu does not recognize keyboard up (prints "-" in tank name)
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||||||
+021: check MWA, ADW, SBW macros - bad modifications of bytes found!!!
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||||||
+009. When result in points is >99 then only 2 first digits are displayed
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|
||||||
-022: shooting funkybomb decreases number of bombs too much! (2 instead of 1?)
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|
||||||
+007. Decreasing of number of bullets after a shoot does not work correctly
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|
||||||
(e.g. 2 bullets are deducted instead of 1) FUNKYBOMB!!!
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|
||||||
it looks like it is fixed, although what I did was moving decreasing before jsr shoot
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|
||||||
+000, Game crashes from time to time, code and/or screen gets corrupted
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||||||
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||||||
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||||||
---------------------------------------------------------
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||||||
To do
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||||||
*004. The game has no end!!! Add ending!!!
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|
||||||
A good idea for an ending - a TIP pic - Red Army taking Berlin :)
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|
||||||
Another - vector tanks like in BattleZone
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|
||||||
Another - stickman tankmen
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|
||||||
006. Add sound effects (maybe sampled? or mp0 (sound based on fft))
|
|
||||||
007. There is no defensive weapon handling (only parachute works,
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|
||||||
but also provisionally
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|
||||||
009. Make AI in the existing framework (ongoing)
|
|
||||||
010. It is impossible to look up a number of parachutes left.
|
|
||||||
018. Speed up soil down after soil eating weapons - correctly calculate
|
|
||||||
ranges as now range is very broad even when very little soil is eaten.
|
|
||||||
019. Purchase impossible with joystick only. Add buy on e.g. joystick right.
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|
||||||
020. Not a bug per se, but ydraw variable is word, possibly it can be switched to byte
|
|
||||||
021. Add player colors to purchase screen
|
|
||||||
022. Make colors more contrasting
|
|
||||||
024. no visual indication of using defensive weapons
|
|
||||||
|
|
||||||
Done:
|
|
||||||
|
|
||||||
+001. Start each round with a)worst tank or b)random tank
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|
||||||
(Worst tank starts first)
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|
||||||
+002. Start each round with random angles (not always 45 degrees left)
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||||||
+003. Add colour of the given tank to the screen
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|
||||||
E.g. when a given tank is shooting it's colour could be behind
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||||||
tank name on the text screen
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|
||||||
+005. Add number of rounds to the options menu
|
|
||||||
+008. No computer operated opponents - make a framework for AI!!!
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|
||||||
+011. Colouring the top status lines in a colour of the active tank.
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|
||||||
+014. Demo mode - when all tanks are CPUs let them play non-stop!
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|
||||||
(replace waiting for a key-press after a round with a small delay)
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|
||||||
+015. Switch to mads for easier development (mads speeds it up, no doubt)
|
|
||||||
+016. Speed up death's head (e.g.: draw each second circle)
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|
||||||
-017. Wide screen mode (with scroll?)
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|
||||||
+012. Decreased number of bullets should be displayed just after the shoot.
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|
||||||
+013. Check LineTable - possibly it is unnecessarily long. Checked. It is OK
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|
||||||
+023. Make not implemented weapons raise NotImplementedError :] Done by making it impossible to purchase free weapons (price == $0)
|
|
||||||
@@ -9,7 +9,7 @@
|
|||||||
; greeeting to myself 10 years older in 2013-11-09... still no idea
|
; greeeting to myself 10 years older in 2013-11-09... still no idea
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
MakeLowResDistances .proc
|
.proc MakeLowResDistances
|
||||||
; create low precision table of positions
|
; create low precision table of positions
|
||||||
; by dividing positions by 4
|
; by dividing positions by 4
|
||||||
|
|
||||||
@@ -30,10 +30,10 @@ loop
|
|||||||
.endp
|
.endp
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
ArtificialIntelligence .proc ;
|
.proc ArtificialIntelligence ;
|
||||||
; A - skill of the TankNr
|
; A - skill of the TankNr
|
||||||
; returns shoot energy and angle in
|
; returns shoot energy and angle in
|
||||||
; EnergyTable/L/H and AngleTable
|
; ForceTable/L/H and AngleTable
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
asl
|
asl
|
||||||
tax
|
tax
|
||||||
@@ -42,6 +42,13 @@ ArtificialIntelligence .proc ;
|
|||||||
pha
|
pha
|
||||||
lda AIRoutines,x
|
lda AIRoutines,x
|
||||||
pha
|
pha
|
||||||
|
|
||||||
|
ldx TankNr ; common values used in AI routines
|
||||||
|
; address of weapons table (for future use)
|
||||||
|
lda TanksWeaponsTableL,x
|
||||||
|
sta temp
|
||||||
|
lda TanksWeaponsTableH,x
|
||||||
|
sta temp+1
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------
|
;----------------
|
||||||
@@ -49,15 +56,14 @@ AIRoutines
|
|||||||
.word Moron-1
|
.word Moron-1
|
||||||
.word Shooter-1 ;Shooter
|
.word Shooter-1 ;Shooter
|
||||||
.word Poolshark-1 ;Poolshark
|
.word Poolshark-1 ;Poolshark
|
||||||
.word Poolshark-1 ;Toosser
|
.word Tosser-1 ;Tosser
|
||||||
.word Poolshark-1 ;Chooser
|
.word Poolshark-1 ;Chooser
|
||||||
.word Poolshark-1 ;Spoiler
|
.word Poolshark-1 ;Spoiler
|
||||||
.word Poolshark-1 ;Cyborg
|
.word Poolshark-1 ;Cyborg
|
||||||
.word Poolshark-1 ;Unknown
|
.word Poolshark-1 ;Unknown
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
Moron .proc
|
.proc Moron
|
||||||
ldx TankNr
|
|
||||||
jsr RandomizeAngle
|
jsr RandomizeAngle
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
mwa #80 RandBoundaryLow
|
mwa #80 RandBoundaryLow
|
||||||
@@ -66,98 +72,137 @@ Moron .proc
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
Shooter .proc
|
.proc Shooter
|
||||||
|
|
||||||
ldx TankNr
|
|
||||||
lda PreviousAngle,x
|
lda PreviousAngle,x
|
||||||
ora PreviousEnergyL,x
|
ora PreviousEnergyL,x
|
||||||
ora PreviousEnergyH,x
|
ora PreviousEnergyH,x
|
||||||
beq firstShoot
|
beq firstShoot
|
||||||
|
|
||||||
lda PreviousAngle,x
|
lda PreviousAngle,x
|
||||||
|
cmp #90
|
||||||
|
bcs shootingLeftAtThisMomentOfTime
|
||||||
|
; shooting right at this moment of time
|
||||||
|
sec
|
||||||
|
sbc #5
|
||||||
|
cmp #10
|
||||||
|
bcs @+ ;not smaller than 10
|
||||||
|
bcc firstShoot ; GET THE aim againg
|
||||||
|
|
||||||
|
shootingLeftAtThisMomentOfTime
|
||||||
|
|
||||||
clc
|
clc
|
||||||
adc #5
|
adc #5
|
||||||
bmi leftQuadrant
|
cmp #170 ; maximum shooter angle
|
||||||
cmp #90
|
bcs firstShoot
|
||||||
bcc continue
|
@
|
||||||
lda #(-90)
|
|
||||||
bne continue
|
|
||||||
leftQuadrant
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
continue
|
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
|
|
||||||
|
sec
|
||||||
lda PreviousEnergyL,x
|
lda PreviousEnergyL,x
|
||||||
sta EnergyTableL,x
|
sbc #5
|
||||||
|
sta ForceTableL,x
|
||||||
lda PreviousEnergyH,x
|
lda PreviousEnergyH,x
|
||||||
sta EnergyTableH,x
|
sbc #0
|
||||||
|
sta ForceTableH,x
|
||||||
jmp endo
|
jmp endo
|
||||||
|
|
||||||
firstShoot
|
firstShoot
|
||||||
; compare the x position with the middle of the screen
|
; compare the x position with the middle of the screen
|
||||||
|
lda xTanksTableH,x
|
||||||
|
cmp #>(screenwidth/2)
|
||||||
|
bne @+
|
||||||
lda xTanksTableL,x
|
lda xTanksTableL,x
|
||||||
sta temp
|
cmp #<(screenwidth/2)
|
||||||
lda xTanksTableH,x
|
@ bcc tankIsOnTheRight
|
||||||
sta temp+1
|
|
||||||
cpw temp #(screenwidth/2)
|
|
||||||
bcs tankIsOnTheRight
|
|
||||||
|
|
||||||
lda RANDOM
|
|
||||||
and #$1F
|
|
||||||
clc
|
|
||||||
adc #5
|
|
||||||
;lda #45
|
|
||||||
|
|
||||||
|
; enemy tank is on the left
|
||||||
|
randomize 95 125
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
jmp forceNow
|
bne forceNow
|
||||||
|
|
||||||
tankIsOnTheRight
|
tankIsOnTheRight
|
||||||
lda RANDOM
|
randomize 55 85
|
||||||
and #$1F
|
sta NewAngle
|
||||||
clc
|
|
||||||
adc #(-85)
|
|
||||||
;lda #-45
|
|
||||||
sta NewAngle
|
|
||||||
|
|
||||||
forceNow
|
forceNow
|
||||||
mwa #100 RandBoundaryLow
|
mwa #100 RandBoundaryLow
|
||||||
mwa #800 RandBoundaryHigh
|
mwa #800 RandBoundaryHigh
|
||||||
|
;ldx TankNr ;this is possibly not necessary
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
|
|
||||||
endo
|
endo
|
||||||
;ldx TankNr ;this is possibly not necessary
|
;ldx TankNr ;this is possibly not necessary
|
||||||
|
jsr RandomizeForce.LimitForce
|
||||||
lda NewAngle
|
lda NewAngle
|
||||||
sta PreviousAngle,x
|
sta PreviousAngle,x
|
||||||
lda EnergyTableL,x
|
lda ForceTableL,x
|
||||||
sta PreviousEnergyL,x
|
sta PreviousEnergyL,x
|
||||||
lda EnergyTableH,x
|
lda ForceTableH,x
|
||||||
sta PreviousEnergyH,x
|
sta PreviousEnergyH,x
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
lda TanksWeaponsTableL,x
|
|
||||||
sta temp
|
|
||||||
lda TanksWeaponsTableH,x
|
|
||||||
sta temp+1
|
|
||||||
ldy #32 ;the last weapon
|
ldy #32 ;the last weapon
|
||||||
loop
|
loop
|
||||||
dey
|
dey
|
||||||
lda (temp),y
|
lda (temp),y ; this is set up before calling the routine, has address of TanksWeaponsTable
|
||||||
beq loop
|
beq loop
|
||||||
tya
|
tya
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
Poolshark .proc
|
.proc Poolshark
|
||||||
|
; defensives
|
||||||
|
; if low energy ten use battery
|
||||||
|
lda Energy,x
|
||||||
|
cmp #30
|
||||||
|
bcs EnoughEnergy
|
||||||
|
; lower than 30 units - check battery
|
||||||
|
ldy #ind_Battery________
|
||||||
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
|
beq NoBatteries
|
||||||
|
; we have batteries - use one
|
||||||
|
clc
|
||||||
|
sbc #1
|
||||||
|
sta (temp),y
|
||||||
|
lda #99
|
||||||
|
sta Energy,x
|
||||||
|
NoBatteries
|
||||||
|
EnoughEnergy
|
||||||
|
; use best defensive :)
|
||||||
|
; but not allways
|
||||||
|
randomize 1 3
|
||||||
|
cmp #1
|
||||||
|
bne NoUseDefensive
|
||||||
|
; first check check if any is in use
|
||||||
|
lda ActiveDefenceWeapon,x
|
||||||
|
bne DefensiveInUse
|
||||||
|
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
||||||
|
@
|
||||||
|
dey
|
||||||
|
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
|
||||||
|
beq NoUseDefensive
|
||||||
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
|
beq @-
|
||||||
|
tya
|
||||||
|
; activate defensive weapon
|
||||||
|
sta ActiveDefenceWeapon,x
|
||||||
|
lda DefensiveEnergy,y
|
||||||
|
sta ShieldEnergy,x
|
||||||
|
; decrease in inventory
|
||||||
|
clc
|
||||||
|
sbc #1
|
||||||
|
sta (temp),y ; has address of TanksWeaponsTable
|
||||||
|
NoUseDefensive
|
||||||
|
DefensiveInUse
|
||||||
firstShoot
|
firstShoot
|
||||||
;find nearest tank neighbour
|
;find nearest tank neighbour
|
||||||
jsr MakeLowResDistances
|
jsr MakeLowResDistances
|
||||||
mva #$ff temp2 ; min possible distance
|
mva #$ff temp2 ; min possible distance
|
||||||
|
|
||||||
ldx TankNr
|
;ldx TankNr
|
||||||
ldy NumberOfPlayers
|
ldy NumberOfPlayers
|
||||||
dey
|
dey
|
||||||
|
|
||||||
@@ -218,7 +263,7 @@ forceNow
|
|||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
|
|
||||||
endo
|
endo
|
||||||
ldx TankNr ;this is possibly not necessary
|
;ldx TankNr ;this is possibly not necessary
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
@@ -226,7 +271,7 @@ endo
|
|||||||
sta temp
|
sta temp
|
||||||
lda TanksWeaponsTableH,x
|
lda TanksWeaponsTableH,x
|
||||||
sta temp+1
|
sta temp+1
|
||||||
ldy #32 ;the last weapon
|
ldy #ind_Laser__________ ;the last offensive weapon
|
||||||
loop
|
loop
|
||||||
dey
|
dey
|
||||||
lda (temp),y
|
lda (temp),y
|
||||||
@@ -237,11 +282,39 @@ loop
|
|||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
AngleTable ; 16 bytes ;ba w $348b L$3350
|
AngleTable ; 16 bytes ;ba w $348b L$3350
|
||||||
.by 178,186,194,202,210,218,226,234
|
.by 106,114,122,130,138,146,154,162
|
||||||
.by 16,24,32,40,48,56,64,72
|
.by 18,26,34,43,50,58,66,74
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
PurchaseAI .proc ;
|
.proc Tosser
|
||||||
|
; use best defensive :)
|
||||||
|
; allways
|
||||||
|
; first check check if any is in use
|
||||||
|
lda ActiveDefenceWeapon,x
|
||||||
|
bne DefensiveInUse
|
||||||
|
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
||||||
|
@
|
||||||
|
dey
|
||||||
|
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
|
||||||
|
beq NoUseDefensive
|
||||||
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
|
beq @-
|
||||||
|
tya
|
||||||
|
; activate defensive weapon
|
||||||
|
sta ActiveDefenceWeapon,x
|
||||||
|
lda DefensiveEnergy,y
|
||||||
|
sta ShieldEnergy,x
|
||||||
|
; decrease in inventory
|
||||||
|
clc
|
||||||
|
sbc #1
|
||||||
|
sta (temp),y
|
||||||
|
DefensiveInUse
|
||||||
|
NoUseDefensive
|
||||||
|
; Toosser is like Poolshark but allways uses defensives
|
||||||
|
jmp Poolshark
|
||||||
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc PurchaseAI ;
|
||||||
; A - skill of the TankNr
|
; A - skill of the TankNr
|
||||||
; makes purchase for AI opponents
|
; makes purchase for AI opponents
|
||||||
; results of this routine are not visible on the screen
|
; results of this routine are not visible on the screen
|
||||||
@@ -261,21 +334,22 @@ PurchaseAIRoutines
|
|||||||
.word MoronPurchase-1
|
.word MoronPurchase-1
|
||||||
.word ShooterPurchase-1 ;ShooterPurchase
|
.word ShooterPurchase-1 ;ShooterPurchase
|
||||||
.word PoolsharkPurchase-1 ;PoolsharkPurchase
|
.word PoolsharkPurchase-1 ;PoolsharkPurchase
|
||||||
.word PoolsharkPurchase-1 ;ToosserPurchase
|
.word TosserPurchase-1 ;TosserPurchase
|
||||||
.word PoolsharkPurchase-1 ;ChooserPurchase
|
.word PoolsharkPurchase-1 ;ChooserPurchase
|
||||||
.word PoolsharkPurchase-1 ;SpoilerPurchase
|
.word PoolsharkPurchase-1 ;SpoilerPurchase
|
||||||
.word PoolsharkPurchase-1 ;CyborgPurchase
|
.word PoolsharkPurchase-1 ;CyborgPurchase
|
||||||
.word PoolsharkPurchase-1 ;UnknownPurchase
|
.word PoolsharkPurchase-1 ;UnknownPurchase
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
MoronPurchase
|
.proc MoronPurchase
|
||||||
;Moron buys nothing
|
;Moron buys nothing
|
||||||
rts
|
rts
|
||||||
|
.endp
|
||||||
;-------
|
;-------
|
||||||
TryToPurchaseOnePiece .proc
|
.proc TryToPurchaseOnePiece
|
||||||
; A - weapon number, better it will be in range(1,32)
|
; A - weapon number, better it will be in range(1,32)
|
||||||
; TankNr in X
|
; TankNr in X
|
||||||
|
; DOES NOT CHANGE X
|
||||||
tay
|
tay
|
||||||
lda PurchaseMeTable,y
|
lda PurchaseMeTable,y
|
||||||
beq SorryNoPurchase
|
beq SorryNoPurchase
|
||||||
@@ -321,28 +395,73 @@ SorryNoPurchase
|
|||||||
|
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
ShooterPurchase .proc
|
.proc ShooterPurchase
|
||||||
mva #4 tempXroller; number of purchases to perform
|
; first try to buy defensives
|
||||||
|
mva #2 tempXroller; number of offensive purchases to perform
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
loop
|
@
|
||||||
randomize 1 14
|
randomize ind_Battery________ ind_StrongParachute
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne loop
|
bne @-
|
||||||
|
|
||||||
rts
|
; and now offensives
|
||||||
.endp
|
mva #4 tempXroller; number of offensive purchases to perform
|
||||||
;----------------------------------------------
|
;ldx TankNr
|
||||||
PoolsharkPurchase .proc
|
@
|
||||||
mva #8 tempXroller; number of purchases to perform
|
randomize ind_Missile________ ind_Heavy_Roller___
|
||||||
|
|
||||||
ldx TankNr
|
|
||||||
loop
|
|
||||||
randomize 1 30
|
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne loop
|
bne @-
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc PoolsharkPurchase
|
||||||
|
; first try to buy defensives
|
||||||
|
mva #3 tempXroller; number of offensive purchases to perform
|
||||||
|
ldx TankNr
|
||||||
|
@
|
||||||
|
randomize ind_Battery________ ind_Auto_Defense___
|
||||||
|
jsr TryToPurchaseOnePiece
|
||||||
|
dec tempXroller
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
; and now offensives
|
||||||
|
mva #8 tempXroller; number of purchases to perform
|
||||||
|
;ldx TankNr
|
||||||
|
@
|
||||||
|
randomize ind_Missile________ ind_Dirt_Charge____
|
||||||
|
jsr TryToPurchaseOnePiece
|
||||||
|
dec tempXroller
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc TosserPurchase
|
||||||
|
|
||||||
|
; what is my money level
|
||||||
|
ldx TankNr
|
||||||
|
lda MoneyH,x ; money / 256
|
||||||
|
sta tempXroller ; perform this many purchase attempts
|
||||||
|
; first try to buy defensives
|
||||||
|
mva #3 tempXroller; number of defensive purchases to perform
|
||||||
|
@
|
||||||
|
randomize ind_Battery________ ind_Auto_Defense___
|
||||||
|
jsr TryToPurchaseOnePiece
|
||||||
|
dec tempXroller
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
; and now offensives
|
||||||
|
lda MoneyH,x ; money / 256
|
||||||
|
asl ;*2
|
||||||
|
sta tempXroller ; perform this many purchase attempts
|
||||||
|
@
|
||||||
|
randomize ind_Missile________ ind_Dirt_Charge____
|
||||||
|
jsr TryToPurchaseOnePiece
|
||||||
|
dec tempXroller
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|||||||
@@ -73,7 +73,7 @@ pmg .ds $0300
|
|||||||
eif
|
eif
|
||||||
|
|
||||||
song_data
|
song_data
|
||||||
ins 'mmm_16.lzs'
|
ins 'mmm_16.lzs'
|
||||||
song_end
|
song_end
|
||||||
|
|
||||||
POKEY = $D200
|
POKEY = $D200
|
||||||
@@ -456,7 +456,7 @@ quit
|
|||||||
ini main
|
ini main
|
||||||
; ---
|
; ---
|
||||||
|
|
||||||
opt l-
|
;opt l-
|
||||||
|
|
||||||
.MACRO SPRITES
|
.MACRO SPRITES
|
||||||
missiles
|
missiles
|
||||||
|
|||||||
Executable → Regular
Executable → Regular
Executable → Regular
|
Before Width: | Height: | Size: 190 B After Width: | Height: | Size: 190 B |
Binary file not shown.
Executable → Regular
Executable → Regular
BIN
Binary file not shown.
Executable → Regular
Executable → Regular
Binary file not shown.
+179
-400
@@ -14,16 +14,15 @@ dliColorsFore
|
|||||||
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||||
TextForegroundColor = $0c
|
TextForegroundColor = $0c
|
||||||
CashOptionL ;(one zero less than on the screen)
|
CashOptionL ;(one zero less than on the screen)
|
||||||
.by 0,<200,<500,<800,<1000
|
.by 0,<200,<800,<1200,<2000
|
||||||
CashOptionH
|
CashOptionH
|
||||||
.by 0,>200,>500,>800,>1000
|
.by 0,>200,>800,>1200,>2000
|
||||||
GravityTable .by 10,20,25,30,40
|
GravityTable .by 10,20,25,30,40
|
||||||
MaxWindTable .by 5,20,40,60,80
|
MaxWindTable .by 5,20,40,70,99
|
||||||
RoundsTable .by 10,20,30,40,50
|
RoundsTable .by 10,20,30,40,50
|
||||||
flyDelayTable .by 255,150,75,35,1
|
flyDelayTable .by 255,150,75,35,1
|
||||||
seppukuTable .by 255, 45,25,15,9
|
seppukuTable .by 255, 45,25,15,9
|
||||||
;------------------------------------------------
|
;------------------------------------------------
|
||||||
|
|
||||||
LevelNameBeginL ; begins of level names
|
LevelNameBeginL ; begins of level names
|
||||||
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
|
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
|
||||||
.by <(NamesOfLevels+32),<(NamesOfLevels+42),<(NamesOfLevels+52)
|
.by <(NamesOfLevels+32),<(NamesOfLevels+42),<(NamesOfLevels+52)
|
||||||
@@ -37,31 +36,25 @@ TanksWeaponsTableL
|
|||||||
.by <TanksWeapon1,<TanksWeapon2,<TanksWeapon3,<TanksWeapon4,<TanksWeapon5,<TanksWeapon6
|
.by <TanksWeapon1,<TanksWeapon2,<TanksWeapon3,<TanksWeapon4,<TanksWeapon5,<TanksWeapon6
|
||||||
TanksWeaponsTableH
|
TanksWeaponsTableH
|
||||||
.by >TanksWeapon1,>TanksWeapon2,>TanksWeapon3,>TanksWeapon4,>TanksWeapon5,>TanksWeapon6
|
.by >TanksWeapon1,>TanksWeapon2,>TanksWeapon3,>TanksWeapon4,>TanksWeapon5,>TanksWeapon6
|
||||||
;-----4x4 texts-----
|
|
||||||
|
|
||||||
|
;-----4x4 texts-----
|
||||||
LineTop
|
LineTop
|
||||||
dta d"(%%%%%%%%%%%%)"
|
dta d"(%%%%%%%%%%%%)", $ff
|
||||||
.byte $ff
|
|
||||||
;# - vertical, () * +, % - horizontal
|
;# - vertical, () * +, % - horizontal
|
||||||
LineBottom
|
LineBottom
|
||||||
dta d"*%%%%%%%%%%%%+"
|
dta d"*%%%%%%%%%%%%+", $ff
|
||||||
.byte $ff
|
|
||||||
LineEmpty
|
LineEmpty
|
||||||
dta d"# #"
|
dta d"# #", $ff
|
||||||
.byte $ff
|
|
||||||
LineHeader2
|
LineHeader2
|
||||||
dta d"# RESULTS #"
|
dta d"# RESULTS #", $ff
|
||||||
.byte $ff
|
|
||||||
LineGameOver
|
LineGameOver
|
||||||
dta d"# GAME OVER #"
|
dta d"# GAME OVER #", $ff
|
||||||
.byte $ff
|
|
||||||
seppukuText
|
seppukuText
|
||||||
dta d"# SEPPUKU! #"
|
dta d"# SEPPUKU! #", $ff
|
||||||
.byte $ff
|
areYouSureText
|
||||||
|
dta d"# SURE? Y/N #", $ff
|
||||||
lineClear
|
lineClear
|
||||||
dta d" "
|
dta d" ", $ff
|
||||||
.byte $ff
|
|
||||||
|
|
||||||
|
|
||||||
;-----------
|
;-----------
|
||||||
pmtableL ; addressess of the P/M memory for 5 tanks (6th is without P/M background)
|
pmtableL ; addressess of the P/M memory for 5 tanks (6th is without P/M background)
|
||||||
@@ -77,32 +70,6 @@ pmtableH
|
|||||||
.by >(pmgraph+$700)
|
.by >(pmgraph+$700)
|
||||||
.by >(pmgraph+$300)
|
.by >(pmgraph+$300)
|
||||||
;-----------
|
;-----------
|
||||||
; this table changes Angle to the appropriate tank character
|
|
||||||
BarrelTableL
|
|
||||||
.by $02,$02,$02,$02,$02,$02,$02,$02
|
|
||||||
.by $04,$04,$04,$04,$04,$04,$04,$04
|
|
||||||
.by $06,$06,$06,$06,$06,$06,$06,$06,$06
|
|
||||||
.by $08,$08,$08,$08,$08,$08,$08,$08
|
|
||||||
.by $0a,$0a,$0a,$0a,$0a,$0a,$0a,$0a
|
|
||||||
.by $0c,$0c,$0c,$0c,$0c,$0c,$0c,$0c,$0c
|
|
||||||
.by $0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e
|
|
||||||
.by $10,$10,$10,$10,$10,$10,$10,$10
|
|
||||||
.by $12,$12,$12,$12,$12,$12,$12,$12,$12
|
|
||||||
.by $14,$14,$14,$14,$14,$14,$14,$14
|
|
||||||
.by $16,$16,$16,$16,$16,$16,$16,$16
|
|
||||||
BarrelTableR
|
|
||||||
.by $2c,$2c,$2c,$2c,$2c,$2c,$2c,$2c
|
|
||||||
.by $2a,$2a,$2a,$2a,$2a,$2a,$2a,$2a
|
|
||||||
.by $28,$28,$28,$28,$28,$28,$28,$28,$28
|
|
||||||
.by $26,$26,$26,$26,$26,$26,$26,$26
|
|
||||||
.by $24,$24,$24,$24,$24,$24,$24,$24
|
|
||||||
.by $22,$22,$22,$22,$22,$22,$22,$22,$22
|
|
||||||
.by $20,$20,$20,$20,$20,$20,$20,$20
|
|
||||||
.by $1e,$1e,$1e,$1e,$1e,$1e,$1e,$1e
|
|
||||||
.by $1c,$1c,$1c,$1c,$1c,$1c,$1c,$1c,$1c
|
|
||||||
.by $1a,$1a,$1a,$1a,$1a,$1a,$1a,$1a
|
|
||||||
.by $18,$18,$18,$18,$18,$18,$18,$18
|
|
||||||
|
|
||||||
sintable
|
sintable
|
||||||
.by 0
|
.by 0
|
||||||
.by 4
|
.by 4
|
||||||
@@ -217,328 +184,102 @@ disktance ;tanks distance
|
|||||||
|
|
||||||
; this table is for deciding where a tank should slide
|
; this table is for deciding where a tank should slide
|
||||||
; accordingly to what is below the tank
|
; accordingly to what is below the tank
|
||||||
; there are 3 bits used here
|
; values in table mean that tank is moving to the left
|
||||||
; bit 0 - go down
|
SlideLeftTable
|
||||||
; bit 1 - go left
|
.BY %00000001
|
||||||
; bit 2 - go right
|
.BY %00000010
|
||||||
; position in the table equals to bit pattern of soil below tank
|
.BY %00000011
|
||||||
|
.BY %00000100
|
||||||
|
.BY %00000101
|
||||||
|
.BY %00000110
|
||||||
|
.BY %00000111
|
||||||
|
.BY %00001100
|
||||||
|
|
||||||
WhereToSlideTable
|
;-----------------------------------------------------------
|
||||||
; we have 3 bits, when set: 2 - go left, 1 - go right, 0 - go down
|
; this table changes Angle to the appropriate tank character
|
||||||
.BY %001 ; 00000000
|
BarrelTable
|
||||||
.BY %101 ; 00000001
|
|
||||||
.BY %100 ; 00000010
|
.by $2C,$2C,$2C,$2C,$2C,$2C,$2C,$2C,$2A,$2A,
|
||||||
.BY %100 ; 00000011
|
.by $2A,$2A,$2A,$2A,$2A,$2A,$28,$28,$28,$28,
|
||||||
.BY %100 ; 00000100
|
.by $28,$28,$28,$28,$28,$26,$26,$26,$26,$26,
|
||||||
.BY %100 ; 00000101
|
.by $26,$26,$26,$24,$24,$24,$24,$24,$24,$24,
|
||||||
.BY %100 ; 00000110
|
.by $24,$22,$22,$22,$22,$22,$22,$22,$22,$22,
|
||||||
.BY %100 ; 00000111
|
.by $20,$20,$20,$20,$20,$20,$20,$20,$1E,$1E,
|
||||||
.BY %000 ; 00001000
|
.by $1E,$1E,$1E,$1E,$1E,$1E,$1C,$1C,$1C,$1C,
|
||||||
.BY %000 ; 00001001
|
.by $1C,$1C,$1C,$1C,$1C,$1A,$1A,$1A,$1A,$1A,
|
||||||
.BY %000 ; 00001010
|
.by $1A,$1A,$1A,$18,$18,$18,$18,$18,$18,$18,
|
||||||
.BY %000 ; 00001011
|
;.by $18,
|
||||||
.BY %100 ; 00001100
|
|
||||||
.BY %000 ; 00001101
|
.by $16,$16,$16,$16,$16,$16,$16,$16,$14,$14,
|
||||||
.BY %000 ; 00001110
|
.by $14,$14,$14,$14,$14,$14,$12,$12,$12,$12,
|
||||||
.BY %000 ; 00001111
|
.by $12,$12,$12,$12,$12,$10,$10,$10,$10,$10,
|
||||||
.BY %000 ; 00010000
|
.by $10,$10,$10,$0E,$0E,$0E,$0E,$0E,$0E,$0E,
|
||||||
.BY %000 ; 00010001
|
.by $0E,$0C,$0C,$0C,$0C,$0C,$0C,$0C,$0C,$0C,
|
||||||
.BY %000 ; 00010010
|
.by $0A,$0A,$0A,$0A,$0A,$0A,$0A,$0A,$08,$08,
|
||||||
.BY %000 ; 00010011
|
.by $08,$08,$08,$08,$08,$08,$06,$06,$06,$06,
|
||||||
.BY %000 ; 00010100
|
.by $06,$06,$06,$06,$06,$04,$04,$04,$04,$04,
|
||||||
.BY %000 ; 00010101
|
.by $04,$04,$04,$02,$02,$02,$02,$02,$02,$02,
|
||||||
.BY %000 ; 00010110
|
.by $02,
|
||||||
.BY %000 ; 00010111
|
|
||||||
.BY %000 ; 00011000
|
|
||||||
.BY %000 ; 00011001
|
|
||||||
.BY %000 ; 00011010
|
|
||||||
.BY %000 ; 00011011
|
|
||||||
.BY %000 ; 00011100
|
|
||||||
.BY %000 ; 00011101
|
|
||||||
.BY %000 ; 00011110
|
|
||||||
.BY %000 ; 00011111
|
|
||||||
.BY %010 ; 00100000
|
|
||||||
.BY %000 ; 00100001
|
|
||||||
.BY %000 ; 00100010
|
|
||||||
.BY %000 ; 00100011
|
|
||||||
.BY %000 ; 00100100
|
|
||||||
.BY %000 ; 00100101
|
|
||||||
.BY %000 ; 00100110
|
|
||||||
.BY %000 ; 00100111
|
|
||||||
.BY %000 ; 00101000
|
|
||||||
.BY %000 ; 00101001
|
|
||||||
.BY %000 ; 00101010
|
|
||||||
.BY %000 ; 00101011
|
|
||||||
.BY %000 ; 00101100
|
|
||||||
.BY %000 ; 00101101
|
|
||||||
.BY %000 ; 00101110
|
|
||||||
.BY %000 ; 00101111
|
|
||||||
.BY %010 ; 00110000
|
|
||||||
.BY %000 ; 00110001
|
|
||||||
.BY %000 ; 00110010
|
|
||||||
.BY %000 ; 00110011
|
|
||||||
.BY %000 ; 00110100
|
|
||||||
.BY %000 ; 00110101
|
|
||||||
.BY %000 ; 00110110
|
|
||||||
.BY %000 ; 00110111
|
|
||||||
.BY %000 ; 00111000
|
|
||||||
.BY %000 ; 00111001
|
|
||||||
.BY %000 ; 00111010
|
|
||||||
.BY %000 ; 00111011
|
|
||||||
.BY %000 ; 00111100
|
|
||||||
.BY %000 ; 00111101
|
|
||||||
.BY %000 ; 00111110
|
|
||||||
.BY %000 ; 00111111
|
|
||||||
.BY %010 ; 01000000
|
|
||||||
.BY %000 ; 01000001
|
|
||||||
.BY %000 ; 01000010
|
|
||||||
.BY %000 ; 01000011
|
|
||||||
.BY %000 ; 01000100
|
|
||||||
.BY %000 ; 01000101
|
|
||||||
.BY %000 ; 01000110
|
|
||||||
.BY %000 ; 01000111
|
|
||||||
.BY %000 ; 01001000
|
|
||||||
.BY %000 ; 01001001
|
|
||||||
.BY %000 ; 01001010
|
|
||||||
.BY %000 ; 01001011
|
|
||||||
.BY %000 ; 01001100
|
|
||||||
.BY %000 ; 01001101
|
|
||||||
.BY %000 ; 01001110
|
|
||||||
.BY %000 ; 01001111
|
|
||||||
.BY %000 ; 01010000
|
|
||||||
.BY %000 ; 01010001
|
|
||||||
.BY %000 ; 01010010
|
|
||||||
.BY %000 ; 01010011
|
|
||||||
.BY %000 ; 01010100
|
|
||||||
.BY %000 ; 01010101
|
|
||||||
.BY %000 ; 01010110
|
|
||||||
.BY %000 ; 01010111
|
|
||||||
.BY %000 ; 01011000
|
|
||||||
.BY %000 ; 01011001
|
|
||||||
.BY %000 ; 01011010
|
|
||||||
.BY %000 ; 01011011
|
|
||||||
.BY %000 ; 01011100
|
|
||||||
.BY %000 ; 01011101
|
|
||||||
.BY %000 ; 01011110
|
|
||||||
.BY %000 ; 01011111
|
|
||||||
.BY %010 ; 01100000
|
|
||||||
.BY %000 ; 01100001
|
|
||||||
.BY %000 ; 01100010
|
|
||||||
.BY %000 ; 01100011
|
|
||||||
.BY %000 ; 01100100
|
|
||||||
.BY %000 ; 01100101
|
|
||||||
.BY %000 ; 01100110
|
|
||||||
.BY %000 ; 01100111
|
|
||||||
.BY %000 ; 01101000
|
|
||||||
.BY %000 ; 01101001
|
|
||||||
.BY %000 ; 01101010
|
|
||||||
.BY %000 ; 01101011
|
|
||||||
.BY %000 ; 01101100
|
|
||||||
.BY %000 ; 01101101
|
|
||||||
.BY %000 ; 01101110
|
|
||||||
.BY %000 ; 01101111
|
|
||||||
.BY %000 ; 01110000
|
|
||||||
.BY %000 ; 01110001
|
|
||||||
.BY %000 ; 01110010
|
|
||||||
.BY %000 ; 01110011
|
|
||||||
.BY %000 ; 01110100
|
|
||||||
.BY %000 ; 01110101
|
|
||||||
.BY %000 ; 01110110
|
|
||||||
.BY %000 ; 01110111
|
|
||||||
.BY %000 ; 01111000
|
|
||||||
.BY %000 ; 01111001
|
|
||||||
.BY %000 ; 01111010
|
|
||||||
.BY %000 ; 01111011
|
|
||||||
.BY %000 ; 01111100
|
|
||||||
.BY %000 ; 01111101
|
|
||||||
.BY %000 ; 01111110
|
|
||||||
.BY %000 ; 01111111
|
|
||||||
.BY %011 ; 10000000
|
|
||||||
.BY %000 ; 10000001
|
|
||||||
.BY %000 ; 10000010
|
|
||||||
.BY %000 ; 10000011
|
|
||||||
.BY %000 ; 10000100
|
|
||||||
.BY %000 ; 10000101
|
|
||||||
.BY %000 ; 10000110
|
|
||||||
.BY %000 ; 10000111
|
|
||||||
.BY %000 ; 10001000
|
|
||||||
.BY %000 ; 10001001
|
|
||||||
.BY %000 ; 10001010
|
|
||||||
.BY %000 ; 10001011
|
|
||||||
.BY %000 ; 10001100
|
|
||||||
.BY %000 ; 10001101
|
|
||||||
.BY %000 ; 10001110
|
|
||||||
.BY %000 ; 10001111
|
|
||||||
.BY %000 ; 10010000
|
|
||||||
.BY %000 ; 10010001
|
|
||||||
.BY %000 ; 10010010
|
|
||||||
.BY %000 ; 10010011
|
|
||||||
.BY %000 ; 10010100
|
|
||||||
.BY %000 ; 10010101
|
|
||||||
.BY %000 ; 10010110
|
|
||||||
.BY %000 ; 10010111
|
|
||||||
.BY %000 ; 10011000
|
|
||||||
.BY %000 ; 10011001
|
|
||||||
.BY %000 ; 10011010
|
|
||||||
.BY %000 ; 10011011
|
|
||||||
.BY %000 ; 10011100
|
|
||||||
.BY %000 ; 10011101
|
|
||||||
.BY %000 ; 10011110
|
|
||||||
.BY %000 ; 10011111
|
|
||||||
.BY %010 ; 10100000
|
|
||||||
.BY %000 ; 10100001
|
|
||||||
.BY %000 ; 10100010
|
|
||||||
.BY %000 ; 10100011
|
|
||||||
.BY %000 ; 10100100
|
|
||||||
.BY %000 ; 10100101
|
|
||||||
.BY %000 ; 10100110
|
|
||||||
.BY %000 ; 10100111
|
|
||||||
.BY %000 ; 10101000
|
|
||||||
.BY %000 ; 10101001
|
|
||||||
.BY %000 ; 10101010
|
|
||||||
.BY %000 ; 10101011
|
|
||||||
.BY %000 ; 10101100
|
|
||||||
.BY %000 ; 10101101
|
|
||||||
.BY %000 ; 10101110
|
|
||||||
.BY %000 ; 10101111
|
|
||||||
.BY %000 ; 10110000
|
|
||||||
.BY %000 ; 10110001
|
|
||||||
.BY %000 ; 10110010
|
|
||||||
.BY %000 ; 10110011
|
|
||||||
.BY %000 ; 10110100
|
|
||||||
.BY %000 ; 10110101
|
|
||||||
.BY %000 ; 10110110
|
|
||||||
.BY %000 ; 10110111
|
|
||||||
.BY %000 ; 10111000
|
|
||||||
.BY %000 ; 10111001
|
|
||||||
.BY %000 ; 10111010
|
|
||||||
.BY %000 ; 10111011
|
|
||||||
.BY %000 ; 10111100
|
|
||||||
.BY %000 ; 10111101
|
|
||||||
.BY %000 ; 10111110
|
|
||||||
.BY %000 ; 10111111
|
|
||||||
.BY %010 ; 11000000
|
|
||||||
.BY %000 ; 11000001
|
|
||||||
.BY %000 ; 11000010
|
|
||||||
.BY %000 ; 11000011
|
|
||||||
.BY %000 ; 11000100
|
|
||||||
.BY %000 ; 11000101
|
|
||||||
.BY %000 ; 11000110
|
|
||||||
.BY %000 ; 11000111
|
|
||||||
.BY %000 ; 11001000
|
|
||||||
.BY %000 ; 11001001
|
|
||||||
.BY %000 ; 11001010
|
|
||||||
.BY %000 ; 11001011
|
|
||||||
.BY %000 ; 11001100
|
|
||||||
.BY %000 ; 11001101
|
|
||||||
.BY %000 ; 11001110
|
|
||||||
.BY %000 ; 11001111
|
|
||||||
.BY %000 ; 11010000
|
|
||||||
.BY %000 ; 11010001
|
|
||||||
.BY %000 ; 11010010
|
|
||||||
.BY %000 ; 11010011
|
|
||||||
.BY %000 ; 11010100
|
|
||||||
.BY %000 ; 11010101
|
|
||||||
.BY %000 ; 11010110
|
|
||||||
.BY %000 ; 11010111
|
|
||||||
.BY %000 ; 11011000
|
|
||||||
.BY %000 ; 11011001
|
|
||||||
.BY %000 ; 11011010
|
|
||||||
.BY %000 ; 11011011
|
|
||||||
.BY %000 ; 11011100
|
|
||||||
.BY %000 ; 11011101
|
|
||||||
.BY %000 ; 11011110
|
|
||||||
.BY %000 ; 11011111
|
|
||||||
.BY %010 ; 11100000
|
|
||||||
.BY %000 ; 11100001
|
|
||||||
.BY %000 ; 11100010
|
|
||||||
.BY %000 ; 11100011
|
|
||||||
.BY %000 ; 11100100
|
|
||||||
.BY %000 ; 11100101
|
|
||||||
.BY %000 ; 11100110
|
|
||||||
.BY %000 ; 11100111
|
|
||||||
.BY %000 ; 11101000
|
|
||||||
.BY %000 ; 11101001
|
|
||||||
.BY %000 ; 11101010
|
|
||||||
.BY %000 ; 11101011
|
|
||||||
.BY %000 ; 11101100
|
|
||||||
.BY %000 ; 11101101
|
|
||||||
.BY %000 ; 11101110
|
|
||||||
.BY %000 ; 11101111
|
|
||||||
.BY %000 ; 11110000
|
|
||||||
.BY %000 ; 11110001
|
|
||||||
.BY %000 ; 11110010
|
|
||||||
.BY %000 ; 11110011
|
|
||||||
.BY %000 ; 11110100
|
|
||||||
.BY %000 ; 11110101
|
|
||||||
.BY %000 ; 11110110
|
|
||||||
.BY %000 ; 11110111
|
|
||||||
.BY %000 ; 11111000
|
|
||||||
.BY %000 ; 11111001
|
|
||||||
.BY %000 ; 11111010
|
|
||||||
.BY %000 ; 11111011
|
|
||||||
.BY %000 ; 11111100
|
|
||||||
.BY %000 ; 11111101
|
|
||||||
.BY %000 ; 11111110
|
|
||||||
.BY %000 ; 11111111
|
|
||||||
|
|
||||||
EndOfTheBarrelX
|
EndOfTheBarrelX
|
||||||
.by 4,4,4,4,4,4,4,4,4,4,4
|
; right angles from 0 (horizontally right) to 90 (up)
|
||||||
.by 5,5,5,5,5,5,5,5,5,5
|
|
||||||
.by 6,6,6,6,6,6,6,6,6
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
.by 7,6,6,6,6,6,6,6,6,6,
|
||||||
.by 0,0,0,0
|
.by 5,5,5,5,5,5,5,5,5,5,
|
||||||
|
.by 4,4,4,4,4,4,4,4,4,4,
|
||||||
|
;.by 4,
|
||||||
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
; left angles from 90 (vertical) to 180 (horizontally left)
|
||||||
.by 0,0,0,0,0,0,0,0,0,0,0,0,0
|
.by 3,3,3,3,3,3,3,3,3,3,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
.by 3,2,2,2,2,2,2,2,2,2,
|
||||||
.by 0,0,0,0,0,0,0,0,0
|
.by 2,1,1,1,1,1,1,1,1,1,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
.by 1,1,1,1,1,1,1,1,1
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
.by 2,2,2,2,2,2,2,2,2,2
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
.by 3,3,3,3,3,3,3,3,3,3,3
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
|
.by 0
|
||||||
|
|
||||||
EndOfTheBarrelY
|
EndOfTheBarrelY
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7
|
; right angles from 0 (horizontally right) to 90 (up)
|
||||||
.by 7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7
|
; one pixel Up for fix problems with colision check
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
|
;.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
||||||
.by 6,6,6,6,6,6,6,6,6
|
.by 4,4,4,4,4,4,4,4,4,4,
|
||||||
.by 5,5,5,5,5,5,5,5,5,5
|
.by 4,4,4,4,4,4,4,4,4,4,
|
||||||
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
|
.by 4,4,4,4,4,4,4,5,5,5,
|
||||||
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
.by 5,5,5,5,5,5,5,6,6,6,
|
||||||
|
.by 6,6,6,6,6,6,7,7,7,7,
|
||||||
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
|
;.by 7,
|
||||||
|
|
||||||
|
; left angles from 90 (vertical) to 180 (horizontally left)
|
||||||
|
|
||||||
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
|
.by 7,7,7,7,7,6,6,6,6,6,
|
||||||
|
.by 6,6,6,6,5,5,5,5,5,5,
|
||||||
|
.by 5,5,5,5,4,4,4,4,4,4,
|
||||||
|
.by 4,4,4,4,4,4,4,4,4,4,
|
||||||
|
.by 4,4,4,4,4,4,4,4,4,4,
|
||||||
|
.by 4,
|
||||||
|
; one pixel Up for fix problems with colision check
|
||||||
|
;.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
||||||
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0
|
|
||||||
|
|
||||||
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
|
||||||
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
|
|
||||||
.by 5,5,5,5,5,5,5,5,5,5
|
|
||||||
.by 6,6,6,6,6,6,6,6,6
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
|
|
||||||
TanksNamesDefault
|
TanksNamesDefault
|
||||||
dta d"1st.Tank"
|
dta d"1st.Tank"
|
||||||
dta d"2nd.Tank"
|
dta d"2nd.Tank"
|
||||||
@@ -547,7 +288,6 @@ TanksNamesDefault
|
|||||||
dta d"5th.Tank"
|
dta d"5th.Tank"
|
||||||
dta d"6th.Tank"
|
dta d"6th.Tank"
|
||||||
|
|
||||||
|
|
||||||
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||||
.by >price_Baby_Missile___
|
.by >price_Baby_Missile___
|
||||||
.by >price_Missile________
|
.by >price_Missile________
|
||||||
@@ -597,13 +337,14 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price______________45
|
.by >price______________45
|
||||||
.by >price______________46
|
.by >price______________46
|
||||||
.by >price______________47
|
.by >price______________47
|
||||||
.by >price_Heat_Guidance__
|
.by >price_White_Flag_____
|
||||||
|
.by >price_Battery________
|
||||||
.by >price_Bal_Guidance___
|
.by >price_Bal_Guidance___
|
||||||
.by >price_Horz_Guidance__
|
.by >price_Horz_Guidance__
|
||||||
.by >price_Vert_Guidance__
|
.by >price_Vert_Guidance__
|
||||||
.by >price_Lazy_Boy_______
|
.by >price_Lazy_Boy_______
|
||||||
.by >price_Parachute______
|
.by >price_Parachute______
|
||||||
.by >price_Battery________
|
.by >price_StrongParachute
|
||||||
.by >price_Mag_Deflector__
|
.by >price_Mag_Deflector__
|
||||||
.by >price_Shield_________
|
.by >price_Shield_________
|
||||||
.by >price_Force_Shield___
|
.by >price_Force_Shield___
|
||||||
@@ -611,8 +352,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price_Super_Mag______
|
.by >price_Super_Mag______
|
||||||
.by >price_Auto_Defense___
|
.by >price_Auto_Defense___
|
||||||
.by >price_Fuel_Tank______
|
.by >price_Fuel_Tank______
|
||||||
.by >price_Contact_Trigger
|
.by >price_Nuclear_Winter_
|
||||||
.by >price_White_Flag_____
|
|
||||||
|
|
||||||
WeaponPriceL
|
WeaponPriceL
|
||||||
.by <price_Baby_Missile___
|
.by <price_Baby_Missile___
|
||||||
@@ -663,13 +403,14 @@ WeaponPriceL
|
|||||||
.by <price______________45
|
.by <price______________45
|
||||||
.by <price______________46
|
.by <price______________46
|
||||||
.by <price______________47
|
.by <price______________47
|
||||||
.by <price_Heat_Guidance__
|
.by <price_White_Flag_____
|
||||||
|
.by <price_Battery________
|
||||||
.by <price_Bal_Guidance___
|
.by <price_Bal_Guidance___
|
||||||
.by <price_Horz_Guidance__
|
.by <price_Horz_Guidance__
|
||||||
.by <price_Vert_Guidance__
|
.by <price_Vert_Guidance__
|
||||||
.by <price_Lazy_Boy_______
|
.by <price_Lazy_Boy_______
|
||||||
.by <price_Parachute______
|
.by <price_Parachute______
|
||||||
.by <price_Battery________
|
.by <price_StrongParachute
|
||||||
.by <price_Mag_Deflector__
|
.by <price_Mag_Deflector__
|
||||||
.by <price_Shield_________
|
.by <price_Shield_________
|
||||||
.by <price_Force_Shield___
|
.by <price_Force_Shield___
|
||||||
@@ -677,8 +418,7 @@ WeaponPriceL
|
|||||||
.by <price_Super_Mag______
|
.by <price_Super_Mag______
|
||||||
.by <price_Auto_Defense___
|
.by <price_Auto_Defense___
|
||||||
.by <price_Fuel_Tank______
|
.by <price_Fuel_Tank______
|
||||||
.by <price_Contact_Trigger
|
.by <price_Nuclear_Winter_
|
||||||
.by <price_White_Flag_____
|
|
||||||
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
; how many units (bulletd) of a given weapon we get for a given price
|
; how many units (bulletd) of a given weapon we get for a given price
|
||||||
@@ -689,18 +429,18 @@ WeaponPriceL
|
|||||||
WeaponUnits
|
WeaponUnits
|
||||||
.by 10 ;Baby_Missile___
|
.by 10 ;Baby_Missile___
|
||||||
.by 5 ;Missile________
|
.by 5 ;Missile________
|
||||||
.by 3 ;Baby_Nuke______
|
.by 2 ;Baby_Nuke______
|
||||||
.by 1 ;Nuke___________
|
.by 1 ;Nuke___________
|
||||||
.by 2 ;LeapFrog_______
|
.by 2 ;LeapFrog_______
|
||||||
.by 2 ;Funky_Bomb_____
|
.by 3 ;Funky_Bomb_____
|
||||||
.by 3 ;MIRV___________
|
.by 2 ;MIRV___________
|
||||||
.by 1 ;Death_s_Head___
|
.by 1 ;Death_s_Head___
|
||||||
.by 10 ;Napalm_________
|
.by 10 ;Napalm_________
|
||||||
.by 2 ;Hot_Napalm_____
|
.by 2 ;Hot_Napalm_____
|
||||||
.by 20 ;Tracer_________
|
.by 20 ;Tracer_________
|
||||||
.by 10 ;Smoke_Tracer___
|
.by 10 ;Smoke_Tracer___
|
||||||
.by 10 ;Baby_Roller____
|
.by 5 ;Baby_Roller____
|
||||||
.by 5 ;Roller_________
|
.by 3 ;Roller_________
|
||||||
.by 2 ;Heavy_Roller___
|
.by 2 ;Heavy_Roller___
|
||||||
.by 5 ;Riot_Charge____
|
.by 5 ;Riot_Charge____
|
||||||
.by 2 ;Riot_Blast_____
|
.by 2 ;Riot_Blast_____
|
||||||
@@ -712,9 +452,9 @@ WeaponUnits
|
|||||||
.by 10 ;Baby_Sandhog___
|
.by 10 ;Baby_Sandhog___
|
||||||
.by 5 ;Sandhog________
|
.by 5 ;Sandhog________
|
||||||
.by 2 ;Heavy_Sandhog__
|
.by 2 ;Heavy_Sandhog__
|
||||||
.by 10 ;Dirt_Clod______
|
.by 5 ;Dirt_Clod______
|
||||||
.by 5 ;Dirt_Ball______
|
.by 3 ;Dirt_Ball______
|
||||||
.by 2 ;Ton_of_Dirt____
|
.by 1 ;Ton_of_Dirt____
|
||||||
.by 4 ;Liquid_Dirt____
|
.by 4 ;Liquid_Dirt____
|
||||||
.by 2 ;Dirt_Charge____
|
.by 2 ;Dirt_Charge____
|
||||||
.by 10 ;Earth_Disrupter
|
.by 10 ;Earth_Disrupter
|
||||||
@@ -735,13 +475,14 @@ WeaponUnits
|
|||||||
.by 0 ;_____________45
|
.by 0 ;_____________45
|
||||||
.by 0 ;_____________46
|
.by 0 ;_____________46
|
||||||
.by 0 ;_____________47
|
.by 0 ;_____________47
|
||||||
.by 6 ;Heat_Guidance__
|
.by 1 ;White_Flag___48
|
||||||
|
.by 3 ;Battery________
|
||||||
.by 2 ;Bal_Guidance___
|
.by 2 ;Bal_Guidance___
|
||||||
.by 5 ;Horz_Guidance__
|
.by 5 ;Horz_Guidance__
|
||||||
.by 5 ;Vert_Guidance__
|
.by 5 ;Vert_Guidance__
|
||||||
.by 2 ;Lazy_Boy_______
|
.by 2 ;Lazy_Boy_______
|
||||||
.by 8 ;Parachute______
|
.by 3 ;Parachute______
|
||||||
.by 10 ;Battery________
|
.by 2 ;StrongParachute
|
||||||
.by 2 ;Mag_Deflector__
|
.by 2 ;Mag_Deflector__
|
||||||
.by 3 ;Shield_________
|
.by 3 ;Shield_________
|
||||||
.by 3 ;Force_Shield___
|
.by 3 ;Force_Shield___
|
||||||
@@ -749,8 +490,7 @@ WeaponUnits
|
|||||||
.by 2 ;Super_Mag______
|
.by 2 ;Super_Mag______
|
||||||
.by 1 ;Auto_Defense___
|
.by 1 ;Auto_Defense___
|
||||||
.by 10 ;Fuel_Tank______
|
.by 10 ;Fuel_Tank______
|
||||||
.by 25 ;Contact_Trigger
|
.by 1 ;Nuclear_Winter_
|
||||||
.by 1 ;_____________63
|
|
||||||
|
|
||||||
PurchaseMeTable ;weapons good to be purchased by the robot
|
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||||
;the comment is an index in the tables
|
;the comment is an index in the tables
|
||||||
@@ -802,6 +542,22 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
|||||||
dta 0 ;"----------------" ; 45
|
dta 0 ;"----------------" ; 45
|
||||||
dta 0 ;"----------------" ; 46
|
dta 0 ;"----------------" ; 46
|
||||||
dta 0 ;"----------------" ; 47
|
dta 0 ;"----------------" ; 47
|
||||||
|
dta 0 ;"White Flag " ; 48
|
||||||
|
dta 1 ;"Battery " ; 49
|
||||||
|
dta 0 ;"Bal Guidance " ; 50
|
||||||
|
dta 0 ;"Horz Guidance " ; 51
|
||||||
|
dta 0 ;"Vert Guidance " ; 52
|
||||||
|
dta 0 ;"Lazy Boy " ; 53
|
||||||
|
dta 1 ;"Parachute " ; 54
|
||||||
|
dta 1 ;"Strong Parachute" ; 55
|
||||||
|
dta 1 ;"Mag Deflector " ; 56
|
||||||
|
dta 1 ;"Shield " ; 57
|
||||||
|
dta 1 ;"Force Shield " ; 58
|
||||||
|
dta 1 ;"Heavy Shield " ; 59
|
||||||
|
dta 0 ;"Super Mag " ; 60
|
||||||
|
dta 1 ;"Auto Defense " ; 61
|
||||||
|
dta 0 ;"Fuel Tank " ; 62
|
||||||
|
dta 0 ;"Nuclear Winter " ; 63
|
||||||
|
|
||||||
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
@@ -813,8 +569,8 @@ WeaponSymbols
|
|||||||
.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
|
.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
|
||||||
.by $20,$00,$00,$00,$00,$00,$00,$00
|
.by $20,$00,$00,$00,$00,$00,$00,$00
|
||||||
.by $00,$00,$00,$00,$00,$00,$00,$00
|
.by $00,$00,$00,$00,$00,$00,$00,$00
|
||||||
.by $02,$03,$06,$1d,$0a,$1b,$1c,$1e
|
.by $5f,$1c,$03,$06,$1d,$0a,$1b,$1b ; defensives
|
||||||
.by $3b,$3c,$3d,$3e,$3f,$5e,$5f,$00
|
.by $1e,$3b,$3c,$3d,$3e,$3f,$5e,$7d
|
||||||
|
|
||||||
; Names of weapons (16 chars long)
|
; Names of weapons (16 chars long)
|
||||||
NamesOfWeapons ;the comment is an index in the tables
|
NamesOfWeapons ;the comment is an index in the tables
|
||||||
@@ -865,26 +621,44 @@ NamesOfWeapons ;the comment is an index in the tables
|
|||||||
dta d"----------------" ; 44
|
dta d"----------------" ; 44
|
||||||
dta d"----------------" ; 45
|
dta d"----------------" ; 45
|
||||||
dta d"----------------" ; 46
|
dta d"----------------" ; 46
|
||||||
dta d"----------------" ; 47
|
dta d" " ; 47 ; special (no weapon) name to simplify display
|
||||||
|
|
||||||
dta d"Heat Guidance " ; 48 ($30)
|
dta d"White Flag " ; 48 ($30)
|
||||||
dta d"Bal Guidance " ; 49
|
dta d"Battery " ; 49
|
||||||
dta d"Horz Guidance " ; 50
|
dta d"Bal Guidance " ; 50
|
||||||
dta d"Vert Guidance " ; 51
|
dta d"Horz Guidance " ; 51
|
||||||
dta d"Lazy Boy " ; 52
|
dta d"Vert Guidance " ; 52
|
||||||
dta d"Parachute " ; 53
|
dta d"Lazy Boy " ; 53
|
||||||
dta d"Battery " ; 54
|
dta d"Parachute " ; 54 - no energy
|
||||||
dta d"Mag Deflector " ; 55
|
dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
|
||||||
dta d"Shield " ; 56
|
dta d"Mag Deflector " ; 56 - with shield and energy
|
||||||
dta d"Force Shield " ; 57
|
dta d"Shield " ; 57 - shield for one shot - no energy
|
||||||
dta d"Heavy Shield " ; 58
|
dta d"Force Shield " ; 58 - shield with energy and parachute
|
||||||
dta d"Super Mag " ; 59
|
dta d"Heavy Shield " ; 59 - shield with energy
|
||||||
dta d"Auto Defense " ; 60
|
dta d"Super Mag " ; 60
|
||||||
dta d"Fuel Tank " ; 61
|
dta d"Auto Defense " ; 61 - with shield and energy
|
||||||
dta d"Contact Trigger " ; 62
|
dta d"Fuel Tank " ; 62
|
||||||
dta d"White Flag " ; 63
|
dta d"Nuclear Winter " ; 63
|
||||||
|
DefensiveEnergy = * - 48
|
||||||
|
.by 00 ; White Flag
|
||||||
|
.by 00 ; Heat Guidance
|
||||||
|
.by 00 ; Bal Guidance
|
||||||
|
.by 00 ; Horz Guidance
|
||||||
|
.by 00 ; Vert Guidance
|
||||||
|
.by 00 ; Lazy Boy
|
||||||
|
.by 00 ; Parachute
|
||||||
|
.by 99 ; Strong Parachute
|
||||||
|
.by 99 ; Mag Deflector
|
||||||
|
.by 00 ; Shield
|
||||||
|
.by 99 ; Force Shield
|
||||||
|
.by 99 ; Heavy Shield
|
||||||
|
.by 00 ; Super Mag
|
||||||
|
.by 99 ; Auto Defense
|
||||||
|
.by 00 ; Fuel Tank
|
||||||
|
.by 00 ; Nuclear Winter
|
||||||
weaponsOfDeath
|
weaponsOfDeath
|
||||||
dta 0,1,2,3,7,8,9,15,16,17,18,19,20,21,22,23,24,25,26,27
|
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
||||||
|
weaponsOfDeathEnd
|
||||||
joyToKeyTable
|
joyToKeyTable
|
||||||
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
|
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
|
||||||
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
|
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
|
||||||
@@ -903,5 +677,10 @@ scrcodes
|
|||||||
dta d"qrstuvwx"
|
dta d"qrstuvwx"
|
||||||
dta d"yz123456"
|
dta d"yz123456"
|
||||||
dta d"7890." ; "-"
|
dta d"7890." ; "-"
|
||||||
|
;-----------------------------------
|
||||||
|
gameOverSpritesTop
|
||||||
|
; end of the Gover sprites by number of players
|
||||||
|
; 1 2 3 4 5 6
|
||||||
|
.by 130,130,136,142,148,154
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
+105
-31
@@ -23,27 +23,27 @@ price_Napalm_________ = $ffff ;496 ;_8
|
|||||||
price_Hot_Napalm_____ = $ffff ;511 ;_9
|
price_Hot_Napalm_____ = $ffff ;511 ;_9
|
||||||
price_Tracer_________ = 102 ;_10
|
price_Tracer_________ = 102 ;_10
|
||||||
price_Smoke_Tracer___ = 291 ;_11
|
price_Smoke_Tracer___ = 291 ;_11
|
||||||
price_Baby_Roller____ = 689 ;_12
|
price_Baby_Roller____ = 211 ;_12
|
||||||
price_Roller_________ = 600 ;_13
|
price_Roller_________ = 244 ;_13
|
||||||
price_Heavy_Roller___ = 592 ;_14
|
price_Heavy_Roller___ = 326 ;_14
|
||||||
price_Riot_Charge____ = 330 ;_15
|
price_Riot_Charge____ = 230 ;_15
|
||||||
price_Riot_Blast_____ = 341 ;_16
|
price_Riot_Blast_____ = 241 ;_16
|
||||||
price_Riot_Bomb______ = 369 ;_17
|
price_Riot_Bomb______ = 259 ;_17
|
||||||
price_Heavy_Riot_Bomb = 322 ;_18
|
price_Heavy_Riot_Bomb = 272 ;_18
|
||||||
price_Baby_Digger____ = 336 ;_19
|
price_Baby_Digger____ = 136 ;_19
|
||||||
price_Digger_________ = 276 ;_20
|
price_Digger_________ = 176 ;_20
|
||||||
price_Heavy_Digger___ = 253 ;_21
|
price_Heavy_Digger___ = 207 ;_21
|
||||||
price_Baby_Sandhog___ = 218 ;_22
|
price_Baby_Sandhog___ = 158 ;_22
|
||||||
price_Sandhog________ = 191 ;_23
|
price_Sandhog________ = 191 ;_23
|
||||||
price_Heavy_Sandhog__ = 305 ;_24
|
price_Heavy_Sandhog__ = 223 ;_24
|
||||||
price_Dirt_Clod______ = 104 ;_25
|
price_Dirt_Clod______ = 104 ;_25
|
||||||
price_Dirt_Ball______ = 130 ;_26
|
price_Dirt_Ball______ = 130 ;_26
|
||||||
price_Ton_of_Dirt____ = 171 ;_27
|
price_Ton_of_Dirt____ = 171 ;_27
|
||||||
price_Liquid_Dirt____ = 530 ;_28
|
price_Liquid_Dirt____ = 330 ;_28
|
||||||
price_Dirt_Charge____ = 581 ;_29
|
price_Dirt_Charge____ = 343 ;_29
|
||||||
price_Earth_Disrupter = $ffff ;430 ;_30
|
price_Earth_Disrupter = $ffff ;430 ;_30
|
||||||
price_Plasma_Blast___ = $ffff ;274 ;_31
|
price_Plasma_Blast___ = $ffff ;274 ;_31
|
||||||
price_Laser__________ = 577 ;_32
|
price_Laser__________ = 277 ;_32
|
||||||
price______________33 = 0
|
price______________33 = 0
|
||||||
price______________34 = 0
|
price______________34 = 0
|
||||||
price______________35 = 0
|
price______________35 = 0
|
||||||
@@ -59,22 +59,87 @@ price______________44 = 0
|
|||||||
price______________45 = 0
|
price______________45 = 0
|
||||||
price______________46 = 0
|
price______________46 = 0
|
||||||
price______________47 = 0
|
price______________47 = 0
|
||||||
price_Heat_Guidance__ = $ffff ;_48_($30)
|
price_White_Flag_____ = $0 ;_48_($30)
|
||||||
price_Bal_Guidance___ = $ffff ;_49
|
price_Battery________ = 300 ;_49
|
||||||
price_Horz_Guidance__ = $ffff ;_50
|
price_Bal_Guidance___ = $ffff ;_50
|
||||||
price_Vert_Guidance__ = $ffff ;_51
|
price_Horz_Guidance__ = $ffff ;_51
|
||||||
price_Lazy_Boy_______ = $ffff ;_52
|
price_Vert_Guidance__ = $ffff ;_52
|
||||||
price_Parachute______ = 1100 ;_53
|
price_Lazy_Boy_______ = $ffff ;_53
|
||||||
price_Battery________ = $ffff ;_54
|
price_Parachute______ = 234 ;_54
|
||||||
price_Mag_Deflector__ = $ffff ;_55
|
price_StrongParachute = 1000 ;_55
|
||||||
price_Shield_________ = $ffff ;_56
|
price_Mag_Deflector__ = 745 ;_56
|
||||||
price_Force_Shield___ = $ffff ;_57
|
price_Shield_________ = 224 ;_57
|
||||||
price_Heavy_Shield___ = $ffff ;_58
|
price_Force_Shield___ = 1100 ;_58
|
||||||
price_Super_Mag______ = $ffff ;_59
|
price_Heavy_Shield___ = 628 ;_59
|
||||||
price_Auto_Defense___ = $ffff ;_60
|
price_Super_Mag______ = $ffff ;_60
|
||||||
price_Fuel_Tank______ = $ffff ;_61
|
price_Auto_Defense___ = 512 ;_61
|
||||||
price_Contact_Trigger = $ffff ;_62
|
price_Fuel_Tank______ = $ffff ;_62
|
||||||
price_White_Flag_____ = $0 ;_63
|
price_Nuclear_Winter_ = 1000 ;_63
|
||||||
|
;Weapon indexes (numbers)
|
||||||
|
ind_Baby_Missile___ = 0
|
||||||
|
ind_Missile________ = 1
|
||||||
|
ind_Baby_Nuke______ = 2
|
||||||
|
ind_Nuke___________ = 3
|
||||||
|
ind_LeapFrog_______ = 4
|
||||||
|
ind_Funky_Bomb_____ = 5
|
||||||
|
ind_MIRV___________ = 6
|
||||||
|
ind_Death_s_Head___ = 7
|
||||||
|
ind_Napalm_________ = 8
|
||||||
|
ind_Hot_Napalm_____ = 9
|
||||||
|
ind_Tracer_________ = 10
|
||||||
|
ind_Smoke_Tracer___ = 11
|
||||||
|
ind_Baby_Roller____ = 12
|
||||||
|
ind_Roller_________ = 13
|
||||||
|
ind_Heavy_Roller___ = 14
|
||||||
|
ind_Riot_Charge____ = 15
|
||||||
|
ind_Riot_Blast_____ = 16
|
||||||
|
ind_Riot_Bomb______ = 17
|
||||||
|
ind_Heavy_Riot_Bomb = 18
|
||||||
|
ind_Baby_Digger____ = 19
|
||||||
|
ind_Digger_________ = 20
|
||||||
|
ind_Heavy_Digger___ = 21
|
||||||
|
ind_Baby_Sandhog___ = 22
|
||||||
|
ind_Sandhog________ = 23
|
||||||
|
ind_Heavy_Sandhog__ = 24
|
||||||
|
ind_Dirt_Clod______ = 25
|
||||||
|
ind_Dirt_Ball______ = 26
|
||||||
|
ind_Ton_of_Dirt____ = 27
|
||||||
|
ind_Liquid_Dirt____ = 28
|
||||||
|
ind_Dirt_Charge____ = 29
|
||||||
|
ind_Earth_Disrupter = 30
|
||||||
|
ind_Plasma_Blast___ = 31
|
||||||
|
ind_Laser__________ = 32
|
||||||
|
ind______________33 = 0
|
||||||
|
ind______________34 = 0
|
||||||
|
ind______________35 = 0
|
||||||
|
ind______________36 = 0
|
||||||
|
ind______________37 = 0
|
||||||
|
ind______________38 = 0
|
||||||
|
ind______________39 = 0
|
||||||
|
ind______________40 = 0
|
||||||
|
ind______________41 = 0
|
||||||
|
ind______________42 = 0
|
||||||
|
ind______________43 = 0
|
||||||
|
ind______________44 = 0
|
||||||
|
ind______________45 = 0
|
||||||
|
ind______________46 = 0
|
||||||
|
ind______________47 = 0
|
||||||
|
ind_White_Flag_____ = 48
|
||||||
|
ind_Battery________ = 49
|
||||||
|
ind_Bal_Guidance___ = 50
|
||||||
|
ind_Horz_Guidance__ = 51
|
||||||
|
ind_Vert_Guidance__ = 52
|
||||||
|
ind_Lazy_Boy_______ = 53
|
||||||
|
ind_Parachute______ = 54
|
||||||
|
ind_StrongParachute = 55
|
||||||
|
ind_Mag_Deflector__ = 56
|
||||||
|
ind_Shield_________ = 57
|
||||||
|
ind_Force_Shield___ = 58
|
||||||
|
ind_Heavy_Shield___ = 59
|
||||||
|
ind_Super_Mag______ = 60
|
||||||
|
ind_Auto_Defense___ = 61
|
||||||
|
ind_Fuel_Tank______ = 62
|
||||||
|
ind_Nuclear_Winter_ = 63
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
; names of RMT instruments (sfx)
|
; names of RMT instruments (sfx)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
@@ -106,3 +171,12 @@ sfx_keyclick = $18 ;y
|
|||||||
sfx_shoot = $19 ;z
|
sfx_shoot = $19 ;z
|
||||||
sfx_seppuku = $1a ;1
|
sfx_seppuku = $1a ;1
|
||||||
sfx_liquid_dirt = $1b ;2
|
sfx_liquid_dirt = $1b ;2
|
||||||
|
sfx_battery = $1c ;3
|
||||||
|
sfx_white_flag = $1d ;4
|
||||||
|
;--------------------------------
|
||||||
|
; RMT songs (lines)
|
||||||
|
;--------------------------------
|
||||||
|
song_silencio = $00
|
||||||
|
song_end_round = $02
|
||||||
|
song_ingame = $06
|
||||||
|
song_game_over = $0b
|
||||||
|
|||||||
Executable → Regular
+14
-6
@@ -104,7 +104,7 @@ OptionsScreen
|
|||||||
OptionsHere
|
OptionsHere
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
dta d"Players : 2 3 4 5 6 "
|
dta d"Players : 2 3 4 5 6 "
|
||||||
dta d"Cash : none 2K 5K 8K 10K "
|
dta d"Cash : none 2K 8K 12K 20K "
|
||||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||||
dta d"Rounds : 10 20 30 40 50 "
|
dta d"Rounds : 10 20 30 40 50 "
|
||||||
@@ -136,7 +136,9 @@ WeaponsDescription
|
|||||||
dta d" - Defensive/Offensive weapon "
|
dta d" - Defensive/Offensive weapon "
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"Space"*
|
dta d"Space"*
|
||||||
dta d" - Purchase "
|
dta d" - "
|
||||||
|
purchaseActivate
|
||||||
|
dta d"Purchase "
|
||||||
dta d"Return"*
|
dta d"Return"*
|
||||||
dta d" - Finish "
|
dta d" - Finish "
|
||||||
EmptyLine
|
EmptyLine
|
||||||
@@ -166,11 +168,17 @@ NamesOfLevels
|
|||||||
textbuffer
|
textbuffer
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
dta d"Player: "
|
dta d"Player: "
|
||||||
dta d"Energy: Angle: Force: "
|
dta d"Energy: Angle: Force: "
|
||||||
dta d" Round: Wind: "
|
dta d"Round: Wind: "
|
||||||
textbuffer2
|
textbuffer2
|
||||||
dta d"Player: Cash: "
|
dta d"Player: Cash: 0 " ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||||
dta d"----------------------------------------"
|
dta d"----------------------------------------"
|
||||||
|
;---------------------------------------------------
|
||||||
|
activateText
|
||||||
|
dta d"Activate"
|
||||||
|
activateTextEnd
|
||||||
|
purchaseText
|
||||||
|
dta d"Purchase"
|
||||||
|
purchaseTextEnd
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
Executable → Regular
+392
-272
@@ -4,7 +4,7 @@
|
|||||||
|
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
draw .proc ;;fuxxing good draw :)
|
.proc draw ;;fuxxing good draw :)
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
;creditz to Dr Jankowski / MIM U.W.
|
;creditz to Dr Jankowski / MIM U.W.
|
||||||
; (xi,yi)-----(xk,yk)
|
; (xi,yi)-----(xk,yk)
|
||||||
@@ -43,9 +43,9 @@ draw .proc ;;fuxxing good draw :)
|
|||||||
;cpw ybyte #screenheight
|
;cpw ybyte #screenheight
|
||||||
;bcc DrawOnTheScreen
|
;bcc DrawOnTheScreen
|
||||||
lda ydraw+1
|
lda ydraw+1
|
||||||
bne DrawOutOfTheScreen
|
bmi DrawOutOfTheScreen
|
||||||
lda ybyte+1
|
lda ybyte+1
|
||||||
beq DrawOnTheScreen
|
bpl DrawOnTheScreen
|
||||||
DrawOutOfTheScreen
|
DrawOutOfTheScreen
|
||||||
;jsr DrawJumpPad
|
;jsr DrawJumpPad
|
||||||
rts
|
rts
|
||||||
@@ -214,9 +214,61 @@ LineGoesLeft
|
|||||||
; line goes left - we are reversing X
|
; line goes left - we are reversing X
|
||||||
sbw xtempDRAW temp xdraw ; XI
|
sbw xtempDRAW temp xdraw ; XI
|
||||||
PutPixelinDraw
|
PutPixelinDraw
|
||||||
jsr DrawJumpPad
|
|
||||||
; end of the special PLOT for DRAW
|
|
||||||
|
|
||||||
|
; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
|
||||||
|
bit drawFunction
|
||||||
|
bpl @+
|
||||||
|
inw LineLength
|
||||||
|
bne ContinueDraw ; ==jmp
|
||||||
|
@
|
||||||
|
bvc @+
|
||||||
|
DrawCheck
|
||||||
|
lda tracerflag
|
||||||
|
ora SmokeTracerFlag
|
||||||
|
yestrace
|
||||||
|
beq notrace
|
||||||
|
jsr plot
|
||||||
|
notrace
|
||||||
|
;aftertrace
|
||||||
|
;key
|
||||||
|
lda HitFlag
|
||||||
|
bne StopHitChecking
|
||||||
|
|
||||||
|
CheckCollisionDraw
|
||||||
|
; checking collision!
|
||||||
|
lda ydraw+1
|
||||||
|
bmi StopHitChecking
|
||||||
|
|
||||||
|
jsr CheckCollisionWithTank
|
||||||
|
lda HitFlag
|
||||||
|
bne StopHitChecking
|
||||||
|
|
||||||
|
clc
|
||||||
|
lda xdraw
|
||||||
|
adc #<mountaintable
|
||||||
|
sta temp
|
||||||
|
lda xdraw+1
|
||||||
|
adc #>mountaintable
|
||||||
|
sta temp+1
|
||||||
|
|
||||||
|
ldy #0
|
||||||
|
lda ydraw
|
||||||
|
cmp (temp),y
|
||||||
|
bcc StopHitChecking
|
||||||
|
|
||||||
|
mwa xdraw XHit
|
||||||
|
lda (temp),y
|
||||||
|
sec
|
||||||
|
sbc #1
|
||||||
|
sta YHit
|
||||||
|
sty YHit+1
|
||||||
|
mva #$ff HitFlag
|
||||||
|
StopHitChecking
|
||||||
|
jmp ContinueDraw
|
||||||
|
@
|
||||||
|
jsr plot
|
||||||
|
|
||||||
|
ContinueDraw
|
||||||
; XI=XI+1
|
; XI=XI+1
|
||||||
; UNTIL XI=XK
|
; UNTIL XI=XK
|
||||||
inw XI
|
inw XI
|
||||||
@@ -225,59 +277,12 @@ PutPixelinDraw
|
|||||||
|
|
||||||
EndOfDraw
|
EndOfDraw
|
||||||
mwa xtempDRAW xdraw
|
mwa xtempDRAW xdraw
|
||||||
mva ytempDRAW ydraw
|
mwa ytempDRAW ydraw
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;-------------JumpPad-------------
|
|
||||||
DrawJumpPad
|
|
||||||
jmp (DrawJumpAddr)
|
|
||||||
Drawplot
|
|
||||||
jmp plot
|
|
||||||
DrawLen
|
|
||||||
inw LineLength
|
|
||||||
rts
|
|
||||||
;-------------JumpPad-------------
|
|
||||||
|
|
||||||
DrawCheck .proc
|
|
||||||
lda tracerflag
|
|
||||||
ora SmokeTracerFlag
|
|
||||||
yestrace
|
|
||||||
beq notrace
|
|
||||||
jsr plot
|
|
||||||
notrace
|
|
||||||
;aftertrace
|
|
||||||
lda HitFlag
|
|
||||||
bne StopHitChecking
|
|
||||||
|
|
||||||
CheckCollisionDraw
|
|
||||||
; checking collision!
|
|
||||||
lda ydraw+1
|
|
||||||
bne StopHitChecking
|
|
||||||
|
|
||||||
jsr CheckCollisionWithTank
|
|
||||||
lda HitFlag
|
|
||||||
bne StopHitChecking
|
|
||||||
|
|
||||||
mwa xdraw temp
|
|
||||||
adw temp #mountaintable
|
|
||||||
|
|
||||||
ldy #0
|
|
||||||
lda ydraw
|
|
||||||
cmp (temp),y
|
|
||||||
bcc StopHitChecking
|
|
||||||
|
|
||||||
mva #1 HitFlag
|
|
||||||
mwa xdraw XHit
|
|
||||||
mwa ydraw YHit
|
|
||||||
|
|
||||||
|
|
||||||
StopHitChecking
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
circle .proc ;fxxxing good circle drawing :)
|
.proc circle ;fxxxing good circle drawing :)
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
;Turbo Basic source
|
;Turbo Basic source
|
||||||
; R=30
|
; R=30
|
||||||
@@ -298,7 +303,7 @@ circle .proc ;fxxxing good circle drawing :)
|
|||||||
; splot8
|
; splot8
|
||||||
|
|
||||||
mwa xdraw xcircle
|
mwa xdraw xcircle
|
||||||
mva ydraw ycircle
|
mwa ydraw ycircle
|
||||||
|
|
||||||
mwa #0 xc
|
mwa #0 xc
|
||||||
mva radius yc
|
mva radius yc
|
||||||
@@ -354,11 +359,11 @@ endcircleloop
|
|||||||
jsr splot8
|
jsr splot8
|
||||||
|
|
||||||
mwa xcircle xdraw
|
mwa xcircle xdraw
|
||||||
mva ycircle ydraw
|
mwa ycircle ydraw
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----
|
;----
|
||||||
splot8 .proc
|
.proc splot8
|
||||||
; plot xcircle+XC,ycircle+YC
|
; plot xcircle+XC,ycircle+YC
|
||||||
; plot xcircle+XC,ycircle-YC
|
; plot xcircle+XC,ycircle-YC
|
||||||
; plot xcircle-XC,ycircle-YC
|
; plot xcircle-XC,ycircle-YC
|
||||||
@@ -381,12 +386,19 @@ splot8 .proc
|
|||||||
adc YC
|
adc YC
|
||||||
sta ydraw
|
sta ydraw
|
||||||
sta tempcir
|
sta tempcir
|
||||||
|
lda ycircle+1
|
||||||
|
adc #$00
|
||||||
|
sta ydraw+1
|
||||||
|
sta tempcir+1
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
sec
|
sec
|
||||||
lda ycircle
|
lda ycircle
|
||||||
sbc YC
|
sbc YC
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
lda ycircle+1
|
||||||
|
sbc #$00
|
||||||
|
sta ydraw+1
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
sec
|
sec
|
||||||
@@ -400,6 +412,8 @@ splot8 .proc
|
|||||||
|
|
||||||
lda tempcir
|
lda tempcir
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
lda tempcir+1
|
||||||
|
sta ydraw+1
|
||||||
jsr plot
|
jsr plot
|
||||||
;---
|
;---
|
||||||
clc
|
clc
|
||||||
@@ -414,12 +428,19 @@ splot8 .proc
|
|||||||
adc xC
|
adc xC
|
||||||
sta ydraw
|
sta ydraw
|
||||||
sta tempcir
|
sta tempcir
|
||||||
|
lda ycircle+1
|
||||||
|
adc #$00
|
||||||
|
sta ydraw+1
|
||||||
|
sta tempcir+1
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
sec
|
sec
|
||||||
lda ycircle
|
lda ycircle
|
||||||
sbc xC
|
sbc xC
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
lda ycircle+1
|
||||||
|
sbc #$00
|
||||||
|
sta ydraw+1
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
sec
|
sec
|
||||||
@@ -433,13 +454,15 @@ splot8 .proc
|
|||||||
|
|
||||||
lda tempcir
|
lda tempcir
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
lda tempcir+1
|
||||||
|
sta ydraw+1
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
clearscreen .proc
|
.proc clearscreen
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
|
||||||
lda #$ff
|
lda #$ff
|
||||||
@@ -453,7 +476,7 @@ clearscreen .proc
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;-------------------------------*------------------
|
;-------------------------------*------------------
|
||||||
placetanks .proc
|
.proc placetanks
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
|
ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
|
||||||
lda #0
|
lda #0
|
||||||
@@ -560,55 +583,44 @@ UnequalTanks
|
|||||||
bpl CheckNextTank
|
bpl CheckNextTank
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;-------------------------------------------------
|
|
||||||
drawtanks
|
|
||||||
;-------------------------------------------------
|
|
||||||
|
|
||||||
|
;-------------------------------------------------
|
||||||
lda tanknr
|
.proc drawtanks
|
||||||
|
;-------------------------------------------------
|
||||||
|
lda TankNr
|
||||||
pha
|
pha
|
||||||
ldx #$00
|
ldx #$00
|
||||||
stx tanknr
|
stx TankNr
|
||||||
|
|
||||||
DrawNextTank
|
DrawNextTank
|
||||||
jsr drawtanknr
|
jsr drawtanknr
|
||||||
inc tanknr
|
inc TankNr
|
||||||
ldx tanknr
|
ldx TankNr
|
||||||
Cpx NumberOfPlayers
|
Cpx NumberOfPlayers
|
||||||
bne DrawNextTank
|
bne DrawNextTank
|
||||||
|
|
||||||
pla
|
pla
|
||||||
sta tankNr
|
sta TankNr
|
||||||
|
|
||||||
rts
|
rts
|
||||||
|
.endp
|
||||||
;---------
|
;---------
|
||||||
drawtanknr
|
.proc DrawTankNr
|
||||||
ldx tanknr
|
ldx tankNr
|
||||||
; let's check the energy
|
; let's check the energy
|
||||||
lda eXistenZ,x
|
lda eXistenZ,x
|
||||||
bne SkipRemovigPM ; if energy=0 then no tank
|
bne SkipHidingPM ; if energy=0 then no tank
|
||||||
|
|
||||||
; hide P/M
|
; hide P/M
|
||||||
lda #0
|
lda #0
|
||||||
sta hposp0,x
|
sta hposp0,x
|
||||||
jmp DoNotDrawTankNr
|
jmp DoNotDrawTankNr
|
||||||
SkipRemovigPM
|
SkipHidingPM
|
||||||
|
|
||||||
|
|
||||||
lda AngleTable,x
|
lda AngleTable,x
|
||||||
bmi AngleToLeft01
|
|
||||||
lda #90
|
|
||||||
sec
|
|
||||||
sbc AngleTable,x
|
|
||||||
tay
|
tay
|
||||||
lda BarrelTableR,y
|
lda BarrelTable,y
|
||||||
jmp CharacterAlreadyKnown
|
|
||||||
AngleToLeft01
|
|
||||||
sec
|
|
||||||
sbc #(255-90)
|
|
||||||
tay
|
|
||||||
lda BarrelTableL,y
|
|
||||||
CharacterAlreadyKnown
|
|
||||||
sta CharCode
|
sta CharCode
|
||||||
DrawTankNrX
|
DrawTankNrX
|
||||||
ldx tanknr
|
ldx tanknr
|
||||||
@@ -618,6 +630,7 @@ DrawTankNrX
|
|||||||
sta xdraw+1
|
sta xdraw+1
|
||||||
lda ytankstable,x
|
lda ytankstable,x
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
mva #0 ydraw+1
|
||||||
|
|
||||||
jsr TypeChar
|
jsr TypeChar
|
||||||
|
|
||||||
@@ -630,11 +643,11 @@ DrawTankNrX
|
|||||||
rorw xbyte ; divide by 2 (carry does not matter)
|
rorw xbyte ; divide by 2 (carry does not matter)
|
||||||
lda xbyte
|
lda xbyte
|
||||||
clc
|
clc
|
||||||
adc #$24 ; P/M to graphics offset
|
adc #PMOffset+1 ; P/M to graphics offset
|
||||||
cpx #$4 ; 5th tank are joined missiles and offset is defferent
|
cpx #$4 ; 5th tank are joined missiles and offset is defferent
|
||||||
bne NoMissile
|
bne NoMissile
|
||||||
clc
|
clc
|
||||||
adc #$0C
|
adc #$0C ; missile offset offset
|
||||||
NoMissile
|
NoMissile
|
||||||
sta hposp0,x
|
sta hposp0,x
|
||||||
; vertical position
|
; vertical position
|
||||||
@@ -666,15 +679,154 @@ ZeroesToGo
|
|||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
dey
|
dey
|
||||||
bne ClearPM
|
bne ClearPM
|
||||||
|
|
||||||
NoPlayerMissile
|
NoPlayerMissile
|
||||||
|
; draw defensive weapons like shield ( tank number in X )
|
||||||
|
; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
|
||||||
|
lda ActiveDefenceWeapon,x
|
||||||
|
cmp #ind_Shield_________ ; one shot shield
|
||||||
|
beq ShieldDraw
|
||||||
|
cmp #ind_Force_Shield___ ; shield with energy and parachute
|
||||||
|
beq ShieldDraw
|
||||||
|
cmp #ind_Heavy_Shield___ ; shield with energy
|
||||||
|
beq ShieldDraw
|
||||||
|
cmp #ind_Auto_Defense___ ; Auto Defence
|
||||||
|
beq DrawTankShieldWihHorns
|
||||||
|
cmp #ind_Mag_Deflector__ ; Mag Deflector
|
||||||
|
beq DrawTankShieldWihHorns
|
||||||
|
cmp #ind_White_Flag_____ ; White Flag
|
||||||
|
beq DrawTankFlag
|
||||||
|
bne NoShieldDraw
|
||||||
|
ShieldDraw
|
||||||
|
jsr DrawTankShield.DrawInPosition
|
||||||
|
NoShieldDraw
|
||||||
DoNotDrawTankNr
|
DoNotDrawTankNr
|
||||||
rts
|
rts
|
||||||
|
DrawTankShieldWihHorns
|
||||||
|
jsr DrawTankShield.DrawInPosition
|
||||||
|
jsr DrawTankShieldHorns
|
||||||
|
rts
|
||||||
|
DrawTankFlag
|
||||||
|
lda #$5E ; flag symbol
|
||||||
|
sta CharCode
|
||||||
|
lda Ytankstable,x
|
||||||
|
sec
|
||||||
|
sbc #8
|
||||||
|
sta ydraw
|
||||||
|
lda XtanksTableL,x
|
||||||
|
sta xdraw
|
||||||
|
lda XtanksTableH,x
|
||||||
|
sta xdraw+1
|
||||||
|
jsr TypeChar
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
; -------------------------------------
|
||||||
|
.proc FlashTank
|
||||||
|
; -------------------------------------
|
||||||
|
; number of blinking tank in TankNr
|
||||||
|
mva #18 fs ; temp, how many times flash the tank
|
||||||
|
tankflash_loop
|
||||||
|
lda CONSOL ; turbo mode
|
||||||
|
cmp #6 ; START
|
||||||
|
sne:mva #1 fs ; finish it
|
||||||
|
mva #1 Erase
|
||||||
|
ldx TankNr
|
||||||
|
jsr DrawTankNr.SkipHidingPM ; it's necessary becouse DrawTankNr skips tanks with no energy !
|
||||||
|
PAUSE 2
|
||||||
|
mva #0 Erase
|
||||||
|
ldx TankNr
|
||||||
|
jsr DrawTankNr.SkipHidingPM
|
||||||
|
PAUSE 2
|
||||||
|
dec fs
|
||||||
|
jne tankflash_loop
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
drawmountains .proc
|
.proc DrawTankShield
|
||||||
|
; X - tank number
|
||||||
|
; if use DrawInPosition entry point then:
|
||||||
|
; xdraw, ydraw - coordinates left LOWER corner of Tank char
|
||||||
|
; values remain there after a DrawTankNr proc.
|
||||||
|
;
|
||||||
|
; this proc change xdraw, ydraw and temp!
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
lda xtankstableL,x
|
||||||
|
sta xdraw
|
||||||
|
lda xtankstableH,x
|
||||||
|
sta xdraw+1
|
||||||
|
lda ytankstable,x
|
||||||
|
sta ydraw
|
||||||
|
mva #0 ydraw+1
|
||||||
|
DrawInPosition
|
||||||
|
mva #1 color
|
||||||
|
lda erase
|
||||||
|
beq ShieldVisible
|
||||||
|
dec color
|
||||||
|
ShieldVisible
|
||||||
|
sbw xdraw #$03 ; 3 pixels to left
|
||||||
|
; draw left vertical line of shield ( | )
|
||||||
|
mva #6 temp ; strange !!!
|
||||||
|
@
|
||||||
|
jsr plot
|
||||||
|
.nowarn dew ydraw
|
||||||
|
dec temp
|
||||||
|
bne @-
|
||||||
|
; draw left oblique line of shield ( / )
|
||||||
|
mva #4 temp
|
||||||
|
@
|
||||||
|
jsr plot
|
||||||
|
.nowarn dew ydraw
|
||||||
|
inw xdraw
|
||||||
|
dec temp
|
||||||
|
bne @-
|
||||||
|
; draw top horizontal line of shield ( _ )
|
||||||
|
mva #5 temp
|
||||||
|
@
|
||||||
|
jsr plot
|
||||||
|
inw xdraw
|
||||||
|
dec temp
|
||||||
|
bne @-
|
||||||
|
; draw right oblique line of shield ( \ )
|
||||||
|
mva #4 temp
|
||||||
|
@
|
||||||
|
jsr plot
|
||||||
|
inw ydraw
|
||||||
|
inw xdraw
|
||||||
|
dec temp
|
||||||
|
bne @-
|
||||||
|
; draw right vertical line of shield ( | )
|
||||||
|
mva #7 temp
|
||||||
|
@
|
||||||
|
jsr plot
|
||||||
|
inw ydraw
|
||||||
|
dec temp
|
||||||
|
bne @-
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DrawTankShieldHorns
|
||||||
|
; use only directly after DrawTankShield
|
||||||
|
; this proc draws a little "horns" on shield.
|
||||||
|
; Symbol of defensive but aggressive :) weapon
|
||||||
|
;--------------------------------------------------
|
||||||
|
.nowarn dew xdraw ; 1 pixel left
|
||||||
|
sbw ydraw #$0a ; 10 pixels up
|
||||||
|
jsr plot
|
||||||
|
.nowarn dew ydraw
|
||||||
|
inw xdraw
|
||||||
|
jsr plot
|
||||||
|
sbw xdraw #$0d ; 13 pixels left
|
||||||
|
jsr plot
|
||||||
|
inw xdraw
|
||||||
|
inw ydraw
|
||||||
|
jsr plot
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc drawmountains
|
||||||
|
;--------------------------------------------------
|
||||||
mwa #0 xdraw
|
mwa #0 xdraw
|
||||||
mwa #mountaintable modify
|
mwa #mountaintable modify
|
||||||
mva #1 color
|
mva #1 color
|
||||||
@@ -685,13 +837,13 @@ drawmountainsloop
|
|||||||
cmp #screenheight
|
cmp #screenheight
|
||||||
beq NoMountain
|
beq NoMountain
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
sty ydraw+1
|
||||||
jsr DrawLine
|
jsr DrawLine
|
||||||
NoMountain
|
NoMountain
|
||||||
inw modify
|
inw modify
|
||||||
inw xdraw
|
inw xdraw
|
||||||
cpw xdraw #screenwidth
|
cpw xdraw #screenwidth
|
||||||
bne drawmountainsloop
|
bne drawmountainsloop
|
||||||
|
|
||||||
rts
|
rts
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
drawmountainspixel
|
drawmountainspixel
|
||||||
@@ -704,6 +856,7 @@ drawmountainspixelloop
|
|||||||
ldy #0
|
ldy #0
|
||||||
lda (modify),y
|
lda (modify),y
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
sty ydraw+1
|
||||||
jsr plot
|
jsr plot
|
||||||
inw modify
|
inw modify
|
||||||
inw xdraw
|
inw xdraw
|
||||||
@@ -713,7 +866,7 @@ drawmountainspixelloop
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
SoilDown2 .proc
|
.proc SoilDown2
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
|
||||||
; how it is supposed to work:
|
; how it is supposed to work:
|
||||||
@@ -750,7 +903,7 @@ SoilDown2 .proc
|
|||||||
adw RangeLeft #mountaintable2 tempor2
|
adw RangeLeft #mountaintable2 tempor2
|
||||||
|
|
||||||
NextColumn1
|
NextColumn1
|
||||||
mva #0 ydraw
|
mwa #0 ydraw
|
||||||
NextPoint1
|
NextPoint1
|
||||||
jsr point
|
jsr point
|
||||||
beq StillNothing
|
beq StillNothing
|
||||||
@@ -841,8 +994,9 @@ ColumnIsReady
|
|||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
calculatemountains .proc
|
.proc calculatemountains
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
mwa #0 xdraw
|
mwa #0 xdraw
|
||||||
|
|
||||||
@@ -944,7 +1098,7 @@ EndDrawing
|
|||||||
.endp
|
.endp
|
||||||
; ****************************************************
|
; ****************************************************
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
calculatemountains0 .proc
|
.proc calculatemountains0
|
||||||
; Only for testing - makes ground flat (0 pixels)
|
; Only for testing - makes ground flat (0 pixels)
|
||||||
; and places tanks on it
|
; and places tanks on it
|
||||||
; remember to remove in final compilation :)
|
; remember to remove in final compilation :)
|
||||||
@@ -968,8 +1122,9 @@ SetYofNextTank
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
; ****************************************************
|
; ****************************************************
|
||||||
|
|
||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
unPlot .proc
|
.proc unPlot
|
||||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
ldx #0 ; only one pixel
|
ldx #0 ; only one pixel
|
||||||
@@ -1072,8 +1227,9 @@ SkipThisPlot
|
|||||||
EndOfUnPlot
|
EndOfUnPlot
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
plot .proc ;plot (xdraw, ydraw, color)
|
.proc plot ;plot (xdraw, ydraw, color)
|
||||||
; color == 1 --> put pixel
|
; color == 1 --> put pixel
|
||||||
; color == 0 --> erase pixel
|
; color == 0 --> erase pixel
|
||||||
; this is one of the most important routines in the whole
|
; this is one of the most important routines in the whole
|
||||||
@@ -1106,11 +1262,7 @@ MakePlot
|
|||||||
lsr
|
lsr
|
||||||
lsr
|
lsr
|
||||||
tay ;save
|
tay ;save
|
||||||
;---
|
;---
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ldx ydraw
|
ldx ydraw
|
||||||
lda linetableL,x
|
lda linetableL,x
|
||||||
sta xbyte
|
sta xbyte
|
||||||
@@ -1132,17 +1284,16 @@ ClearPlot
|
|||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
point .proc
|
.proc point
|
||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
; checks state of the pixel (coordinates in xdraw and ydraw)
|
; checks state of the pixel (coordinates in xdraw and ydraw)
|
||||||
; result is in A (zero or appropriate bit is set)
|
; result is in A (zero or appropriate bit is set)
|
||||||
|
|
||||||
|
|
||||||
; let's calculate coordinates from xdraw and ydraw
|
; let's calculate coordinates from xdraw and ydraw
|
||||||
mwa xdraw xbyte
|
mwa xdraw xbyte
|
||||||
|
|
||||||
|
|
||||||
lda xbyte
|
lda xbyte
|
||||||
and #$7
|
and #$7
|
||||||
sta ybit
|
sta ybit
|
||||||
@@ -1154,9 +1305,7 @@ point .proc
|
|||||||
lsr
|
lsr
|
||||||
lsr
|
lsr
|
||||||
tay ;save
|
tay ;save
|
||||||
|
;---
|
||||||
;---
|
|
||||||
|
|
||||||
ldx ydraw
|
ldx ydraw
|
||||||
lda linetableL,x
|
lda linetableL,x
|
||||||
sta xbyte
|
sta xbyte
|
||||||
@@ -1172,7 +1321,7 @@ point .proc
|
|||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
DrawLine .proc
|
.proc DrawLine
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
mva #0 ydraw+1
|
mva #0 ydraw+1
|
||||||
lda #screenheight
|
lda #screenheight
|
||||||
@@ -1182,23 +1331,21 @@ DrawLine .proc
|
|||||||
jsr plot.MakePlot
|
jsr plot.MakePlot
|
||||||
;rts
|
;rts
|
||||||
jmp IntoDraw ; jumps inside Draw routine
|
jmp IntoDraw ; jumps inside Draw routine
|
||||||
; because one pixel is already plotted
|
; because one pixel is already plotted
|
||||||
|
|
||||||
|
@
|
||||||
loopdraw
|
lda (xbyte),y
|
||||||
|
and bittable2,x
|
||||||
lda (xbyte),y
|
sta (xbyte),y
|
||||||
and bittable2,x
|
IntoDraw
|
||||||
sta (xbyte),y
|
adw xbyte #screenBytes
|
||||||
IntoDraw adw xbyte #screenBytes
|
dec tempbyte01
|
||||||
|
bne @-
|
||||||
dec tempbyte01
|
|
||||||
bne loopdraw
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;
|
|
||||||
; ------------------------------------------
|
; ------------------------------------------
|
||||||
TypeChar .proc
|
.proc TypeChar
|
||||||
; puts char on the graphics screen
|
; puts char on the graphics screen
|
||||||
; in: CharCode
|
; in: CharCode
|
||||||
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
|
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
|
||||||
@@ -1247,7 +1394,6 @@ CopyMask
|
|||||||
lsrw xbyte ; div 8
|
lsrw xbyte ; div 8
|
||||||
rorw xbyte
|
rorw xbyte
|
||||||
rorw xbyte
|
rorw xbyte
|
||||||
|
|
||||||
;---
|
;---
|
||||||
ldy xbyte
|
ldy xbyte
|
||||||
|
|
||||||
@@ -1264,46 +1410,15 @@ CopyMask
|
|||||||
ldx ybit
|
ldx ybit
|
||||||
beq MaskOK00
|
beq MaskOK00
|
||||||
MakeMask00
|
MakeMask00
|
||||||
lsr mask1
|
.rept 8
|
||||||
ror mask2
|
lsr mask1+#
|
||||||
lsr mask1+1
|
ror mask2+#
|
||||||
ror mask2+1
|
.endr
|
||||||
lsr mask1+2
|
sec
|
||||||
ror mask2+2
|
.rept 8
|
||||||
lsr mask1+3
|
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
|
||||||
ror mask2+3
|
ror char2+#
|
||||||
lsr mask1+4
|
.endr
|
||||||
ror mask2+4
|
|
||||||
lsr mask1+5
|
|
||||||
ror mask2+5
|
|
||||||
lsr mask1+6
|
|
||||||
ror mask2+6
|
|
||||||
lsr mask1+7
|
|
||||||
ror mask2+7
|
|
||||||
sec
|
|
||||||
ror char1
|
|
||||||
ror char2
|
|
||||||
sec
|
|
||||||
ror char1+1
|
|
||||||
ror char2+1
|
|
||||||
sec
|
|
||||||
ror char1+2
|
|
||||||
ror char2+2
|
|
||||||
sec
|
|
||||||
ror char1+3
|
|
||||||
ror char2+3
|
|
||||||
sec
|
|
||||||
ror char1+4
|
|
||||||
ror char2+4
|
|
||||||
sec
|
|
||||||
ror char1+5
|
|
||||||
ror char2+5
|
|
||||||
sec
|
|
||||||
ror char1+6
|
|
||||||
ror char2+6
|
|
||||||
sec
|
|
||||||
ror char1+7
|
|
||||||
ror char2+7
|
|
||||||
dex
|
dex
|
||||||
bne MakeMask00
|
bne MakeMask00
|
||||||
MaskOK00
|
MaskOK00
|
||||||
@@ -1333,132 +1448,137 @@ CharLoopi
|
|||||||
inx
|
inx
|
||||||
cpx #8
|
cpx #8
|
||||||
bne CharLoopi
|
bne CharLoopi
|
||||||
|
EndPutChar
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
; ------------------------------------------
|
; ------------------------------------------
|
||||||
PutChar4x4 .proc ;puts 4x4 pixels char on the graphics screen
|
.proc PutChar4x4
|
||||||
; in: xdraw, ydraw (upper left corner of the char)
|
; puts 4x4 pixels char on the graphics screen
|
||||||
|
; in: dx, dy (LOWER left corner of the char)
|
||||||
; in: CharCode4x4 (.sbyte)
|
; in: CharCode4x4 (.sbyte)
|
||||||
|
; in: plot4x4color (0/1)
|
||||||
|
; all pixels are being drawn
|
||||||
|
; (empty and not empty)
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
lda plot4x4color
|
; cpw ydraw #(screenheight-4)
|
||||||
sta color
|
; jcs TypeChar.EndPutChar ;nearest RTS
|
||||||
|
; cpw xdraw #(screenwidth-4)
|
||||||
|
; jcs TypeChar.EndPutChar ;nearest RTS
|
||||||
; calculating address of the first byte
|
; checks ommited.
|
||||||
mva #4 LoopCounter4x4
|
lda plot4x4color
|
||||||
|
beq FontColor0
|
||||||
|
lda #$ff ; better option to check (plot4x4color = $00 or $ff)
|
||||||
|
sta plot4x4color
|
||||||
|
FontColor0
|
||||||
|
; char to the table
|
||||||
lda CharCode4x4
|
lda CharCode4x4
|
||||||
and #1
|
and #1
|
||||||
|
beq Upper4bits
|
||||||
|
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
|
||||||
|
Upper4bits
|
||||||
sta nibbler4x4
|
sta nibbler4x4
|
||||||
lda CharCode4x4
|
lda CharCode4x4
|
||||||
ror
|
lsr
|
||||||
; in carry there is which nibble of the byte is to be taken
|
sta fontind
|
||||||
clc
|
lda #$00
|
||||||
adc #(3*32)
|
sta fontind+1
|
||||||
sta y4x4
|
|
||||||
nextline4x4
|
|
||||||
mva #4 Xcounter4x4
|
|
||||||
ldy y4x4
|
|
||||||
lda font4x4,y ;there was a problem with OMC here, but it works now
|
|
||||||
|
|
||||||
ldx nibbler4x4
|
adw fontind #font4x4
|
||||||
beq uppernibble
|
|
||||||
|
|
||||||
asl
|
; and 4 bytes to the table
|
||||||
asl
|
ldy #0
|
||||||
asl
|
ldx #3
|
||||||
asl
|
CopyChar
|
||||||
uppernibble
|
lda (fontind),y ; Y must be 0 !!!!
|
||||||
rol
|
bit nibbler4x4
|
||||||
sta StoreA4x4
|
bpl GetUpper4bits
|
||||||
bcs EmptyPixel ; the font I drawn is in inverse ...
|
:4 rol
|
||||||
;lda plot4x4color ;these lines are not necessary
|
GetUpper4bits
|
||||||
;sta color ;if a plots are one color only
|
ora #$0f
|
||||||
jsr plot
|
sta char1,x
|
||||||
;jmp Loop4x4Continued
|
lda #$ff
|
||||||
EmptyPixel
|
sta char2,x
|
||||||
;lda #1 ;reverse color (color==1-color)
|
; and 4 bytes as a mask
|
||||||
;sec
|
lda #$f0
|
||||||
;sbc plot4x4color
|
sta mask1,x
|
||||||
;sta color
|
lda #$00
|
||||||
;jsr plot
|
sta mask2,x
|
||||||
;this is turned off for speed
|
adw fontind #32 ; next byte of 4x4 font
|
||||||
;anyway we assume the text is being drawn
|
dex
|
||||||
;over an empty space
|
bpl CopyChar
|
||||||
Loop4x4Continued
|
|
||||||
inw xdraw
|
|
||||||
lda StoreA4x4
|
|
||||||
dec Xcounter4x4
|
|
||||||
ldx Xcounter4x4
|
|
||||||
bne uppernibble
|
|
||||||
; here we have on screen one line of the char
|
|
||||||
inw ydraw
|
|
||||||
sbw xdraw #4
|
|
||||||
sbw y4x4 #32
|
|
||||||
dec:lda LoopCounter4x4
|
|
||||||
bne nextline4x4
|
|
||||||
|
|
||||||
|
; calculating coordinates from xdraw and ydraw
|
||||||
|
mwa dx xbyte
|
||||||
|
|
||||||
|
lda xbyte
|
||||||
|
and #$7
|
||||||
|
sta ybit
|
||||||
|
|
||||||
|
lsrw xbyte ; div 8
|
||||||
|
rorw xbyte
|
||||||
|
rorw xbyte
|
||||||
|
;---
|
||||||
|
ldy xbyte
|
||||||
|
lda dy ; y = y - 3 because left lower.
|
||||||
|
sec
|
||||||
|
sbc #3
|
||||||
|
tax
|
||||||
|
|
||||||
|
lda linetableL,x
|
||||||
|
sta xbyte
|
||||||
|
lda linetableH,x
|
||||||
|
sta xbyte+1
|
||||||
|
; mask preparation and character shifting
|
||||||
|
ldx ybit
|
||||||
|
beq MaskOK01
|
||||||
|
MakeMask01
|
||||||
|
.rept 4
|
||||||
|
lsr mask1+#
|
||||||
|
ror mask2+#
|
||||||
|
.endr
|
||||||
|
sec
|
||||||
|
.rept 4
|
||||||
|
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
|
||||||
|
ror char2+#
|
||||||
|
.endr
|
||||||
|
dex
|
||||||
|
bne MakeMask01
|
||||||
|
MaskOK01
|
||||||
|
ldx #0
|
||||||
|
CharLoopi4x4
|
||||||
|
lda (xbyte),y
|
||||||
|
ora mask1,x
|
||||||
|
bit plot4x4color
|
||||||
|
bpl PutInColor0_1 ; only mask - no char
|
||||||
|
and char1,x
|
||||||
|
PutInColor0_1
|
||||||
|
sta (xbyte),y
|
||||||
|
iny
|
||||||
|
lda (xbyte),y
|
||||||
|
ora mask2,x
|
||||||
|
bit plot4x4color
|
||||||
|
bpl PutInColor0_2 ; only mask - no char
|
||||||
|
and char2,x
|
||||||
|
PutInColor0_2
|
||||||
|
sta (xbyte),y
|
||||||
|
dey
|
||||||
|
adw xbyte #screenBytes
|
||||||
|
inx
|
||||||
|
cpx #4
|
||||||
|
bne CharLoopi4x4
|
||||||
|
EndPut4x4
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
; ------------------------------------------
|
|
||||||
PutChar4x4FULL .proc;
|
|
||||||
;this routine works just like PutChar4x4,
|
|
||||||
;but this time all pixels are being drawn
|
|
||||||
;(empty and not empty)
|
|
||||||
;--------------------------------------------------
|
|
||||||
|
|
||||||
; calculating address of the first byte
|
|
||||||
mva #4 LoopCounter4x4
|
|
||||||
lda CharCode4x4
|
|
||||||
and #1
|
|
||||||
sta nibbler4x4
|
|
||||||
lda CharCode4x4
|
|
||||||
ror
|
|
||||||
; in carry there is which nibble of the byte is to be taken clc
|
|
||||||
clc
|
|
||||||
adc #(3*32)
|
|
||||||
sta y4x4
|
|
||||||
nextline4x4FULL
|
|
||||||
mva #4 Xcounter4x4
|
|
||||||
ldy y4x4
|
|
||||||
lda font4x4,y
|
|
||||||
|
|
||||||
ldx nibbler4x4
|
|
||||||
beq uppernibbleFULL
|
|
||||||
|
|
||||||
asl
|
|
||||||
asl
|
|
||||||
asl
|
|
||||||
asl
|
|
||||||
uppernibbleFULL
|
|
||||||
rol
|
|
||||||
sta StoreA4x4
|
|
||||||
bcs EmptyPixelFULL
|
|
||||||
lda plot4x4color ;these lines are not necessary
|
|
||||||
sta color ;if a plots are one color only
|
|
||||||
jsr plot
|
|
||||||
jmp Loop4x4ContinuedFULL
|
|
||||||
EmptyPixelFULL
|
|
||||||
lda #1 ;reverse color (color==1-color)
|
|
||||||
sec
|
|
||||||
sbc plot4x4color
|
|
||||||
sta color
|
|
||||||
jsr plot
|
|
||||||
;this is turned on now
|
|
||||||
;of course it is slower
|
|
||||||
|
|
||||||
Loop4x4ContinuedFULL
|
|
||||||
inw xdraw
|
|
||||||
lda StoreA4x4
|
|
||||||
dec Xcounter4x4
|
|
||||||
ldx Xcounter4x4
|
|
||||||
bne uppernibbleFULL
|
|
||||||
; here we have on screen one line of the char
|
|
||||||
inw ydraw
|
|
||||||
sbw xdraw #4
|
|
||||||
sbw y4x4 #32 ; why? possibly because of width of the 4x4 font
|
|
||||||
dec:lda LoopCounter4x4
|
|
||||||
bne nextline4x4FULL
|
|
||||||
|
|
||||||
|
.proc SetMainScreen
|
||||||
|
mva #0 dmactl
|
||||||
|
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||||
|
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||||
|
lda dmactls
|
||||||
|
and #$fc
|
||||||
|
ora #$02 ; 2=normal, 3 = wide screen width
|
||||||
|
sta dmactls
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
|||||||
@@ -147,6 +147,7 @@ NMIST = $D40F ; rejestr statusu przerwa� NMI
|
|||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
;additional system variables
|
;additional system variables
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
|
ATRACT = $004D
|
||||||
COLPM0S = $02C0 ;- - shadow register COLPM0
|
COLPM0S = $02C0 ;- - shadow register COLPM0
|
||||||
COLPM1S = $02C1 ;- - shadow register COLPM1
|
COLPM1S = $02C1 ;- - shadow register COLPM1
|
||||||
COLPM2S = $02C2 ;- - shadow register COLPM2
|
COLPM2S = $02C2 ;- - shadow register COLPM2
|
||||||
|
|||||||
@@ -104,6 +104,9 @@
|
|||||||
.macro randomize
|
.macro randomize
|
||||||
;usage: randomize floor ceiling
|
;usage: randomize floor ceiling
|
||||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||||
|
.if :2 < :1
|
||||||
|
.error "floor higher than ceiling"
|
||||||
|
.endif
|
||||||
?rand
|
?rand
|
||||||
lda random
|
lda random
|
||||||
cmp #:1 ;floor
|
cmp #:1 ;floor
|
||||||
|
|||||||
+339
-224
File diff suppressed because it is too large
Load Diff
BIN
Binary file not shown.
Executable → Regular
+531
-263
File diff suppressed because it is too large
Load Diff
Executable → Regular
+80
-68
@@ -8,32 +8,33 @@
|
|||||||
; compilation to e.g. cartridge
|
; compilation to e.g. cartridge
|
||||||
; zero page variables are declared in program.s65 module
|
; zero page variables are declared in program.s65 module
|
||||||
;=====================================================
|
;=====================================================
|
||||||
;--------------------------------------------------
|
|
||||||
;Variables
|
|
||||||
;--------------
|
|
||||||
TanksNames ; DO NOT ZERO - ticket #24
|
TanksNames ; DO NOT ZERO - ticket #24
|
||||||
:6 dta d" "
|
:6 dta d" "
|
||||||
;----------------------------
|
;----------------------------------------------------
|
||||||
;Options DO NOT ZERO - ticket #27
|
;Options DO NOT ZERO - ticket #27
|
||||||
OptionsTable .by 0,0,2,2,0,1,3
|
OptionsTable .by 0,1,2,2,0,1,3
|
||||||
RoundsInTheGame .by 10 ;how many rounds in the current game
|
RoundsInTheGame .by 10 ;how many rounds in the current game
|
||||||
seppukuVal .by 75
|
seppukuVal .by 75
|
||||||
;--------------------------------------------------
|
;----------------------------------------------------
|
||||||
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
noMusic .by 0 ; 0 - play music, $ff - do not play music
|
||||||
|
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||||
; 4x4 text buffer
|
; 4x4 text buffer
|
||||||
ResultLineBuffer
|
ResultLineBuffer
|
||||||
dta d" "
|
dta d" ", $ff
|
||||||
.byte $ff
|
|
||||||
LineHeader1
|
LineHeader1
|
||||||
dta d"# ROUND: "
|
dta d"# ROUND: "
|
||||||
RoundNrDisplay
|
RoundNrDisplay
|
||||||
dta d" #"
|
dta d" #", $ff
|
||||||
.byte $ff
|
|
||||||
|
|
||||||
|
;=====================================================
|
||||||
variablesStart ; zeroing starts here
|
variablesStart ; zeroing starts here
|
||||||
escFlag .ds 1
|
;=====================================================
|
||||||
|
isInventory .ds 1 ; 0 - purchase, $ff - inventory
|
||||||
|
;--------------
|
||||||
|
drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
|
||||||
;--------------
|
;--------------
|
||||||
sfx_effect .ds 1
|
sfx_effect .ds 1
|
||||||
;--------------
|
;--------------
|
||||||
@@ -45,30 +46,32 @@ flyDelay .ds 1
|
|||||||
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
||||||
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
|
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
|
||||||
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
moneyH ;we place zero at the end of prices and money
|
moneyH ;we place zero at the end of prices and money
|
||||||
;and have range from 0 to 99990 (not too much)
|
;and have range from 0 to 99990 (not too much)
|
||||||
;money players have (maybe one more byte is needed?)
|
;money players have (maybe one more byte is needed?)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
moneyL
|
moneyL
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
gainH ;how much money player gets after the round
|
gainH ;how much money player gets after the round
|
||||||
;it is gathered during the round basing on energy
|
;it is gathered during the round basing on energy
|
||||||
;opponents loose after player's shoots
|
;opponents loose after player's shoots
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
gainL
|
gainL
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
looseH ;how much player looses after the round
|
looseH ;how much player looses after the round
|
||||||
;calculated from REAL energy loss
|
;calculated from REAL energy loss
|
||||||
;(not only to zero energy)
|
;(not only to zero energy)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
looseL
|
looseL
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
Energy
|
Energy
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
|
ShieldEnergy
|
||||||
|
.DS [MaxPlayers]
|
||||||
EnergyDecrease .DS 1
|
EnergyDecrease .DS 1
|
||||||
eXistenZ
|
eXistenZ
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
@@ -79,66 +82,67 @@ ResultsTable ;the results in the gameeeeee
|
|||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
TempResults
|
TempResults
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
CurrentResult
|
;----------------------------------------------------
|
||||||
.DS 1
|
ForceTableL ;shooting Force of the tank during the round
|
||||||
;-----------------------------------
|
|
||||||
EnergyTableL ;shooting Force of the tank during the round
|
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
EnergyTableH
|
ForceTableH
|
||||||
.DS [MaxPlayers] ;maxplayers=6
|
.DS [MaxPlayers] ;maxplayers=6
|
||||||
MaxEnergyTableL ;Energy of the tank during the round
|
MaxForceTableL ;Energy of the tank during the round
|
||||||
;(limes superior force of the Shoot)
|
;(limes superior force of the Shoot)
|
||||||
.DS [MaxPlayers] ;1000 is the default
|
.DS [MaxPlayers] ;1000 is the default
|
||||||
MaxEnergyTableH
|
MaxForceTableH
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
AngleTable ;Angle of the barrel of each tank during the round
|
AngleTable ;Angle of the barrel of each tank during the round
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
NewAngle .DS 1
|
NewAngle .DS 1
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
ActiveWeapon ;number of the selected weapon
|
ActiveWeapon ;number of the selected weapon
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
|
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
||||||
|
.DS [MaxPlayers]
|
||||||
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
;format of the 3-byte static point number used in the game
|
;format of the 3-byte static point number used in the game
|
||||||
; 20203.5 => 128 : <20203 : >20203
|
; 20203.5 => 128 : <20203 : >20203
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
L1 .DS 1 ; variable used in multiplications (by 10:)
|
L1 .DS 1 ; variable used in multiplications (by 10:)
|
||||||
gravity .DS 1 ;only the decimal part (1/10 = 25)
|
gravity .DS 1 ;only the decimal part (1/10 = 25)
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
Wind .ds 2 ;walue displayed on the screen
|
Wind .ds 4 ;format: 0000.hhll
|
||||||
;multiplied by 16 (decimal part only)
|
;walue displayed on the screen is
|
||||||
;-----------------------------------
|
;decimal portion divided by 16 (>>4)
|
||||||
|
;----------------------------------------------------
|
||||||
MaxWind .ds 1 ;
|
MaxWind .ds 1 ;
|
||||||
WindOrientation .DS 1 ;(0-right,1-left)
|
WindOrientation .DS 1 ;(0-right,1-left)
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
Counter .DS 1 ;temporary Counter for outside loops
|
Counter .DS 1 ;temporary Counter for outside loops
|
||||||
HitFlag .DS 1 ;1 when missile hit anything
|
HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
xtankstableL ;X positions of tanks (lower left point)
|
xtankstableL ;X positions of tanks (lower left point)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
xtankstableH
|
xtankstableH
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
ytankstable ;Y positions of tanks (lower left point)
|
ytankstable ;Y positions of tanks (lower left point)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
LowResDistances ; coarse stank positions divided by 4 (to be in just one byte)
|
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
Erase .DS 1 ; if 1 only mask of the character is printed
|
Erase .DS 1 ; if 1 only mask of the character is printed
|
||||||
; on the graphics screen. if 0 character is printed normally
|
; on the graphics screen. if 0 character is printed normally
|
||||||
|
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
RangeLeft .DS 2 ;range of the soil to be fallen down
|
RangeLeft .DS 2 ;range of the soil to be fallen down
|
||||||
RangeRight .DS 2 ;it is being set by all Explosions
|
RangeRight .DS 2 ;it is being set by all Explosions
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
|
WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
|
||||||
WeaponRangeRight .DS 2
|
WeaponRangeRight .DS 2
|
||||||
;--------------------------------------------------
|
;----------------------------------------------------
|
||||||
;xroller
|
;xroller
|
||||||
HowMuchToFall .ds 1
|
HowMuchToFall .ds 1
|
||||||
HeightRol .DS 1
|
HeightRol .DS 1
|
||||||
@@ -159,7 +163,6 @@ sandhogflag .DS 1 ; (0 digger, 8 sandhog)
|
|||||||
;ofdirt
|
;ofdirt
|
||||||
magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
|
magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
|
||||||
;draw
|
;draw
|
||||||
DrawJumpAddr .DS 2
|
|
||||||
HowToDraw .DS 1
|
HowToDraw .DS 1
|
||||||
; bits here mean
|
; bits here mean
|
||||||
; 0 - negative X (go up)
|
; 0 - negative X (go up)
|
||||||
@@ -172,14 +175,14 @@ LineLength .DS 2
|
|||||||
;circle
|
;circle
|
||||||
radius .DS 1
|
radius .DS 1
|
||||||
xcircle .DS 2
|
xcircle .DS 2
|
||||||
ycircle .DS 1
|
ycircle .DS 2
|
||||||
tempcir .DS 2
|
tempcir .DS 2
|
||||||
;TankFalls
|
;TankFalls
|
||||||
IfFallDown .DS 1
|
FallingSoundBit .DS 1
|
||||||
PreviousFall .DS 1
|
PreviousFall .DS 1
|
||||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||||
Parachute .DS 1 ; are you insured with parachute?
|
Parachute .DS 1 ; are you insured with parachute?
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Flight
|
;Flight
|
||||||
;variables for 5 missiles (used for mirv)
|
;variables for 5 missiles (used for mirv)
|
||||||
xtraj00 .DS [5] ; 3 bytes of xtraj times 5. Lowest byte
|
xtraj00 .DS [5] ; 3 bytes of xtraj times 5. Lowest byte
|
||||||
@@ -192,7 +195,9 @@ vx03 .DS [5]
|
|||||||
MirvDown .DS [5] ; is given missile down?
|
MirvDown .DS [5] ; is given missile down?
|
||||||
MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
|
MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
|
||||||
SmokeTracerFlag .DS 1 ; if Smoketracer
|
SmokeTracerFlag .DS 1 ; if Smoketracer
|
||||||
; -------------------------------------------------
|
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
|
;CheckCollisionWithTank
|
||||||
vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
|
vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
|
||||||
vy .ds 4 ;0,0,0,0
|
vy .ds 4 ;0,0,0,0
|
||||||
@@ -204,12 +209,11 @@ Angle .DS 1
|
|||||||
Force .ds 3 ; 0,0,0
|
Force .ds 3 ; 0,0,0
|
||||||
Multiplier .ds 3 ; 0,0,0
|
Multiplier .ds 3 ; 0,0,0
|
||||||
Multiplee .ds 2 ; 0,0
|
Multiplee .ds 2 ; 0,0
|
||||||
Result .ds 3 ; 0,0,0
|
|
||||||
goleft .DS 1 ;if 1 then flights left
|
goleft .DS 1 ;if 1 then flights left
|
||||||
;--------------------------------------------------
|
;----------------------------------------------------
|
||||||
;SoilDown2
|
;SoilDown2
|
||||||
IsEndOfTheFallFlag .DS 1
|
IsEndOfTheFallFlag .DS 1
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
;unPlot
|
;unPlot
|
||||||
WhichUnPlot .DS 1
|
WhichUnPlot .DS 1
|
||||||
; max 5 concurrent unPlots
|
; max 5 concurrent unPlots
|
||||||
@@ -223,7 +227,7 @@ xtrajfb .DS 2
|
|||||||
ytrajfb .DS 2
|
ytrajfb .DS 2
|
||||||
;
|
;
|
||||||
tracerflag .DS 1
|
tracerflag .DS 1
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
;TypeChar
|
;TypeChar
|
||||||
mask1 .DS [8]
|
mask1 .DS [8]
|
||||||
mask2 .DS [8]
|
mask2 .DS [8]
|
||||||
@@ -241,24 +245,22 @@ UpNdown .DS 1
|
|||||||
temptankX .DS 2
|
temptankX .DS 2
|
||||||
temptankNr .DS 1
|
temptankNr .DS 1
|
||||||
|
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Variables from textproc.s65
|
;Variables from textproc.s65
|
||||||
; tables with numbers of weapons on the right lists
|
; tables with indexes of weapons on the right lists
|
||||||
; to be honest - I do not know at the moment what the above
|
|
||||||
; comment was supposed to mean...
|
|
||||||
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
||||||
NubersOfWeaponsL1
|
IndexesOfWeaponsL1
|
||||||
.ds 8*5 ; :(8*5) .by $ff
|
.ds 8*5 ; max 40 offensive weapons. this is wrong, should be 48, still only 32 defined.
|
||||||
NubersOfWeaponsL2
|
IndexesOfWeaponsL2
|
||||||
.ds 8*2 ; :(8*2) .by $ff
|
.ds 8*2 ; max 16 defensive weapons.
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
; variables storing amount of weapons on the first and second
|
; variables storing amount of weapons on the first and second
|
||||||
; list and pointer position
|
; list and pointer position
|
||||||
|
|
||||||
HowManyOnTheList1
|
HowManyOnTheListOff
|
||||||
.DS 1
|
.DS 1
|
||||||
HowManyOnTheList2
|
HowManyOnTheListDef
|
||||||
.DS 1
|
.DS 1
|
||||||
PositionOnTheList ; pointer position on the list being displayed
|
PositionOnTheList ; pointer position on the list being displayed
|
||||||
.DS 1
|
.DS 1
|
||||||
@@ -274,14 +276,14 @@ WhichList ; list currently on the screen
|
|||||||
OffsetDL1 ; offset of the list screen (how many lines)....
|
OffsetDL1 ; offset of the list screen (how many lines)....
|
||||||
.DS 1
|
.DS 1
|
||||||
|
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
;mark the level
|
;mark the level
|
||||||
PositionInName ; cursor position in name of the player when name input
|
PositionInName ; cursor position in name of the player when name input
|
||||||
.DS 1
|
.DS 1
|
||||||
DifficultyLevel ; Difficulty Level (human/cpu)
|
DifficultyLevel ; Difficulty Level (human/cpu)
|
||||||
.DS 1
|
.DS 1
|
||||||
;-------------------------------------------------
|
;----------------------------------------------------
|
||||||
;displaydecimal
|
;displaydecimal
|
||||||
decimal .DS 2
|
decimal .DS 2
|
||||||
decimalresult .DS 4
|
decimalresult .DS 4
|
||||||
@@ -296,7 +298,7 @@ FallDown2 .DS 1
|
|||||||
LeapFrogAngle .DS 1
|
LeapFrogAngle .DS 1
|
||||||
;laser
|
;laser
|
||||||
LaserCoordinate .DS 8 ; 2,2,2,2
|
LaserCoordinate .DS 8 ; 2,2,2,2
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
; Here go tables with weapons possesed by a given tank
|
; Here go tables with weapons possesed by a given tank
|
||||||
; Index in the table means weapon type
|
; Index in the table means weapon type
|
||||||
; number entered means ammo for given weapon possessed (max 99)
|
; number entered means ammo for given weapon possessed (max 99)
|
||||||
@@ -323,7 +325,7 @@ mountaintable2 ;table of mountains (size=screenwidth)
|
|||||||
.DS [screenwidth]
|
.DS [screenwidth]
|
||||||
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
||||||
MountaintableEnd ;good for table clearing
|
MountaintableEnd ;good for table clearing
|
||||||
;----------------------------------------------
|
;----------------------------------------------------
|
||||||
TextPositionX .DS 2
|
TextPositionX .DS 2
|
||||||
TextPositionY .DS 1
|
TextPositionY .DS 1
|
||||||
TextAddress .DS 2
|
TextAddress .DS 2
|
||||||
@@ -332,7 +334,16 @@ TextNumberOff .DS 1
|
|||||||
;--------------
|
;--------------
|
||||||
TankTempY
|
TankTempY
|
||||||
.DS 1
|
.DS 1
|
||||||
|
;----------------------------------------------------
|
||||||
;-------------- single round variables --------------
|
;-------------- single round variables --------------
|
||||||
|
;----------------------------------------------------
|
||||||
|
singleRoundVars
|
||||||
|
;--------------
|
||||||
|
escFlag .ds 1
|
||||||
|
;--------------
|
||||||
|
CurrentResult
|
||||||
|
.DS 1
|
||||||
|
;--------------
|
||||||
previousAngle
|
previousAngle
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
previousEnergyL
|
previousEnergyL
|
||||||
@@ -350,9 +361,9 @@ RandBoundaryHigh
|
|||||||
AngleTablePointer
|
AngleTablePointer
|
||||||
.DS 1
|
.DS 1
|
||||||
singleRoundVarsEnd
|
singleRoundVarsEnd
|
||||||
;----------------------------------------------
|
;----------------------------------------------------
|
||||||
; 4x4 texts
|
; 4x4 texts
|
||||||
;----------------------------------------------
|
;----------------------------------------------------
|
||||||
LineAddress4x4
|
LineAddress4x4
|
||||||
.DS 2
|
.DS 2
|
||||||
LineCharNr
|
LineCharNr
|
||||||
@@ -370,8 +381,9 @@ ResultY
|
|||||||
ResultOfTankNr
|
ResultOfTankNr
|
||||||
.DS 1
|
.DS 1
|
||||||
|
|
||||||
;----------------------------
|
;----------------------------------------------------
|
||||||
;PutChar4x4
|
;PutChar4x4
|
||||||
|
;----------------------------------------------------
|
||||||
LoopCounter4x4 .DS 1
|
LoopCounter4x4 .DS 1
|
||||||
y4x4 .DS 1
|
y4x4 .DS 1
|
||||||
StoreA4x4 .DS 1
|
StoreA4x4 .DS 1
|
||||||
@@ -383,6 +395,6 @@ plot4x4color .DS 1 ;1-white, 0-background
|
|||||||
|
|
||||||
|
|
||||||
variablesEnd
|
variablesEnd
|
||||||
;----------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
Executable → Regular
+821
-579
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user