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Author SHA1 Message Date
Pirx 93b16bd55a Merge pull request #108 from pkali/develop
build 147
2022-07-10 21:14:18 -04:00
Pirx 752b84ae2e version updt 2022-07-10 21:13:18 -04:00
Pirx d751379361 README updt 2022-07-10 21:12:00 -04:00
Pirx 01d941b013 dynamic angle #75 2022-07-10 20:45:08 -04:00
Pirx b63b7a3fb1 tank names for robots #107 2022-07-10 13:17:56 -04:00
Pirx c28d243719 improved mountains heights #86 2022-07-10 12:00:53 -04:00
Pirx 51975ccfbf first cheap attempt mountains heights #86 2022-07-09 22:35:12 -04:00
Pirx 541a7566cb tank names on gfx screen when aiming #107 2022-07-09 21:42:30 -04:00
Pirx 48bfd3824d zero page loading elimination 2022-07-09 08:31:48 -04:00
Pecusx e307f1a14a "New" shape of Force Shield 2022-07-07 20:04:32 +02:00
Pecusx 2fecc8d630 Different shape of Heavy Shield 2022-07-07 19:52:30 +02:00
Pecusx 1998c98784 Leap Frog and Funky Bobmb explosion range 2022-07-07 18:32:31 +02:00
Pecusx 4dc9b4ebb0 Havy and Force Shields swap (for better AI) 2022-07-06 20:55:22 +02:00
Pecusx 8e60cfa723 Better Napalms range calculation 2022-07-06 20:43:24 +02:00
Pecusx 9ee021b1f5 Small Soildown oprimization 2022-07-06 18:21:52 +02:00
Pecusx d738e6a6e8 Small optimisation 2022-07-05 21:16:22 +02:00
Pecusx d0838fa163 Statusbar display improvements - robo-tanks. 2022-07-05 15:02:52 +02:00
Pecusx a353e3bdb9 Better display of robo-tanks names 2022-07-05 14:30:40 +02:00
Pecusx 5933b00153 AI tanks display live angle changes. 2022-07-05 13:26:10 +02:00
Pecusx a5add9d9c4 Old way of displaying angle #105 2022-07-05 13:09:29 +02:00
Pecusx f2c7b9c5a5 Napalm for AI
now with xex :)
2022-07-05 10:22:59 +02:00
Pecusx e87d875467 Revert "Napalm for AI"
This reverts commit 876ea45eaf.
2022-07-05 10:21:19 +02:00
Pecusx 876ea45eaf Napalm for AI 2022-07-05 10:20:25 +02:00
Pecusx b164a79fd4 Napalm and Hot Napalm are working!
And they have new prices.
2022-07-05 09:36:50 +02:00
Pecusx 0984aee64f Napalm and Hot Napalm added
... but something is wrong
2022-07-04 21:25:57 +02:00
Pecusx 51c257c8e8 Better Napalm flames (test)
And AI cosmetics
2022-07-04 14:49:44 +02:00
Pecusx af4eb201b2 Second Napalm test
Only display and clear from screen.
2022-07-04 14:14:23 +02:00
Pecusx 85d0fb4778 First Napalm test
Display test only!
2022-07-04 13:09:07 +02:00
Pecusx 0a7c76f74a Napalm characters (test) 2022-07-04 08:36:45 +02:00
Pirx 6d5f83195f typo 2022-07-03 23:45:40 -04:00
Pirx acd3a6abe6 Merge pull request #101 from pkali/develop
build 146
2022-07-03 23:36:12 -04:00
Pirx bb70b2495a buld 146 2022-07-03 23:35:06 -04:00
Pirx 39433a8cf4 tosser upgr and deathshead fix 2022-07-03 22:35:47 -04:00
Pirx 1765489474 weapon price balance 2022-07-03 14:36:16 -04:00
Pirx 97c01d2c61 Shooter fix 2022-07-03 14:01:51 -04:00
Pirx 3fb83583c3 AI fix and optimization 2022-07-03 13:22:44 -04:00
Pecusx 2a5595f3c9 New AI tank - Toosser and angle bugfixex 2022-07-03 16:43:43 +02:00
Pecusx a860c4dfa1 AI decreases defensive weapon used 2022-07-03 15:34:23 +02:00
Pecusx 7bd7105374 AI uses defensives 2022-07-03 15:16:58 +02:00
Pirx 00099f4c27 tank font fix 2022-07-03 00:09:23 -04:00
Pirx 4caed19cd1 new angles #87 2022-07-03 00:05:03 -04:00
Pirx e9a59b1475 sensible angles work! 2022-07-03 00:02:06 -04:00
Pecusx 011364cbeb Parachute is only shown if tank is really falling 2022-07-02 15:07:01 +02:00
Pecusx 279a47b29f Dead tanks don't fall :)
Lonely parachute bug.
2022-07-02 14:47:27 +02:00
Pirx 6ece26237c laser update 2022-07-02 08:20:32 -04:00
Pecusx 3d159f8439 Small parachute bug in falling procedure 2022-07-02 11:34:53 +02:00
Pecusx 6ac4bbe0cd Falling sfx only if Tank really falls 2022-07-02 11:29:18 +02:00
Pecusx 4583641207 Completly new tank falling procedure (70bytes saved!)
And now the tank loses 2 units of energy per pixel (vertical only)
2022-07-02 00:47:56 +02:00
Pecusx 4a32abdc83 New method of checking the tank falling direction.
New table "SlideLeftTable" (8 bytes) instead "WhereToSlideTable" (256 bytes)
But procedure is not optimal - we need to write a new version.

And now, falling diagonally doesn't take any more energy.
2022-06-28 20:01:24 +02:00
Pecusx d5c1e1e397 Battery activation bug
If you had a different defensive weapon, its energy was gone.
2022-06-28 09:02:58 +02:00
Pirx 4fe360d63c Merge pull request #100 from pkali/develop
build 145
2022-06-26 22:19:22 -04:00
Pirx c9ceb58117 build 145 2022-06-26 22:18:16 -04:00
Pirx e10514debd forgot about rounds... #76 2022-06-26 21:48:46 -04:00
Pirx 2907fe7a91 whiter color of pale #76 2022-06-26 21:26:22 -04:00
Pirx a0d5d22e74 small musique fixum-dyrdum 2022-06-26 11:21:35 -04:00
Pirx 1ea62798c8 sonico a musica nueva 2022-06-25 18:02:50 -04:00
Pirx 42facad64e wrong inventory position fix 2022-06-25 10:29:12 -04:00
Pecusx 2c98d73877 Nuclear Winter optimization - we save 4 bytes
:)
2022-06-22 17:28:31 +02:00
Pecusx 4ae4403448 Battery added! 2022-06-21 13:11:07 +02:00
Pecusx 242bc4586c Optimization - we save 15 bytes 2022-06-21 12:51:49 +02:00
Pecusx eda0e65189 Small bugfix 2022-06-21 12:38:17 +02:00
Pecusx 8613854f80 cosmetics 2022-06-21 11:34:05 +02:00
Pecusx 1c277b0e6f Nuclear Winter added. 2022-06-21 11:25:45 +02:00
Pecusx 623c9c9583 White Flag works! 2022-06-20 21:01:01 +02:00
Pecusx ce55bf0d97 Wrong parachute symbol :) 2022-06-20 14:34:36 +02:00
Pecusx 537f88e4c6 Deactivate defensive weapon now possible.
If you activate previously activated White Flag, you deactivate defensive weapons.
2022-06-20 14:07:53 +02:00
Pecusx 9aaa4fec69 Displaying White Flag and inverse reaction to fire button. 2022-06-20 13:23:36 +02:00
Pecusx 67b5dfb110 Strong Parachute (with energy) added!
and defensive (really all) weapons indexes (numbers) as constans.
2022-06-20 10:43:16 +02:00
Pirx 4200e60d47 Merge pull request #96 from pkali/develop
Develop
2022-06-19 20:23:25 -04:00
Pirx 7324203925 README 2022-06-19 20:23:05 -04:00
Pirx 634c2f83e9 README 2022-06-19 20:21:14 -04:00
Pirx 18f88705e5 Merge pull request #95 from pkali/develop
new xex
2022-06-19 20:05:32 -04:00
Pirx fe6bd17a66 new xex 2022-06-19 20:04:08 -04:00
Pirx 1d8f26d562 Merge pull request #94 from pkali/develop
inflation and supply chains distuption causes weapon price increase
2022-06-19 20:01:20 -04:00
Pirx 2bb8a743e1 inflation and supply chains distuption causes weapon price increase 2022-06-19 20:00:54 -04:00
Pirx 708a7b4aa9 Merge pull request #93 from pkali/develop
Develop
2022-06-19 14:43:03 -04:00
Pirx 8153670711 build 144 2022-06-19 14:42:24 -04:00
Pirx ab140ed5ca short fire - inventory, long fire - fire #75 2022-06-19 14:22:54 -04:00
Pirx cc3e2d1845 power timer 1/2s to speed up #75 2022-06-19 12:02:48 -04:00
Pirx 98e866abdd elaborate fix of a simple issue... #92 2022-06-18 20:17:16 -04:00
Pirx ffa748fb68 font update #26 2022-06-18 11:22:04 -04:00
Pirx de047779ce looks like inventory works... #26 2022-06-18 10:40:00 -04:00
Pirx 3c685b2811 infinite money when purchasing Baby Missile fix #26 2022-06-18 07:07:24 -04:00
Pecusx c86dcd7c59 cosmetics 2022-06-16 18:34:00 +02:00
Pecusx f924868459 Better (not best) collision with tank check
.... and corrected two defensive weapon numbers - Mag Deflector and Auto Defence are working.
2022-06-16 17:52:34 +02:00
Pirx 2992bd40b3 no shoot after inventory select #26 2022-06-15 07:48:57 -04:00
Pirx b19d218670 decrease activated defensives #26 2022-06-15 00:11:01 -04:00
Pirx 8ab450ff48 WIP: almost working... #26 2022-06-14 10:33:01 -04:00
Pirx 5e2ab7f206 defensives activate #26 2022-06-14 09:26:38 -04:00
Pecusx cd69bf22db Shield energy table added.
... for easier activation.
Defensive weapon numbering revised.
2022-06-13 09:18:05 +02:00
Pirx ff8c4d9329 number of shells in inventory #26 2022-06-13 01:35:57 -04:00
Pirx 83e128a1b5 no prices in inventory #26 2022-06-13 01:21:27 -04:00
Pirx cc8688263a Purchase/Activate texts in shop #26 2022-06-12 10:18:13 -04:00
Pirx b5bf6ecc30 joy left change offensive/deffensive #26 2022-06-12 09:48:10 -04:00
Pirx e2c85c98c2 inventory offensive weapons selection #26 2022-06-12 00:39:19 -04:00
Pirx c47a22a833 wip: purchase does not show active weapon #26 2022-06-11 20:08:25 -04:00
Pirx cd4275226a wip: inventory shows active weapon #26 2022-06-11 18:08:25 -04:00
Pirx cb270be865 wip: inventory shows weapons #26 2022-06-11 14:53:28 -04:00
Pirx 7df1d5eff9 isInventory var 2022-06-11 13:08:49 -04:00
Pirx c3f6e2399d to be as it was 2022-06-11 10:04:29 -04:00
Pirx 598860b7d0 infinite purchases fix #26 2022-06-11 09:43:08 -04:00
Pirx c1aa177767 WIP: press I for inventory #26 2022-06-11 05:51:13 -04:00
Pecusx eb7f6369de Collision with tank now checks the shield
We must rewvite CheckCollisionWithTank procedure !!!!
In future :)
2022-06-10 19:37:52 +02:00
Pecusx 41900d7671 Mag Deflector added
Only for test.
Now all players has active Mag Deflector with energy (99) before game.
2022-06-10 18:48:19 +02:00
Pecusx 6a6689b9b7 Auto Defence added
Only for test.
Now all players has active Auto Defence with energy (99) before game.
2022-06-10 11:13:20 +02:00
Pecusx 836c67afcf cosmetics 2022-06-09 20:32:37 +02:00
Pecusx 1b983b8d92 Index of hit tank in HitFlag
For future use.
Easier to check whether the hit tank or ground.
2022-06-09 18:06:31 +02:00
Pecusx 53e9f89012 Shield "horns" drawing.
For future use (defensive but aggressive :) ) weapons.
2022-06-09 14:40:48 +02:00
Pecusx cf40bf905d Slight change. 2022-06-09 12:57:50 +02:00
Pecusx 91b613f166 Shield witch parachute added
Only for test.
Now all players has active Shield with energy (99) and witch parachute before game.
Alo added display name of active defensive weapon on statusbar, and some fixes.
2022-06-09 09:46:09 +02:00
Pecusx eace9eb5cf Shield with energy added
Only for test.
Now all players has active Shield with energy (99) before game.
2022-06-08 21:52:19 +02:00
Pecusx 4c6b56a1e2 Now shield is displayed on a tank without PM
Small bugfix.
2022-06-08 14:40:29 +02:00
Pecusx 7b86fc98cd Simple shield added
Only for test.
Now all players has active Shield before game.
2022-06-08 11:14:03 +02:00
Pecusx 186cacf5ba The first attempt at handling defensive weapons
Only for test.
Now all players has active Parachute berore round.
2022-06-07 10:25:23 +02:00
Pecusx 031416b8e6 "Underground" shot fixed. 2022-06-06 17:59:43 +02:00
Pecusx 1394524a26 FunkyBomb and LeapFrog bugfix #89
Problem was due to the better accuracy of the collision with tank check procedure.
2022-06-06 09:42:22 +02:00
Pirx ea6c621d79 Merge pull request #90 from pkali/develop
build 143
2022-06-06 00:23:46 -04:00
Pirx afd81c08c3 build 143 2022-06-06 00:23:02 -04:00
Pirx a9703609b6 bad tanksequence fix #47 2022-06-06 00:01:02 -04:00
Pirx d8bfda28a0 code size opts 2022-06-05 21:36:38 -04:00
Pirx 743114fd0d some code size optimizations 2022-06-05 09:33:28 -04:00
Pirx 079abc062f done for now #74 2022-06-05 03:17:34 -04:00
Pirx 853a597daf almost done #74 2022-06-05 02:40:07 -04:00
Pirx 1eadc7f63e minor edits 2022-06-04 17:54:15 -04:00
Pirx 081cf282c8 forgot about MIRV #82 2022-06-04 16:15:43 -04:00
Pirx 4c3203854c letting winds #82 2022-06-04 16:07:01 -04:00
Pecusx bf11a9967f Atract mode only for human players 2022-06-03 21:46:04 +02:00
Pecusx 0d7403d1c0 Laser is working properly.
But why!!!
Where do xdraw and ydraw come from in laser procedure!
2022-06-03 11:59:11 +02:00
Pecusx 777f5c341a Additional check for 0 bullets in DecreaseWeapon proc #56 2022-06-03 10:48:08 +02:00
Pecusx 8f0bd8ca81 Liquid Dirt bug and little optimization 2022-06-03 10:30:02 +02:00
Pecusx c12049d0d7 Sometimes no explosion - solved!
A small change after a long analysis of the procedures "Fly" and "draw" - very hard work :)
2022-06-02 23:38:52 +02:00
Pecusx 6013986e51 Minor changes 2022-06-02 21:40:09 +02:00
Pecusx 0fbe3de569 Improved checking collision with the tank.
And other optimizations.
2022-06-02 15:01:49 +02:00
Pecusx 9569b3365a First attempt to 2 bytes Y
Not everywhere yet, but in the most important procedures.
2022-06-02 10:01:06 +02:00
Pecusx 6d9b2907c5 Flight procedure optimization
3 bytes variable (Result) now is unnecessary.
The code is a bit shorter.
2022-06-02 09:12:00 +02:00
Pecusx 94e6caebed MIRV bullets over the screen now are visible 2022-06-01 11:44:53 +02:00
Pecusx 532ee7dc88 MIRV hit procedure completely rewritten.
Now wthout bugs :) and much clearer.
2022-06-01 11:19:14 +02:00
Pecusx 17e653b37d Flashing before tank explodes #84 2022-05-31 10:44:47 +02:00
Pecusx bef3c0f080 MIRV bugfix #66
I think so.
2022-05-30 22:41:45 +02:00
20 changed files with 2902 additions and 1879 deletions
+76 -2
View File
@@ -14,9 +14,9 @@ Contributors:
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
- Emkay - splash screen music
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800, Shaggy the Atarian
You can contact us at pecus@poczta.fm or pirx@5oft.pl
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
This source code was originally compiled under [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
@@ -47,6 +47,80 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
## Changes:
###### Build 147
2022-07-10
LOST build. We were watching [LOST party](https://www.lostparty.pl/2022/) streams so maybe a little less done, but still some nice improvements.
- new weapons by @Pecusx - Napalm and Hot Napalm. Fire penetrates all shields, so beware!
- status bar showing outdated info on the beginning of the round fix
- various small optimizations incl. memory usage, soildown, weapon ranges
- improved shapes of Heavy and Force Shields
Issues closed:
- revert to the old but slightly improved version of showing angles (#105)
- zero page loading eliminated (#106)
- active player name appear over his tank when aiming (#107)
- configurable mountain heights (The Netherlands, Belgium, Czechia, Switzerland, Nepal) (#86)
- angle speeds up when joystick / keyboard are pressed (#75)
###### Build 146
2022-07-03
Super heavy rewrite build.
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.
- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
- 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.
- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
- AI opponents can purchase defensive weapons which make playing against AI somewhat more challenging.
- Improved Laser. It is still not ideal, but better. Still hard to aim :]
- Few small parachute-related bugs fixed
- Death's Head bug fix
Issues closed:
- https://github.com/pkali/scorch_src/issues/87 Angles are reasonable now. PROFIT!!!
###### Build 145
2022-06-26
Possibly last round of weapon additions!
@Pecusx added
- working White Flag -- it is a way to give up while not making opponents richer!
- Battery - a must for every tank with low energy.
- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
@mikerro added new SFX and in-game-tunes.
- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
Tickets closed:
- 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.
- https://github.com/pkali/scorch_src/issues/76 - a beginning of visual tweaks by @6502adam
- infinite defensive weapons purchase bug fixed, to the chagrin of some...
###### Build 144
2022-06-19
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.
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.
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.
Tickets closed:
* https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts
* https://github.com/pkali/scorch_src/issues/89 - improved collisions with tank
* https://github.com/pkali/scorch_src/issues/71 - ditto
* 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
###### Build 143
2022-06-05
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 :)
Only visible changes listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say good bye properly!
- 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.
- 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!
- 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.
- ATTRACT mode works how it should - screensaver saves screen only when HUMAN should input something.
###### Build 142
2022-05-30
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.
+197 -77
View File
@@ -9,7 +9,7 @@
; greeeting to myself 10 years older in 2013-11-09... still no idea
;----------------------------------------------
MakeLowResDistances .proc
.proc MakeLowResDistances
; create low precision table of positions
; by dividing positions by 4
@@ -30,18 +30,25 @@ loop
.endp
;----------------------------------------------
ArtificialIntelligence .proc ;
; A - skill of the TankNr
.proc ArtificialIntelligence ;
; A - skill of the TankNr (in X)
; returns shoot energy and angle in
; ForceTable/L/H and AngleTable
;----------------------------------------------
asl
tax
:2 dex ;credit KK
lda AIRoutines+1,x
tay
:2 dey ;credit KK
lda AIRoutines+1,y
pha
lda AIRoutines,x
lda AIRoutines,y
pha
; 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
.endp
;----------------
@@ -49,15 +56,14 @@ AIRoutines
.word Moron-1
.word Shooter-1 ;Shooter
.word Poolshark-1 ;Poolshark
.word Poolshark-1 ;Toosser
.word Poolshark-1 ;Chooser
.word Poolshark-1 ;Spoiler
.word Poolshark-1 ;Cyborg
.word Poolshark-1 ;Unknown
.word Tosser-1 ;Tosser
.word Tosser-1 ;Chooser
.word Tosser-1 ;Spoiler
.word Tosser-1 ;Cyborg
.word Tosser-1 ;Unknown
;----------------------------------------------
Moron .proc
ldx TankNr
.proc Moron
jsr RandomizeAngle
sta NewAngle
mwa #80 RandBoundaryLow
@@ -66,21 +72,29 @@ Moron .proc
rts
.endp
;----------------------------------------------
Shooter .proc
.proc Shooter
ldx TankNr
lda PreviousAngle,x
ora PreviousEnergyL,x
ora PreviousEnergyH,x
beq firstShoot
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
adc #5
bmi @+
cmp #90
bcc @+
lda #(-90)
cmp #170 ; maximum shooter angle
bcs firstShoot
@
sta NewAngle
@@ -95,36 +109,30 @@ Shooter .proc
firstShoot
; compare the x position with the middle of the screen
lda xTanksTableH,x
cmp #>(screenwidth/2)
bne @+
lda xTanksTableL,x
sta temp
lda xTanksTableH,x
sta temp+1
cpw temp #(screenwidth/2)
bcs tankIsOnTheRight
lda RANDOM
and #$1F
clc
adc #5
cmp #<(screenwidth/2)
@ bcc tankIsOnTheRight
; enemy tank is on the left
randomize 95 125
sta NewAngle
jmp forceNow
bne forceNow
tankIsOnTheRight
lda RANDOM
and #$1F
clc
adc #(-85)
;lda #-45
sta NewAngle
randomize 55 85
sta NewAngle
forceNow
mwa #100 RandBoundaryLow
mwa #800 RandBoundaryHigh
ldx TankNr ;this is possibly not necessary
;ldx TankNr ;this is possibly not necessary
jsr RandomizeForce
endo
ldx TankNr ;this is possibly not necessary
;ldx TankNr ;this is possibly not necessary
jsr RandomizeForce.LimitForce
lda NewAngle
sta PreviousAngle,x
@@ -135,28 +143,66 @@ endo
; choose the best weapon
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
ldy #32 ;the last weapon
loop
dey
lda (temp),y
lda (temp),y ; this is set up before calling the routine, has address of TanksWeaponsTable
beq loop
tya
sta ActiveWeapon,x
rts
.endp
;----------------------------------------------
Poolshark .proc
.proc Poolshark
; defensives
; if low energy ten use battery
lda Energy,x
cmp #30
bcs EnoughEnergy
; lower than 30 units - check battery
ldy #ind_Battery________
lda (temp),y ; has address of TanksWeaponsTable
beq NoBatteries
; we have batteries - use one
clc
sbc #1
sta (temp),y
lda #99
sta Energy,x
NoBatteries
EnoughEnergy
; use best defensive :)
; but not allways
randomize 1 3
cmp #1
bne NoUseDefensive
; first check check if any is in use
lda ActiveDefenceWeapon,x
bne DefensiveInUse
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
@
dey
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
beq NoUseDefensive
lda (temp),y ; has address of TanksWeaponsTable
beq @-
tya
; activate defensive weapon
sta ActiveDefenceWeapon,x
lda DefensiveEnergy,y
sta ShieldEnergy,x
; decrease in inventory
clc
sbc #1
sta (temp),y ; has address of TanksWeaponsTable
NoUseDefensive
DefensiveInUse
firstShoot
;find nearest tank neighbour
jsr MakeLowResDistances
mva #$ff temp2 ; min possible distance
ldx TankNr
;ldx TankNr
ldy NumberOfPlayers
dey
@@ -217,7 +263,7 @@ forceNow
jsr RandomizeForce
endo
ldx TankNr ;this is possibly not necessary
;ldx TankNr ;this is possibly not necessary
; choose the best weapon
@@ -225,7 +271,7 @@ endo
sta temp
lda TanksWeaponsTableH,x
sta temp+1
ldy #32 ;the last weapon
ldy #ind_Laser__________ ;the last offensive weapon
loop
dey
lda (temp),y
@@ -236,11 +282,39 @@ loop
;----------------------------------------------
AngleTable ; 16 bytes ;ba w $348b L$3350
.by 178,186,194,202,210,218,226,234
.by 16,24,32,40,48,56,64,72
.endp
.by 106,114,122,130,138,146,154,162
.by 18,26,34,43,50,58,66,74
.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
; makes purchase for AI opponents
; results of this routine are not visible on the screen
@@ -260,21 +334,22 @@ PurchaseAIRoutines
.word MoronPurchase-1
.word ShooterPurchase-1 ;ShooterPurchase
.word PoolsharkPurchase-1 ;PoolsharkPurchase
.word PoolsharkPurchase-1 ;ToosserPurchase
.word PoolsharkPurchase-1 ;ChooserPurchase
.word PoolsharkPurchase-1 ;SpoilerPurchase
.word PoolsharkPurchase-1 ;CyborgPurchase
.word PoolsharkPurchase-1 ;UnknownPurchase
.word TosserPurchase-1 ;TosserPurchase
.word TosserPurchase-1 ;ChooserPurchase
.word TosserPurchase-1 ;SpoilerPurchase
.word TosserPurchase-1 ;CyborgPurchase
.word TosserPurchase-1 ;UnknownPurchase
;----------------------------------------------
MoronPurchase
.proc MoronPurchase
;Moron buys nothing
rts
.endp
;-------
TryToPurchaseOnePiece .proc
.proc TryToPurchaseOnePiece
; A - weapon number, better it will be in range(1,32)
; TankNr in X
; DOES NOT CHANGE X
tay
lda PurchaseMeTable,y
beq SorryNoPurchase
@@ -320,28 +395,73 @@ SorryNoPurchase
;----------------------------------------------
ShooterPurchase .proc
mva #4 tempXroller; number of purchases to perform
.proc ShooterPurchase
; first try to buy defensives
mva #2 tempXroller; number of offensive purchases to perform
ldx TankNr
loop
randomize 1 14
@
randomize ind_Battery________ ind_StrongParachute
jsr TryToPurchaseOnePiece
dec tempXroller
bne loop
bne @-
rts
.endp
;----------------------------------------------
PoolsharkPurchase .proc
mva #8 tempXroller; number of purchases to perform
ldx TankNr
loop
randomize 1 30
; and now offensives
mva #4 tempXroller; number of offensive purchases to perform
;ldx TankNr
@
randomize ind_Missile________ ind_Heavy_Roller___
jsr TryToPurchaseOnePiece
dec tempXroller
bne loop
bne @-
rts
.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
+21 -18
View File
@@ -23,17 +23,8 @@ bptr .ds 2
cur_pos .ds 1
chn_bits .ds 1
bit_data .byte 1
bit_data .ds 1
.proc get_byte
lda song_data+1
inc song_ptr
bne skip
inc song_ptr+1
skip
rts
.endp
song_ptr = get_byte + 1
fcnt .ds 2
@@ -73,7 +64,7 @@ pmg .ds $0300
eif
song_data
ins 'mmm_16.lzs'
ins 'mmm_16.lzs'
song_end
POKEY = $D200
@@ -86,6 +77,8 @@ buffers
;
.proc init_song
mva #1 bit_data
; Example: here initializes song pointer:
;mwa #song_data song_ptr
@@ -182,18 +175,28 @@ skip_chn:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Check for ending of song and jump to the next frame
;
.proc check_end_song
lda song_ptr + 1
cmp #>song_end
; not checking really so the tune gets funky :)))
;lda song_ptr + 1
;cmp #>song_end
;bne wait_frame
lda song_ptr
cmp #<song_end
;lda song_ptr
;cmp #<song_end
;bne wait_frame
.endp
end_loop
rts
song_ptr = get_byte + 1
.proc get_byte
lda song_data+1
inc song_ptr
bne skip
inc song_ptr+1
skip
rts
.endp
main
jsr init_song
@@ -456,7 +459,7 @@ quit
ini main
; ---
opt l-
;opt l-
.MACRO SPRITES
missiles
+121 -118
View File
@@ -1,125 +1,128 @@
.proc talk
L0 dta c"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
L1 dta c"DIE!"
L2 dta c"EAT MY SHORTS!"
L3 dta c"YOU'RE TOAST!"
L4 dta c"BANZAI!"
L5 dta c"FROM HELL'S HEART I STAB AT THEE..."
L6 dta c"I DIDN'T DO IT. NOBODY SAW ME DO IT."
L7 dta c"TAKE A HIKE!"
L8 dta c"YOU'RE DEAD MEAT."
L9 dta c"MAKE MY DAY."
L10 dta c"CHARGE!"
L11 dta c"ATTACK!"
L12 dta c"YOU'RE OUTTA HERE."
L13 dta c"WATTSA MATTA YOU?"
L14 dta c"FREEZE, OR I'LL SHOOT!"
L15 dta c"HA HA HA."
L16 dta c"WE COME IN PEACE - SHOOT TO KILL!"
L17 dta c"IN YOUR FACE!"
L18 dta c"DIE COMMIE PIG!"
L19 dta c"I LOVE THE SMELL OF NAPALM IN THE MORNING."
L20 dta c"VICTORY!"
L21 dta c"SHOW SOME RESPECT."
L22 dta c"JUST WHO DO YOU THINK YOU ARE?"
L23 dta c"LOOK OUT BELOW!"
L24 dta c"KNOCK, KNOCK."
L25 dta c"LOOK OVER THERE."
L26 dta c"GUESS WHAT'S COMING FOR DINNER?"
L27 dta c"MERRY CHRISTMAS."
L28 dta c"OPEN WIDE!"
L29 dta c"HERE GOES NOTHING..."
L30 dta c"DON'T WORRY, IT ISN'T A LIVE ROUND."
L31 dta c"BLOOD, PAIN, VIOLENCE!"
L32 dta c"TAKE THIS, SISSY!"
L33 dta c"I SHALL FLATTEN YOU!"
L34 dta c"I SHALL SMASH YOUR UGLY TANK!"
L35 dta c"I WONDER WHAT THIS BUTTON DOES?"
L36 dta c"DON'T TAKE THIS PERSONALLY."
L37 dta c"WOULD THIS MAKE YOU MAD?"
L38 dta c"I TOLD YOU TO LEAVE MY SISTER ALONE!"
L39 dta c"I COULD SPARE YOU, BUT WHY?"
L40 dta c"MY BOMB IS BIGGER THAN YOURS."
L41 dta c"DON'T FORGET ABOUT ME!"
L42 dta c"HASTA LA VISTA, BABY!"
L43 dta c"THIS IS YOUR BRAIN ON SCORCH."
L44 dta c"TAKE THIS!"
L45 dta c"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
L46 dta c"DIE, ALIEN SWINE!"
L47 dta c"SAY ARRGGHHHHH...."
L48 dta c"I SHALL OIL MY TURRET WITH YOUR BLOOD."
L49 dta c"DIE, TANK-SCUM!"
L50 dta c"I'M GONNA BREAK YOUR FACE!"
L51 dta c"MAMA SAID KNOCK YOU OUT!"
L52 dta c"I HOPE YOU ENJOY PAIN!"
L0 dta d"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
L1 dta d"DIE!"
L2 dta d"EAT MY SHORTS!"
L3 dta d"YOU'RE TOAST!"
L4 dta d"BANZAI!"
L5 dta d"FROM HELL'S HEART I STAB AT THEE..."
L6 dta d"I DIDN'T DO IT. NOBODY SAW ME DO IT."
L7 dta d"TAKE A HIKE!"
L8 dta d"YOU'RE DEAD MEAT."
L9 dta d"MAKE MY DAY."
L10 dta d"CHARGE!"
L11 dta d"ATTACK!"
L12 dta d"YOU'RE OUTTA HERE."
L13 dta d"WATTSA MATTA YOU?"
L14 dta d"FREEZE, OR I'LL SHOOT!"
L15 dta d"HA HA HA."
L16 dta d"WE COME IN PEACE - SHOOT TO KILL!"
L17 dta d"IN YOUR FACE!"
L18 dta d"DIE COMMIE PIG!"
L19 dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."
L20 dta d"VICTORY!"
L21 dta d"SHOW SOME RESPECT."
L22 dta d"JUST WHO DO YOU THINK YOU ARE?"
L23 dta d"LOOK OUT BELOW!"
L24 dta d"KNOCK, KNOCK."
L25 dta d"LOOK OVER THERE."
L26 dta d"GUESS WHAT'S COMING FOR DINNER?"
L27 dta d"MERRY CHRISTMAS."
L28 dta d"OPEN WIDE!"
L29 dta d"HERE GOES NOTHING..."
L30 dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."
L31 dta d"BLOOD, PAIN, VIOLENCE!"
L32 dta d"TAKE THIS, SISSY!"
L33 dta d"I SHALL FLATTEN YOU!"
L34 dta d"I SHALL SMASH YOUR UGLY TANK!"
L35 dta d"I WONDER WHAT THIS BUTTON DOES?"
L36 dta d"DON'T TAKE THIS PERSONALLY."
L37 dta d"WOULD THIS MAKE YOU MAD?"
L38 dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"
L39 dta d"I COULD SPARE YOU, BUT WHY?"
L40 dta d"MY BOMB IS BIGGER THAN YOURS."
L41 dta d"DON'T FORGET ABOUT ME!"
L42 dta d"HASTA LA VISTA, BABY!"
L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
L44 dta d"TAKE THIS!"
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
L46 dta d"DIE, ALIEN SWINE!"
L47 dta d"SAY ARRGGHHHHH...."
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
L49 dta d"DIE, TANK-SCUM!"
L50 dta d"I'M GONNA BREAK YOUR FACE!"
L51 dta d"MAMA SAID KNOCK YOU OUT!"
L52 dta d"I HOPE YOU ENJOY PAIN!"
;--------------------------------
L53 dta c"PARTING IS SUCH SWEET SORROW... NOT!"
L54 dta c"UGH!"
L55 dta c"AARGH!"
L56 dta c"AAAGGHHH!"
L57 dta c"I'M MELTING!"
L58 dta c"OOF.."
L59 dta c"OH!"
L60 dta c"EEEK!"
L61 dta c"AACCH!"
L62 dta c"I HATE IT WHEN THAT HAPPENS."
L63 dta c"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
L64 dta c"OH NO!"
L65 dta c"NOT ME!"
L66 dta c"OUCH."
L67 dta c"OH NO, NOT AGAIN."
L68 dta c"ANOTHER ONE BITES THE DUST."
L69 dta c"GOODBYE."
L70 dta c"HELP ME!"
L71 dta c"FAREWELL, CRUEL WORLD."
L72 dta c"REMEMBER THE ALAMO!"
L73 dta c"OH MAN!"
L74 dta c"DOOUGH!"
L75 dta c"ANOTHER DAY, ANOTHER BOMB."
L76 dta c"THIS IS THE END, MY ONLY FRIEND."
L77 dta c"IT'S ALL OVER."
L78 dta c"THE FAT LADY SANG."
L79 dta c"WHY DOES EVERYTHING HAPPEN TO ME?"
L80 dta c"I'M GOING DOWN."
L81 dta c"I'VE GOT A BAD FEELING ABOUT THIS."
L82 dta c"CRAPOLA."
L83 dta c"POW!"
L84 dta c"BIF!"
L85 dta c"BAM!"
L86 dta c"ZONK!"
L87 dta c"I SHOULD'VE LISTENED TO MY MOTHER..."
L88 dta c"NO... A BUD LIGHT!"
L89 dta c"WHAT WAS THAT NOISE?"
L90 dta c"MAMA SAID THERE'D BE DAYS LIKE THIS."
L91 dta c"ITS JUST ONE OF THOSE DAYS..."
L92 dta c"I SEE A BRIGHT LIGHT..."
L93 dta c"MOMMY? IS THAT YOU?"
L94 dta c"I LET YOU HIT ME!"
L95 dta c"SUCKER SHOT!"
L96 dta c"I DIDN'T WANT TO LIVE ANYWAY."
L97 dta c"-<SOB>-"
L98 dta c"WAS THAT AS CLOSE AS I THINK IT WAS?"
L99 dta c"JOIN THE ARMY, SEE THE WORLD THEY SAID."
L100 dta c"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
L101 dta c"I DIDN'T LIKE VIOLENCE ANYWAY!"
L102 dta c"I THOUGHT YOU LIKED ME?"
L103 dta c"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
L104 dta c"I THINK THIS GUY'S A LITTLE CRAZY."
L105 dta c"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
L106 dta c"HEY! KILLIN' AIN'T COOL."
L107 dta c"GEE... THANKS."
L108 dta c"I'VE FALLEN AND I CAN'T GET UP!"
L109 dta c"911?"
L110 dta c"OH NO! HERE I BLOW AGAIN!"
L111 dta c"I'LL BE BACK..."
L112 dta c"HEY - I'VE GOT LAWYERS."
L113 dta c"TIME TO CALL 1-900-SUE-TANK."
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
L54 dta d"UGH!"
L55 dta d"AARGH!"
L56 dta d"AAAGGHHH!"
L57 dta d"I'M MELTING!"
L58 dta d"OOF.."
L59 dta d"OH!"
L60 dta d"EEEK!"
L61 dta d"AACCH!"
L62 dta d"I HATE IT WHEN THAT HAPPENS."
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
L64 dta d"OH NO!"
L65 dta d"NOT ME!"
L66 dta d"OUCH."
L67 dta d"OH NO, NOT AGAIN."
L68 dta d"ANOTHER ONE BITES THE DUST."
L69 dta d"GOODBYE."
L70 dta d"HELP ME!"
L71 dta d"FAREWELL, CRUEL WORLD."
L72 dta d"REMEMBER THE ALAMO!"
L73 dta d"OH MAN!"
L74 dta d"DOOUGH!"
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
L77 dta d"IT'S ALL OVER."
L78 dta d"THE FAT LADY SANG."
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
L80 dta d"I'M GOING DOWN."
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
L82 dta d"CRAPOLA."
L83 dta d"POW!"
L84 dta d"BIF!"
L85 dta d"BAM!"
L86 dta d"ZONK!"
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
L88 dta d"NO... A BUD LIGHT!"
L89 dta d"WHAT WAS THAT NOISE?"
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
L92 dta d"I SEE A BRIGHT LIGHT..."
L93 dta d"MOMMY? IS THAT YOU?"
L94 dta d"I LET YOU HIT ME!"
L95 dta d"SUCKER SHOT!"
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY."
L97 dta d"-<SOB>-"
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
L102 dta d"I THOUGHT YOU LIKED ME?"
L103 dta d"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
L106 dta d"HEY! KILLIN' AIN'T COOL."
L107 dta d"GEE... THANKS."
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!"
L109 dta d"911?"
L110 dta d"OH NO! HERE I BLOW AGAIN!"
L111 dta d"I'LL BE BACK..."
L112 dta d"HEY - I'VE GOT LAWYERS."
L113 dta d"TIME TO CALL 1-900-SUE-TANK."
LEND
OffensiveTextTableL
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dta <LEND
OffensiveTextTableH
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113
OffensiveTextLengths
dta 43,4,14,13,7,35,37,12,17,12,7,7,18,17,22,9,33,13,15,42,8,18,30,15,13,16,31,16,10,20,35,22,17,20,29,31,27,24,36,27,29,22,21,29,10,48,17,20,38,15,26,24,22,36,4,6,9,12,5,3,5,6,28,39,6,7,5,17,27,8,8,22,19,7,7,26,32,14,18,33,15,34,8,4,4,4,5,36,18,20,36,29,23,19,17,12,29,7,36,39,41,30,23,48,34,42,25,14,31,4,26,15,23,28
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52
dta >L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113
dta >LEND
NumberOfOffensiveTexts=54
NumberOfDeffensiveTexts=60
.endp
BIN
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Binary file not shown.
Binary file not shown.
-48
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@@ -1,48 +0,0 @@
import sys
from string import strip
lineCount = 0
lengths = []
alltexts = []
for line in open("TALK1.txt"):
lineCount+=1
line = strip(line)
lengths.append(len(line))
alltexts.append(line)
off = lineCount
for line in open("TALK2.txt"):
lineCount+=1
line = strip(line)
lengths.append(len(line))
alltexts.append(line)
tmpNo = 0
for line in alltexts:
print ("L"+str(tmpNo)+' dta "'+line+'"')
tmpNo+= 1
l=""
for i in range(0,lineCount):
l+="<L"+str(i)+","
l=l[:-1]
print ("OffensiveTextTableL")
print (" dta "+l)
l=""
for i in range(0,lineCount):
l+=">L"+str(i)+","
l=l[:-1]
print ("OffensiveTextTableH")
print (" dta "+l)
l=""
for i in range(0,lineCount):
l+=str(lengths[i])+","
l=l[:-1]
print ("OffensiveTextLengths")
print (" dta "+l)
deff = lineCount-off
print ("NumberOfOffensiveTexts="+str(off))
print ("NumberOfDeffensiveTexts="+str(deff))
+185 -409
View File
@@ -14,16 +14,17 @@ dliColorsFore
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0c
CashOptionL ;(one zero less than on the screen)
.by 0,<200,<500,<800,<1000
.by 0,<200,<800,<1200,<2000
CashOptionH
.by 0,>200,>500,>800,>1000
.by 0,>200,>800,>1200,>2000
GravityTable .by 10,20,25,30,40
MaxWindTable .by 5,20,40,70,99
RoundsTable .by 10,20,30,40,50
flyDelayTable .by 255,150,75,35,1
seppukuTable .by 255, 45,25,15,9
mountainsDeltaTableH .by 0,1,3,5,7
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
;------------------------------------------------
LevelNameBeginL ; begins of level names
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
.by <(NamesOfLevels+32),<(NamesOfLevels+42),<(NamesOfLevels+52)
@@ -37,31 +38,25 @@ TanksWeaponsTableL
.by <TanksWeapon1,<TanksWeapon2,<TanksWeapon3,<TanksWeapon4,<TanksWeapon5,<TanksWeapon6
TanksWeaponsTableH
.by >TanksWeapon1,>TanksWeapon2,>TanksWeapon3,>TanksWeapon4,>TanksWeapon5,>TanksWeapon6
;-----4x4 texts-----
;-----4x4 texts-----
LineTop
dta d"(%%%%%%%%%%%%)"
.byte $ff
dta d"(%%%%%%%%%%%%)", $ff
;# - vertical, () * +, % - horizontal
LineBottom
dta d"*%%%%%%%%%%%%+"
.byte $ff
dta d"*%%%%%%%%%%%%+", $ff
LineEmpty
dta d"# #"
.byte $ff
dta d"# #", $ff
LineHeader2
dta d"# RESULTS #"
.byte $ff
dta d"# RESULTS #", $ff
LineGameOver
dta d"# GAME OVER #"
.byte $ff
dta d"# GAME OVER #", $ff
seppukuText
dta d"# SEPPUKU! #"
.byte $ff
dta d"# SEPPUKU! #", $ff
areYouSureText
dta d"# SURE? Y/N #", $ff
lineClear
dta d" "
.byte $ff
dta d" ", $ff
;-----------
pmtableL ; addressess of the P/M memory for 5 tanks (6th is without P/M background)
@@ -77,32 +72,6 @@ pmtableH
.by >(pmgraph+$700)
.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
.by 0
.by 4
@@ -217,332 +186,102 @@ disktance ;tanks distance
; this table is for deciding where a tank should slide
; accordingly to what is below the tank
; there are 3 bits used here
; bit 0 - go down
; bit 1 - go left
; bit 2 - go right
; position in the table equals to bit pattern of soil below tank
; values in table mean that tank is moving to the left
SlideLeftTable
.BY %00000001
.BY %00000010
.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
.BY %001 ; 00000000
.BY %101 ; 00000001
.BY %100 ; 00000010
.BY %100 ; 00000011
.BY %100 ; 00000100
.BY %100 ; 00000101
.BY %100 ; 00000110
.BY %100 ; 00000111
.BY %000 ; 00001000
.BY %000 ; 00001001
.BY %000 ; 00001010
.BY %000 ; 00001011
.BY %100 ; 00001100
.BY %000 ; 00001101
.BY %000 ; 00001110
.BY %000 ; 00001111
.BY %000 ; 00010000
.BY %000 ; 00010001
.BY %000 ; 00010010
.BY %000 ; 00010011
.BY %000 ; 00010100
.BY %000 ; 00010101
.BY %000 ; 00010110
.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
;-----------------------------------------------------------
; this table changes Angle to the appropriate tank character
BarrelTable
.by $2C,$2C,$2C,$2C,$2C,$2C,$2C,$2C,$2A,$2A,
.by $2A,$2A,$2A,$2A,$2A,$2A,$28,$28,$28,$28,
.by $28,$28,$28,$28,$28,$26,$26,$26,$26,$26,
.by $26,$26,$26,$24,$24,$24,$24,$24,$24,$24,
.by $24,$22,$22,$22,$22,$22,$22,$22,$22,$22,
.by $20,$20,$20,$20,$20,$20,$20,$20,$1E,$1E,
.by $1E,$1E,$1E,$1E,$1E,$1E,$1C,$1C,$1C,$1C,
.by $1C,$1C,$1C,$1C,$1C,$1A,$1A,$1A,$1A,$1A,
.by $1A,$1A,$1A,$18,$18,$18,$18,$18,$18,$18,
;.by $18,
.by $16,$16,$16,$16,$16,$16,$16,$16,$14,$14,
.by $14,$14,$14,$14,$14,$14,$12,$12,$12,$12,
.by $12,$12,$12,$12,$12,$10,$10,$10,$10,$10,
.by $10,$10,$10,$0E,$0E,$0E,$0E,$0E,$0E,$0E,
.by $0E,$0C,$0C,$0C,$0C,$0C,$0C,$0C,$0C,$0C,
.by $0A,$0A,$0A,$0A,$0A,$0A,$0A,$0A,$08,$08,
.by $08,$08,$08,$08,$08,$08,$06,$06,$06,$06,
.by $06,$06,$06,$06,$06,$04,$04,$04,$04,$04,
.by $04,$04,$04,$02,$02,$02,$02,$02,$02,$02,
.by $02,
EndOfTheBarrelX
; right angles from 0 (vertically up) to 90 (horizontally to the right)
.by 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 7,7,7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7
; right angles from 0 (horizontally right) to 90 (up)
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0 ; not used
.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 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,6,6,6,6,6,6,6,6,6,
.by 5,5,5,5,5,5,5,5,5,5,
.by 4,4,4,4,4,4,4,4,4,4,
;.by 4,
; left angles from 90 (horizontally to the left) to 1 (vertically up)
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.by 1,1,1,1,1,1,1,1,1
.by 2,2,2,2,2,2,2,2,2,2
.by 3,3,3,3,3,3,3,3,3,3,3
; left angles from 90 (vertical) to 180 (horizontally left)
.by 3,3,3,3,3,3,3,3,3,3,
.by 3,2,2,2,2,2,2,2,2,2,
.by 2,1,1,1,1,1,1,1,1,1,
.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
EndOfTheBarrelY
; right angles from 0 (vertically up) to 90 (horizontally to the right)
.by 7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
.by 6,6,6,6,6,6,6,6,6
.by 5,5,5,5,5,5,5,5,5,5
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
; right angles from 0 (horizontally right) to 90 (up)
; 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 4,4,4,4,4,4,4,4,4,4,
.by 4,4,4,4,4,4,4,4,4,4,
.by 4,4,4,4,4,4,4,5,5,5,
.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 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0 ; not used
; left angles from 90 (horizontally to the left) to 1 (vertically up)
.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
dta d"1st.Tank"
dta d"2nd.Tank"
@@ -551,7 +290,6 @@ TanksNamesDefault
dta d"5th.Tank"
dta d"6th.Tank"
WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Baby_Missile___
.by >price_Missile________
@@ -601,22 +339,22 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price______________45
.by >price______________46
.by >price______________47
.by >price_Heat_Guidance__
.by >price_White_Flag_____
.by >price_Battery________
.by >price_Bal_Guidance___
.by >price_Horz_Guidance__
.by >price_Vert_Guidance__
.by >price_Lazy_Boy_______
.by >price_Parachute______
.by >price_Battery________
.by >price_StrongParachute
.by >price_Mag_Deflector__
.by >price_Shield_________
.by >price_Force_Shield___
.by >price_Heavy_Shield___
.by >price_Force_Shield___
.by >price_Super_Mag______
.by >price_Auto_Defense___
.by >price_Fuel_Tank______
.by >price_Contact_Trigger
.by >price_White_Flag_____
.by >price_Nuclear_Winter_
WeaponPriceL
.by <price_Baby_Missile___
@@ -667,22 +405,22 @@ WeaponPriceL
.by <price______________45
.by <price______________46
.by <price______________47
.by <price_Heat_Guidance__
.by <price_White_Flag_____
.by <price_Battery________
.by <price_Bal_Guidance___
.by <price_Horz_Guidance__
.by <price_Vert_Guidance__
.by <price_Lazy_Boy_______
.by <price_Parachute______
.by <price_Battery________
.by <price_StrongParachute
.by <price_Mag_Deflector__
.by <price_Shield_________
.by <price_Force_Shield___
.by <price_Heavy_Shield___
.by <price_Force_Shield___
.by <price_Super_Mag______
.by <price_Auto_Defense___
.by <price_Fuel_Tank______
.by <price_Contact_Trigger
.by <price_White_Flag_____
.by <price_Nuclear_Winter_
;-------------------------------------------------
; how many units (bulletd) of a given weapon we get for a given price
@@ -693,18 +431,18 @@ WeaponPriceL
WeaponUnits
.by 10 ;Baby_Missile___
.by 5 ;Missile________
.by 3 ;Baby_Nuke______
.by 2 ;Baby_Nuke______
.by 1 ;Nuke___________
.by 2 ;LeapFrog_______
.by 2 ;Funky_Bomb_____
.by 3 ;MIRV___________
.by 3 ;Funky_Bomb_____
.by 2 ;MIRV___________
.by 1 ;Death_s_Head___
.by 10 ;Napalm_________
.by 4 ;Napalm_________
.by 2 ;Hot_Napalm_____
.by 20 ;Tracer_________
.by 10 ;Smoke_Tracer___
.by 10 ;Baby_Roller____
.by 5 ;Roller_________
.by 5 ;Baby_Roller____
.by 3 ;Roller_________
.by 2 ;Heavy_Roller___
.by 5 ;Riot_Charge____
.by 2 ;Riot_Blast_____
@@ -716,9 +454,9 @@ WeaponUnits
.by 10 ;Baby_Sandhog___
.by 5 ;Sandhog________
.by 2 ;Heavy_Sandhog__
.by 10 ;Dirt_Clod______
.by 5 ;Dirt_Ball______
.by 2 ;Ton_of_Dirt____
.by 5 ;Dirt_Clod______
.by 3 ;Dirt_Ball______
.by 1 ;Ton_of_Dirt____
.by 4 ;Liquid_Dirt____
.by 2 ;Dirt_Charge____
.by 10 ;Earth_Disrupter
@@ -739,22 +477,22 @@ WeaponUnits
.by 0 ;_____________45
.by 0 ;_____________46
.by 0 ;_____________47
.by 6 ;Heat_Guidance__
.by 1 ;White_Flag___48
.by 3 ;Battery________
.by 2 ;Bal_Guidance___
.by 5 ;Horz_Guidance__
.by 5 ;Vert_Guidance__
.by 2 ;Lazy_Boy_______
.by 8 ;Parachute______
.by 10 ;Battery________
.by 3 ;Parachute______
.by 2 ;StrongParachute
.by 2 ;Mag_Deflector__
.by 3 ;Shield_________
.by 3 ;Force_Shield___
.by 2 ;Heavy_Shield___
.by 3 ;Force_Shield___
.by 2 ;Super_Mag______
.by 1 ;Auto_Defense___
.by 10 ;Fuel_Tank______
.by 25 ;Contact_Trigger
.by 1 ;_____________63
.by 1 ;Nuclear_Winter_
PurchaseMeTable ;weapons good to be purchased by the robot
;the comment is an index in the tables
@@ -766,8 +504,8 @@ PurchaseMeTable ;weapons good to be purchased by the robot
dta 1 ;"Funky Bomb " ; 5
dta 1 ;"MIRV " ; 6
dta 1 ;"Death's Head " ; 7
dta 0 ;"Napalm " ; 8
dta 0 ;"Hot Napalm " ; 9
dta 1 ;"Napalm " ; 8
dta 1 ;"Hot Napalm " ; 9
dta 0 ;"Tracer " ; 10
dta 0 ;"Smoke Tracer " ; 11
dta 1 ;"Baby Roller " ; 12
@@ -806,6 +544,22 @@ PurchaseMeTable ;weapons good to be purchased by the robot
dta 0 ;"----------------" ; 45
dta 0 ;"----------------" ; 46
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 ;"Heavy Shield " ; 58
dta 1 ;"Force Shield " ; 59
dta 0 ;"Super Mag " ; 60
dta 1 ;"Auto Defense " ; 61
dta 0 ;"Fuel Tank " ; 62
dta 0 ;"Nuclear Winter " ; 63
;-------------------------------------------------
@@ -817,8 +571,8 @@ WeaponSymbols
.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
.by $20,$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 $3b,$3c,$3d,$3e,$3f,$5e,$5f,$00
.by $5f,$1c,$03,$06,$1d,$0a,$1b,$1b ; defensives
.by $1e,$3b,$3d,$3c,$3e,$3f,$5e,$7d
; Names of weapons (16 chars long)
NamesOfWeapons ;the comment is an index in the tables
@@ -869,26 +623,43 @@ NamesOfWeapons ;the comment is an index in the tables
dta d"----------------" ; 44
dta d"----------------" ; 45
dta d"----------------" ; 46
dta d"----------------" ; 47
dta d" " ; 47 ; special (no weapon) name to simplify display
dta d"Heat Guidance " ; 48 ($30)
dta d"Bal Guidance " ; 49
dta d"Horz Guidance " ; 50
dta d"Vert Guidance " ; 51
dta d"Lazy Boy " ; 52
dta d"Parachute " ; 53
dta d"Battery " ; 54
dta d"Mag Deflector " ; 55
dta d"Shield " ; 56
dta d"Force Shield " ; 57
dta d"Heavy Shield " ; 58
dta d"Super Mag " ; 59
dta d"Auto Defense " ; 60
dta d"Fuel Tank " ; 61
dta d"Contact Trigger " ; 62
dta d"White Flag " ; 63
dta d"White Flag " ; 48 ($30)
dta d"Battery " ; 49
dta d"Bal Guidance " ; 50
dta d"Horz Guidance " ; 51
dta d"Vert Guidance " ; 52
dta d"Lazy Boy " ; 53
dta d"Parachute " ; 54 - no energy
dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
dta d"Mag Deflector " ; 56 - with shield and energy
dta d"Shield " ; 57 - shield for one shot - no energy
dta d"Heavy Shield " ; 58 - shield with energy
dta d"Force Shield " ; 59 - shield with energy and parachute
dta d"Super Mag " ; 60
dta d"Auto Defense " ; 61 - with shield and energy
dta d"Fuel Tank " ; 62
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 ; Heavy Shield
.by 99 ; Force Shield
.by 00 ; Super Mag
.by 99 ; Auto Defense
.by 00 ; Fuel Tank
.by 00 ; Nuclear Winter
weaponsOfDeath
dta 1,2,3,7,15,16,17,18,19,20,21,22,23,24,25,26,27
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
weaponsOfDeathEnd
joyToKeyTable
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
@@ -908,5 +679,10 @@ scrcodes
dta d"qrstuvwx"
dta d"yz123456"
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
+110 -36
View File
@@ -3,12 +3,12 @@
screenheight = 200
screenBytes = 40
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
margin = 48 ;mountain drawing Y variable margin
margin = 40 ;mountain drawing Y variable margin
display = $1010 ;screen takes $2K due to clearing routine
MaxPlayers = 6
maxOptions = 7 ;number of all options
maxOptions = 8 ;number of all options
PMOffset = $23 ; P/M to graphics offset
napalmRadius = 10
;Weapon prices (*10 on screen)
price_Baby_Missile___ = 0 ;_0
@@ -19,31 +19,31 @@ price_LeapFrog_______ = 192 ;_4
price_Funky_Bomb_____ = 293 ;_5
price_MIRV___________ = 456 ;_6
price_Death_s_Head___ = 337 ;_7
price_Napalm_________ = $ffff ;496 ;_8
price_Hot_Napalm_____ = $ffff ;511 ;_9
price_Napalm_________ = 125 ;_8
price_Hot_Napalm_____ = 162 ;_9
price_Tracer_________ = 102 ;_10
price_Smoke_Tracer___ = 291 ;_11
price_Baby_Roller____ = 689 ;_12
price_Roller_________ = 600 ;_13
price_Heavy_Roller___ = 592 ;_14
price_Riot_Charge____ = 330 ;_15
price_Riot_Blast_____ = 341 ;_16
price_Riot_Bomb______ = 369 ;_17
price_Heavy_Riot_Bomb = 322 ;_18
price_Baby_Digger____ = 336 ;_19
price_Digger_________ = 276 ;_20
price_Heavy_Digger___ = 253 ;_21
price_Baby_Sandhog___ = 218 ;_22
price_Baby_Roller____ = 211 ;_12
price_Roller_________ = 244 ;_13
price_Heavy_Roller___ = 326 ;_14
price_Riot_Charge____ = 230 ;_15
price_Riot_Blast_____ = 241 ;_16
price_Riot_Bomb______ = 259 ;_17
price_Heavy_Riot_Bomb = 272 ;_18
price_Baby_Digger____ = 136 ;_19
price_Digger_________ = 176 ;_20
price_Heavy_Digger___ = 207 ;_21
price_Baby_Sandhog___ = 158 ;_22
price_Sandhog________ = 191 ;_23
price_Heavy_Sandhog__ = 305 ;_24
price_Heavy_Sandhog__ = 223 ;_24
price_Dirt_Clod______ = 104 ;_25
price_Dirt_Ball______ = 130 ;_26
price_Ton_of_Dirt____ = 171 ;_27
price_Liquid_Dirt____ = 530 ;_28
price_Dirt_Charge____ = 581 ;_29
price_Liquid_Dirt____ = 330 ;_28
price_Dirt_Charge____ = 343 ;_29
price_Earth_Disrupter = $ffff ;430 ;_30
price_Plasma_Blast___ = $ffff ;274 ;_31
price_Laser__________ = 577 ;_32
price_Laser__________ = 277 ;_32
price______________33 = 0
price______________34 = 0
price______________35 = 0
@@ -59,22 +59,87 @@ price______________44 = 0
price______________45 = 0
price______________46 = 0
price______________47 = 0
price_Heat_Guidance__ = $ffff ;_48_($30)
price_Bal_Guidance___ = $ffff ;_49
price_Horz_Guidance__ = $ffff ;_50
price_Vert_Guidance__ = $ffff ;_51
price_Lazy_Boy_______ = $ffff ;_52
price_Parachute______ = 1100 ;_53
price_Battery________ = $ffff ;_54
price_Mag_Deflector__ = $ffff ;_55
price_Shield_________ = $ffff ;_56
price_Force_Shield___ = $ffff ;_57
price_Heavy_Shield___ = $ffff ;_58
price_Super_Mag______ = $ffff ;_59
price_Auto_Defense___ = $ffff ;_60
price_Fuel_Tank______ = $ffff ;_61
price_Contact_Trigger = $ffff ;_62
price_White_Flag_____ = $0 ;_63
price_White_Flag_____ = $0 ;_48_($30)
price_Battery________ = 300 ;_49
price_Bal_Guidance___ = $ffff ;_50
price_Horz_Guidance__ = $ffff ;_51
price_Vert_Guidance__ = $ffff ;_52
price_Lazy_Boy_______ = $ffff ;_53
price_Parachute______ = 234 ;_54
price_StrongParachute = 1000 ;_55
price_Mag_Deflector__ = 745 ;_56
price_Shield_________ = 224 ;_57
price_Heavy_Shield___ = 628 ;_58
price_Force_Shield___ = 1100 ;_59
price_Super_Mag______ = $ffff ;_60
price_Auto_Defense___ = 512 ;_61
price_Fuel_Tank______ = $ffff ;_62
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_Heavy_Shield___ = 58
ind_Force_Shield___ = 59
ind_Super_Mag______ = 60
ind_Auto_Defense___ = 61
ind_Fuel_Tank______ = 62
ind_Nuclear_Winter_ = 63
;--------------------------------
; names of RMT instruments (sfx)
;--------------------------------
@@ -106,3 +171,12 @@ sfx_keyclick = $18 ;y
sfx_shoot = $19 ;z
sfx_seppuku = $1a ;1
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
+16 -9
View File
@@ -89,7 +89,7 @@ dl ; MAIN game display list
.by $0f+$80 ; DLI (black to end);1
:38 .byte $0f ;35 ..... = 200
.by $4f
.wo LastLine ; additional line of ground
.wo EmptyLine ; additional line of ground
.byte $41
.word dl
;-----------------------------------------------
@@ -104,12 +104,13 @@ OptionsScreen
OptionsHere
; 0123456789012345678901234567890123456789
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"Wind : 1B 3B 5B 7B 9B "
dta d"Rounds : 10 20 30 40 50 "
dta d"Missiles : slug slow norm fast hare "
dta d"Seppuku : nevr rare norm oftn alws "
dta d"Mountains: NL BE CZ CH NP "
OptionsScreenEnd
;-----------------------------------------------
MoreUp
@@ -136,13 +137,13 @@ WeaponsDescription
dta d" - Defensive/Offensive weapon "
dta d" "
dta d"Space"*
dta d" - Purchase "
dta d" - "
purchaseActivate
dta d"Purchase "
dta d"Return"*
dta d" - Finish "
EmptyLine
dta d" "
LastLine
:40 dta $00
; -------------------------------------------------
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
NameScreen
@@ -166,11 +167,17 @@ NamesOfLevels
textbuffer
; 0123456789012345678901234567890123456789
dta d"Player: "
dta d"Energy: Angle: Force: "
dta d" Round: Wind: "
dta d"Energy: Angle: Force: "
dta d"Round: Wind: "
textbuffer2
dta d"Player: Cash: "
dta d"Player: Cash: 0 " ; ZERO TO MAKE YOU RICHER ON THE SCREEN
dta d"----------------------------------------"
;---------------------------------------------------
activateText
dta d"Activate"
activateTextEnd
purchaseText
dta d"Purchase"
purchaseTextEnd
.endif
+235 -50
View File
@@ -4,7 +4,7 @@
;--------------------------------------------------
draw .proc ;;fuxxing good draw :)
.proc draw ;;fuxxing good draw :)
;--------------------------------------------------
;creditz to Dr Jankowski / MIM U.W.
; (xi,yi)-----(xk,yk)
@@ -43,9 +43,9 @@ draw .proc ;;fuxxing good draw :)
;cpw ybyte #screenheight
;bcc DrawOnTheScreen
lda ydraw+1
bne DrawOutOfTheScreen
bmi DrawOutOfTheScreen
lda ybyte+1
beq DrawOnTheScreen
bpl DrawOnTheScreen
DrawOutOfTheScreen
;jsr DrawJumpPad
rts
@@ -230,20 +230,26 @@ yestrace
jsr plot
notrace
;aftertrace
;key
lda HitFlag
bne StopHitChecking
CheckCollisionDraw
; checking collision!
lda ydraw+1
bne StopHitChecking
bmi StopHitChecking
jsr CheckCollisionWithTank
lda HitFlag
bne StopHitChecking
mwa xdraw temp
adw temp #mountaintable
clc
lda xdraw
adc #<mountaintable
sta temp
lda xdraw+1
adc #>mountaintable
sta temp+1
ldy #0
lda ydraw
@@ -255,9 +261,8 @@ CheckCollisionDraw
sec
sbc #1
sta YHit
mva #0 YHit+1
;mwa ydraw YHit
mva #1 HitFlag
sty YHit+1
mva #$ff HitFlag
StopHitChecking
jmp ContinueDraw
@
@@ -272,7 +277,7 @@ ContinueDraw
EndOfDraw
mwa xtempDRAW xdraw
mva ytempDRAW ydraw
mwa ytempDRAW ydraw
rts
.endp
@@ -298,7 +303,7 @@ EndOfDraw
; splot8
mwa xdraw xcircle
mva ydraw ycircle
mwa ydraw ycircle
mwa #0 xc
mva radius yc
@@ -354,11 +359,11 @@ endcircleloop
jsr splot8
mwa xcircle xdraw
mva ycircle ydraw
mwa ycircle ydraw
rts
.endp
;----
splot8 .proc
.proc splot8
; plot xcircle+XC,ycircle+YC
; plot xcircle+XC,ycircle-YC
; plot xcircle-XC,ycircle-YC
@@ -381,12 +386,19 @@ splot8 .proc
adc YC
sta ydraw
sta tempcir
lda ycircle+1
adc #$00
sta ydraw+1
sta tempcir+1
jsr plot
sec
lda ycircle
sbc YC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
jsr plot
sec
@@ -400,6 +412,8 @@ splot8 .proc
lda tempcir
sta ydraw
lda tempcir+1
sta ydraw+1
jsr plot
;---
clc
@@ -414,12 +428,19 @@ splot8 .proc
adc xC
sta ydraw
sta tempcir
lda ycircle+1
adc #$00
sta ydraw+1
sta tempcir+1
jsr plot
sec
lda ycircle
sbc xC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
jsr plot
sec
@@ -433,13 +454,15 @@ splot8 .proc
lda tempcir
sta ydraw
lda tempcir+1
sta ydraw+1
jsr plot
RTS
.endp
;--------------------------------------------------
clearscreen .proc
.proc clearscreen
;--------------------------------------------------
lda #$ff
@@ -453,7 +476,7 @@ clearscreen .proc
rts
.endp
;-------------------------------*------------------
placetanks .proc
.proc placetanks
;--------------------------------------------------
ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
lda #0
@@ -564,51 +587,40 @@ UnequalTanks
;-------------------------------------------------
.proc drawtanks
;-------------------------------------------------
lda tanknr
lda TankNr
pha
ldx #$00
stx tanknr
stx TankNr
DrawNextTank
jsr drawtanknr
inc tanknr
ldx tanknr
inc TankNr
ldx TankNr
Cpx NumberOfPlayers
bne DrawNextTank
pla
sta tankNr
sta TankNr
rts
.endp
;---------
.proc DrawTankNr
ldx tanknr
ldx tankNr
; let's check the energy
lda eXistenZ,x
bne SkipRemovigPM ; if energy=0 then no tank
bne SkipHidingPM ; if energy=0 then no tank
; hide P/M
lda #0
sta hposp0,x
jmp DoNotDrawTankNr
SkipRemovigPM
SkipHidingPM
lda AngleTable,x
bmi AngleToLeft01
lda #90
sec
sbc AngleTable,x
tay
lda BarrelTableR,y
jmp CharacterAlreadyKnown
AngleToLeft01
sec
sbc #(255-90)
tay
lda BarrelTableL,y
CharacterAlreadyKnown
lda BarrelTable,y
sta CharCode
DrawTankNrX
ldx tanknr
@@ -618,6 +630,7 @@ DrawTankNrX
sta xdraw+1
lda ytankstable,x
sta ydraw
mva #0 ydraw+1
jsr TypeChar
@@ -630,11 +643,11 @@ DrawTankNrX
rorw xbyte ; divide by 2 (carry does not matter)
lda xbyte
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
bne NoMissile
clc
adc #$0C
adc #$0C ; missile offset offset
NoMissile
sta hposp0,x
; vertical position
@@ -666,10 +679,167 @@ ZeroesToGo
sta (xbyte),y
dey
bne ClearPM
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 DrawTankShield
cmp #ind_Force_Shield___ ; shield with energy and parachute
beq DrawTankShieldBold
cmp #ind_Heavy_Shield___ ; shield with energy
beq DrawTankShieldBold
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
DrawTankShield
jmp DrawTankShield.DrawInPosition
DrawTankShieldWihHorns
jsr DrawTankShield.DrawInPosition
jmp DrawTankShieldHorns
DrawTankShieldBold
jsr DrawTankShield.DrawInPosition
jmp DrawTankShieldBoldLine
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
NoShieldDraw
DoNotDrawTankNr
rts
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
;--------------------------------------------------
.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 DrawTankShieldBoldLine
; use only directly after DrawTankShield
; this proc draws bold top on shield.
; Symbol of ablative shield ? :)
;--------------------------------------------------
sbw xdraw #$04 ; 5 pixels left
sbw ydraw #$0a ; 10 pixels up
; draw additional top horizontal line of shield ( _ )
mva #6 temp
@
jsr plot
.nowarn dew xdraw
dec temp
bne @-
rts
.endp
;--------------------------------------------------
@@ -685,6 +855,7 @@ drawmountainsloop
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
jsr DrawLine
NoMountain
inw modify
@@ -703,6 +874,7 @@ drawmountainspixelloop
ldy #0
lda (modify),y
sta ydraw
sty ydraw+1
jsr plot
inw modify
inw xdraw
@@ -749,7 +921,7 @@ drawmountainspixelloop
adw RangeLeft #mountaintable2 tempor2
NextColumn1
mva #0 ydraw
mwa #0 ydraw
NextPoint1
jsr point
beq StillNothing
@@ -768,7 +940,6 @@ StillNothing
lda ydraw
sta (tempor2),y
sta (temp),y
jmp FoundPeek1
FoundPeek1
inw tempor2
inw temp
@@ -836,7 +1007,7 @@ ColumnIsReady
; level of the mountains
jeq MainFallout2
; now correct heights are in the mountaintable
mva #1 color
sta color ; Pozor! :) we know - now A=1
mva #sfx_silencer sfx_effect
rts
.endp
@@ -857,6 +1028,8 @@ getrandomY ;getting random Y coordinate
sta ydraw
sta yfloat+1
mva #0 yfloat ;yfloat equals to e.g. 140.0
mva #screenheight-margin-5 yfloat+1
sta ydraw
; how to make nice looking mountains?
; randomize points and join them with lines
@@ -865,9 +1038,10 @@ getrandomY ;getting random Y coordinate
NextPart
lda random
and mountainDeltaL
sta delta ; it is after the dot (xxx.delta)
lda random
and #$03 ;(max delta)
and mountainDeltaH ;(max delta)
sta delta+1 ; before the dot (delta+1.delta)
lda random
@@ -1260,9 +1434,9 @@ MakeMask00
lsr mask1+#
ror mask2+#
.endr
.rept 8
sec
ror char1+#
.rept 8
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
ror char2+#
.endr
dex
@@ -1301,7 +1475,7 @@ EndPutChar
; ------------------------------------------
.proc PutChar4x4
; puts 4x4 pixels char on the graphics screen
; in: xdraw, ydraw (LOWER left corner of the char)
; in: dx, dy (LOWER left corner of the char)
; in: CharCode4x4 (.sbyte)
; in: plot4x4color (0/1)
; all pixels are being drawn
@@ -1355,7 +1529,7 @@ GetUpper4bits
bpl CopyChar
; calculating coordinates from xdraw and ydraw
mwa xdraw xbyte
mwa dx xbyte
lda xbyte
and #$7
@@ -1366,7 +1540,7 @@ GetUpper4bits
rorw xbyte
;---
ldy xbyte
lda ydraw ; y = y - 3 because left lower.
lda dy ; y = y - 3 because left lower.
sec
sbc #3
tax
@@ -1383,9 +1557,9 @@ MakeMask01
lsr mask1+#
ror mask2+#
.endr
.rept 4
sec
ror char1+#
.rept 4
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
ror char2+#
.endr
dex
@@ -1417,4 +1591,15 @@ EndPut4x4
rts
.endp
.proc SetMainScreen
mva #0 dmactl
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
mwa #dl dlptrs ; issue #72 (glitches when switches)
lda dmactls
and #$fc
ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls
rts
.endp
.endif
+1
View File
@@ -147,6 +147,7 @@ NMIST = $D40F ; rejestr statusu przerwa NMI
;-------------------------------------
;additional system variables
;-------------------------------------
ATRACT = $004D
COLPM0S = $02C0 ;- - shadow register COLPM0
COLPM1S = $02C1 ;- - shadow register COLPM1
COLPM2S = $02C2 ;- - shadow register COLPM2
+3
View File
@@ -104,6 +104,9 @@
.macro randomize
;usage: randomize floor ceiling
;returns (in A) a random .byte between "floor" and "ceiling"
.if :2 < :1
.error "floor higher than ceiling"
.endif
?rand
lda random
cmp #:1 ;floor
+310 -205
View File
@@ -36,7 +36,7 @@
;we decided it must go in 'English' to let other people work on it
.macro build
dta d"142" ; number of this build (3 bytes)
dta d"147" ; number of this build (3 bytes)
.endm
icl 'definitions.asm'
@@ -55,26 +55,37 @@
.zpvar xc .word
.zpvar temp .word ;temporary word for the most embeded loops only
.zpvar temp2 .word ;same as above
.zpvar modify .word ;origially used to replace self-modyfying code
.zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ;same as above for XDRAW routine
.zpvar ytempDRAW .word ;same as above for XDRAW routine
.zpvar tempor2 .byte
;--------------temps used in circle routine
.zpvar xi .word ;X (word) in draw routine
.zpvar fx .byte ;circle drawing variables
.zpvar fx .byte
.zpvar yi .word ;Y (word) in draw routine
.zpvar fy .byte
.zpvar xk .word
.zpvar fs .byte
.zpvar yc .byte ;ycircle - temporary for circle
.zpvar dx .word
.zpvar tempor2 .byte
.zpvar dy .word
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
.zpvar modify .word
;----------------------------
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
;----------------------------
.zpvar weaponPointer .word
.zpvar dliCounter .byte
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
;.zpvar dliA .byte
;.zpvar dliX .byte
;.zpvar dliY .byte
;* RMT ZeroPage addresses
.zpvar p_tis .word
.zpvar p_trackslbstable .word
@@ -98,11 +109,12 @@
icl 'lib/atari.hea'
icl 'lib/macro.hea'
;splash screen and musix
icl 'artwork/HIMARS14.asm'
;Game loading address
ORG $3000
WeaponFont
ins 'artwork/weapons_AW5.fnt' ; 'artwork/weapons.fnt'
ins 'artwork/weapons_AW5_mod.fnt' ; 'artwork/weapons.fnt'
;-----------------------------------------------
;Screen displays go here to avoid crossing 4kb barrier
;-----------------------------------------------
@@ -117,33 +129,31 @@ START
; Startup sequence
jsr Initialize
jsr Options ;startup screen
lda escFlag
bne START
jsr EnterPlayerNames
lda escFlag
bne START
jsr RandomizeSequence
; for the round #1 shooting sequence is random
MainGameLoop
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
jsr CallPurchaseForEveryTank
; issue #72 (glitches when switches)
mva #0 dmactl
lda dmactls
and #$fc
;ora #$02 ; 2=normal, 3 = wide screen width, 0 = no screen
sta dmactls
jsr GetRandomWind
jsr RoundInit
jsr MainRoundLoop
lda escFlag
bne START
mva #0 TankNr ;
jsr SortSequence
@@ -161,7 +171,8 @@ MainGameLoop
; Results are number of other deaths
; before the player dies itself
lda #song_end_round
jsr RmtSongSelect
jsr DisplayResults
;check demo mode
@@ -234,6 +245,7 @@ skipzeroing
inc CurrentRoundNr
mva #0 dmactl ; issue #72
jsr RmtSongSelect
mva #sfx_silencer sfx_effect
jmp MainGameLoop
@@ -248,51 +260,49 @@ skipzeroing
; the shooting angle is randomized
; of course gains an looses are zeroed
;jsr StatusDisplay
lda #song_ingame
jsr RmtSongSelect
lda #0
tax
@
sta singleRoundVars,x
inx
cpx #(singleRoundVarsEnd-singleRoundVars)
@ sta singleRoundVars,x
inx
cpx #(singleRoundVarsEnd-singleRoundVars)
bne @-
ldx #(MaxPlayers-1)
SettingEnergies
lda #$00
sta gainL,x
sta gainH,x
sta looseL,x
sta looseH,x
lda #99
sta Energy,x
sta eXistenZ,x
sta LASTeXistenZ,x
; anything in eXistenZ table means that this tank exist
; in the given round
lda #<1000
sta MaxForceTableL,x
lda #>1000
sta MaxForceTableH,x
lda #<350
sta ForceTableL,x
lda #>350
sta ForceTableH,x
lda #$00
sta gainL,x
sta gainH,x
sta looseL,x
sta looseH,x
lda #99
sta Energy,x
sta eXistenZ,x
sta LASTeXistenZ,x
; anything in eXistenZ table means that this tank exist
; in the given round
lda #<1000
sta MaxForceTableL,x
lda #>1000
sta MaxForceTableH,x
lda #<350
sta ForceTableL,x
lda #>350
sta ForceTableH,x
;lda #(255-45)
;it does not look good when all tanks have
;barrels pointing the same direction
;so it would be nice to have more or less random
;angles
jsr RandomizeAngle
sta AngleTable,x
;lda #(255-45)
;it does not look good when all tanks have
;barrels pointing the same direction
;so it would be nice to have more or less random
;angles
jsr RandomizeAngle
sta AngleTable,x
dex
dex
bpl SettingEnergies
mva #0 CurrentResult
;generating the new landscape
jsr PMoutofScreen ;let P/M disappear
jsr clearscreen ;let the screen be clean
@@ -300,19 +310,18 @@ SettingEnergies
jsr calculatemountains ;let mountains be easy for the eye
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
mwa #dl dlptrs ; issue #72 (glitches when switches)
lda dmactls
and #$fc
ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls
jsr SetMainScreen
jsr ColorsOfSprites
lda #0
sta colpf2s ; status line "off"
sta colpf1s
jsr drawmountains ;draw them
jsr drawtanks ;finally draw tanks
mva #0 TankSequencePointer
;--------------------round screen is ready---------
;---------round screen is ready---------
mva #TextForegroundColor colpf1s ; status line "on"
rts
.endp
@@ -322,6 +331,7 @@ SettingEnergies
; tank with energy greater than 0 left
ldy #0 ; in Y - number of tanks with energy greater than zero
sty ATRACT ; reset atract mode
ldx NumberOfPlayers
dex
CheckingIfRoundIsFinished
@@ -343,8 +353,7 @@ WhichTankWonLoop
bne ThisOneWon
dex
bpl WhichTankWonLoop
;error here!!!
;stop
;error was here!!!
; somehow I believed program will be never here
; but it was a bad assumption
; god knows when there is such a situation
@@ -354,7 +363,6 @@ WhichTankWonLoop
; second tank explodes and kills the first one.
; and code lands here...
; looks like no one won!
rts
ThisOneWon
@@ -373,10 +381,10 @@ DoNotFinishTheRound
mva #0 noDeathCounter
mva #sfx_seppuku sfx_effect
jsr DisplaySeppuku
jmp Seppuku
;ldx TankNr
@
ldx TankSequencePointer
lda TankSequence,x
@@ -386,8 +394,13 @@ DoNotFinishTheRound
jeq NextPlayerShoots
mva #1 plot4x4color
jsr DisplayTankNameAbove
mva #1 color ;to display flying point
ldx tankNr
lda TankStatusColoursTable,x
sta colpf2s ; set color of status line
@@ -396,10 +409,21 @@ DoNotFinishTheRound
RoboTanks
; robotanks shoot here
; TankNr still in X
jsr ArtificialIntelligence
jsr MoveBarrelToNewPosition
jsr StatusDisplay ;all digital values like force, angle, wind, etc.
jsr PutTankNameOnScreen
jsr DisplayStatus
pause 30
ldx TankNr
jsr MoveBarrelToNewPosition
lda kbcode
cmp #28 ; ESC
bne @+
jsr AreYouSure
lda escFlag
seq:rts
@
; let's move the tank's barrel so it points the right
; direction
jmp AfterManualShooting
@@ -408,18 +432,42 @@ ManualShooting
jsr WaitForKeyRelease
jsr BeforeFire
lda escFlag
seq:rts
AfterManualShooting
mva #0 plot4x4color
jsr DisplayTankNameAbove
; defensive weapons without flight handling
ldx TankNr
lda ActiveDefenceWeapon,x
cmp #ind_White_Flag_____ ; White Flag
beq ShootWhiteFlag
cmp #ind_Nuclear_Winter_
bne StandardShoot
ShootAtomicWinter
; --- nuclear winter ---
jsr NuclearWinter
jmp NextPlayerShoots ; and we skip shoot
ShootWhiteFlag
; --- white flag ---
jsr WhiteFlag
jmp NextPlayerShoots ; and we skip shoot
StandardShoot
inc noDeathCounter
jsr DecreaseWeaponBeforeShoot
jsr StatusDisplay
jsr DisplayStatus
ldx TankNr
dec Energy,x ; lower energy to eventually let tanks commit suicide
ShootNow
jsr Shoot
;here we clear offensive text (after a shoot)
ldy TankNr
mva #0 plot4x4color
jsr DisplayOffensiveTextNr
lda HitFlag ;0 if missed
beq missed
@@ -431,12 +479,13 @@ ShootNow
continueMainRoundLoopAfterSeppuku
;here we clear offensive text (after a shoot)
ldy TankNr
mva #0 plot4x4color
jsr DisplayOffensiveTextNr
;ldy TankNr
;mva #0 plot4x4color
;jsr DisplayOffensiveTextNr
AfterExplode
; TODO: IS IT OK??? possibly a fix here needed for #56
ldy WeaponDepleted
bne @+
ldx TankNr
@@ -445,24 +494,25 @@ AfterExplode
@
;temporary tanks removal (would fall down with soil)
mva TankNr tempor2
mva #1 Erase
jsr drawtanks
mva tempor2 TankNr
mva #0 Erase
lda FallDown2
beq NoFallDown2
jsr SoilDown2;
jsr SoilDown2
NoFallDown2
;here tanks are falling down
mva tankNr tempor2
mva #0 TankNr
mvx #0 TankNr
TanksFallDown
lda eXistenZ,x
beq NoExistNoFall
jsr TankFalls
inc:lda TankNr
cmp NumberOfPlayers
NoExistNoFall
inc:ldx TankNr
cpx NumberOfPlayers
bne TanksFallDown
mva tempor2 TankNr
missed
@@ -474,11 +524,8 @@ missed
jsr DisplayOffensiveTextNr
NextPlayerShoots
;mva #1 Erase
;jsr drawtanks
;before it shoots, the eXistenZ table must be
;updated accordingly to actual energy (was forgotten, sorry to ourselves)
;before it shoots, the eXistenZ table must be updated
;accordingly to actual energy (was forgotten, sorry to ourselves)
ldx #(MaxPlayers-1)
SeteXistenZ
@@ -489,7 +536,7 @@ SeteXistenZ
;DATA L1,L2
;Multiplication 8bit*8bit,
;result 16bit
;this algiorithm is a little longer than in Ruszczyc 6502 book
;this algiorithm is a little longer than one in Ruszczyc 6502 book
;but it is faster
LDy #8
@@ -514,13 +561,6 @@ B0 DEY
;was setup of maximum energy for players
;mva #0 Erase
;jsr drawtanks
inc:lda TankSequencePointer
cmp NumberOfPlayers
bne PlayersAgain
mva #0 TankSequencePointer
PlayersAgain
@@ -552,27 +592,14 @@ NoPlayerNoDeath
dex
bpl CheckingPlayersDeath
; if processor is here it means there are no more explosions
inc:lda TankSequencePointer
cmp NumberOfPlayers
sne:mva #0 TankSequencePointer
jmp MainRoundLoop
.endp
;---------------------------------
.proc Seppuku
lda #0
sta FallDown1
sta FallDown2
sta ydraw+1
; get position of the tank
ldx TankNr
lda xtankstableL,x
sta xdraw
lda xtankstableH,x
sta xdraw+1
lda yTanksTable,x
sta ydraw
lda #1 ; Missile
jsr ExplosionDirect
jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
.endp
;---------------------------------
.proc PlayerXdeath
@@ -605,8 +632,13 @@ NoPlayerNoDeath
ldy TankTempY
mva #1 plot4x4color
jsr DisplayOffensiveTextNr
; tank flash
ldy TankTempY
mva TankNr temp2 ; not elegant, and probably unnecessary
sty TankNr
jsr FlashTank ; blinking and pausing (like PAUSE 72 - 18x(2+2) )
mva temp2 TankNr
PAUSE 75
;Deffensive text cleanup
;here we clear Deffensive text (after a shoot)
ldy TankTempY
@@ -627,7 +659,7 @@ NoPlayerNoDeath
sbc #4
sta ydraw
lda #0
sta ydraw+1 ; there is 0 left in A, so... TODO: bad code above. revisit when transitioning ydraw to byte
sta ydraw+1 ; there is 0 left in A, so... TODO: bad code above. revisit
;cleanup of the soil fall down ranges (left and right)
sta RangeRight
@@ -636,12 +668,9 @@ NoPlayerNoDeath
sta FallDown2
mwa #screenwidth RangeLeft
; We are randomizing the weapon now.
; jumping into the middle of the explosion
; routine
MetodOfDeath
lda random
and #%00011111 ; range 0-31
@@ -652,19 +681,16 @@ MetodOfDeath
jsr ExplosionDirect
mva #sfx_silencer sfx_effect
; jump to after explosion routines (soil fallout, etc.)
; After going through these routines we are back
; to checking if a tank exploded and maybe we have
; a deadly shot here again.
jmp MainRoundLoop.AfterExplode
.endp
;--------------------------------------------------
.proc DecreaseEnergyX
;Decreases energy of player nr X
;Decreases energy of player nr X by the value Y
;increases his financial loss
;increases gain of tank TankNr
;--------------------------------------------------
@@ -703,64 +729,139 @@ NotNegativeEnergy
.endp
;--------------------------------------------------
GetRandomWind .proc
.proc DecreaseShieldEnergyX
; Decreases energy of shield player nr X by the value Y
; if shield energy is 0 after decrease then in Y we have
; rest of the energy - to decrease tank energy
;--------------------------------------------------
sty EnergyDecrease
ldy #0 ; if Shield survive then no decrease tank anergy
; Energy cannot be less than 0
lda ShieldEnergy,x
cmp EnergyDecrease
bcc UseAllShieldEnergy
;sec
sbc EnergyDecrease
bpl NotNegativeShieldEnergy ; jump allways
UseAllShieldEnergy
; now calculate rest of energy for future tank energy decrease
sec
lda EnergyDecrease
sbc ShieldEnergy,x
tay
lda #0
NotNegativeShieldEnergy
sta ShieldEnergy,x
rts
.endp
;---------------------------------
.proc Seppuku
lda #0
sta FallDown1
sta FallDown2
sta ydraw+1
; get position of the tank
ldx TankNr
lda #0 ; turn off defense weapons when hara-kiring
sta ActiveDefenceWeapon,x
sta ShieldEnergy,x
lda xtankstableL,x
sta xdraw
lda xtankstableH,x
sta xdraw+1
lda yTanksTable,x
sta ydraw
lda #1 ; Missile
jsr ExplosionDirect
jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
.endp
;--------------------------------------------------
.proc GetRandomWind
;in: MaxWind (byte)
;out: Wind (word)
;uses: _
;--------------------------------------------------
lda random
cmp MaxWind
bcs GetRandomWind ; if more than MaxWind then randomize again
sta Wind
mva #$00 Wind+1
; multiply Wind by 16 and take it as a decimal part (0.Wind)
sta Wind+2
sta Wind+3
; multiply Wind by 16
; two bytes of Wind are treated as a decimal part of vx variable
:4 aslw Wind
; decide the direction
lda random
and #$01
sta WindOrientation
rts
beq @+
sec ; Wind = -Wind
.rept 4
lda #$00
sbc Wind+#
sta Wind+#
.endr
@ rts
.endp
;--------------------------------------------------
PMoutofScreen .proc
.proc PMoutofScreen
;--------------------------------------------------
lda #$00 ; let all P/M disappear
:8 sta hposp0+#
rts
.endp
;--------------------------------------------------
.proc ColorsOfSprites
lda TankColoursTable ; colours of sprites under tanks
sta COLPM0S
lda TankColoursTable+1
sta COLPM1S
lda TankColoursTable+2
sta COLPM2S
lda TankColoursTable+3
sta COLPM3S
LDA TankColoursTable+4
STA COLPF3S ; joined missiles (5th tank)
rts
.endp
;--------------------------------------------------
.proc WeaponCleanup;
; cleaning of the weapon possesion tables
; (99 of Baby Missles, all other weapons=0)
; 99 of Baby Missles(index==0), all other weapons=0)
;--------------------------------------------------
ldx #$3f
lda #$0
loop05
sta TanksWeapon1,x
sta TanksWeapon2,x
sta TanksWeapon3,x
sta TanksWeapon4,x
sta TanksWeapon5,x
sta TanksWeapon6,x
dex
bne @+
lda #99
bne loop05
@ bpl loop05
ldx #$3f ; TODO: maxweapons
@ lda #$0
cpx #48 ; White Flag
bne @+
lda #99
@ sta TanksWeapon1,x
sta TanksWeapon2,x
sta TanksWeapon3,x
sta TanksWeapon4,x
sta TanksWeapon5,x
sta TanksWeapon6,x
dex
beq setBmissile
bpl @-1
rts
setBmissile
lda #99
bne @-
.endp
;--------------------------------------------------
.proc Initialize
;Initialization sequence
;uses: temp, ...
;--------------------------------------------------
deletePtr = temp
lda #0
sta Erase
sta tracerflag
sta GameIsOver
sta escFlag
; clean variables
lda #0
tay
mwa #variablesStart deletePtr
@ tya
@@ -812,18 +913,6 @@ SetunPlots
lda #$10 ; P/M priorities (bit 4 joins missiles)
sta gtictls
jsr PMoutofScreen
lda TankColoursTable ; temporary colours of sprites under tanks
sta COLPM0S
lda TankColoursTable+1
sta COLPM1S
lda TankColoursTable+2
sta COLPM2S
lda TankColoursTable+3
sta COLPM3S
LDA TankColoursTable+4
STA COLPF3S ; joined missiles (5th tank)
mva #0 hscrol
;let the tanks be visible!
ldx #(maxPlayers-1)
@@ -843,6 +932,7 @@ ClearResults
bne ClearResults
mva #1 CurrentRoundNr ;we start from round 1
mva #6 NTSCcounter
; RMT INIT
lda #$f0 ;initial value
@@ -851,18 +941,18 @@ ClearResults
lda #$ff ;initial value
sta sfx_effect
;
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
lda #0 ;starting song line 0-255 to A reg
jsr RASTERMUSICTRACKER ;Init
lda #0
jsr RmtSongSelect
;
VMAIN VBLinterrupt,6 ;jsr SetVBL
rts
.endp
DLIinterruptGraph .proc
pha
;--------------------------------------------------
.proc DLIinterruptGraph
;sta dliA
;sty dliY
pha
phy
ldy dliCounter
lda dliColorsBack,y
@@ -873,41 +963,63 @@ DLIinterruptGraph .proc
sta COLPF1
sty COLPF2
inc dliCounter
ply
;ldy dliY
;lda dliA
ply
pla
rti
.endp
DLIinterruptText .proc
pha
;--------------------------------------------------
.proc DLIinterruptText
;sta dliA
pha
sta WSYNC
mva #TextBackgroundColor colpf2
mva #TextForegroundColor colpf3
pla
;lda dliA
pla
DLIinterruptNone
rti
.endp
VBLinterrupt .proc
;--------------------------------------------------
.proc VBLinterrupt
pha
phx
phy
mva #0 dliCounter
lda PAL
and #%00001110
beq itsPAL
;it is NTSC here
dec NTSCcounter
bne itsPAL
mva #6 NTSCcounter
bne exitVBL ; skip doing VBL things each 6 frames in Amerika, Amerika
; We're all living in Amerika, Coca Cola, Wonderbra
itsPAL
; pressTimer is trigger tick counter. always 50 ticks / s
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 12 note (0..60)
jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
;
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
;
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
exitVBL
ply
plx
pla
@@ -923,9 +1035,7 @@ lab2
bne @-
rts
.endp
;--------------------------------------------------
.proc RandomizeSequence
; in: NumberOfPlayers
; out: TankSequence
@@ -975,7 +1085,7 @@ UsageLoop
rts
.endp
;----------------------------------------------
RandomizeAngle .proc ;
.proc RandomizeAngle
; routine returns in A
; a valid angle for the tank's barrel.
; X is not changed
@@ -991,14 +1101,14 @@ RandomizeAngle .proc ;
bcs RandomizeAngle
sta temp
lda #90 ; CARRY=0 here
sbc temp
;sta temp
;lda #90 ; CARRY=0 here
;sbc temp
rts
.endp
;----------------------------------------------
RandomizeForce .proc
.proc RandomizeForce
; routine returns in ForceTable/L/H
; valid force of shooting for TankNr
; in X must be TankNr
@@ -1043,41 +1153,25 @@ LimitForce
rts
.endp
;----------------------------------------------
.proc MoveBarrelToNewPosition
jsr DrawTankNr
jsr DisplayStatus.displayAngle
ldx TankNr
lda AngleTable,x
clc
adc #90 ;shift angle to the positive values
sta temp
lda NewAngle
clc
adc #90
cmp temp
cmp AngleTable,x
beq BarrelPositionIsFine
bcc rotateLeft ; older is bigger
rotateRight;older is lower
inc angleTable,x
bne MoveBarrelToNewPosition
mva #$30 CharCode ; if angle goes through 0 we clear the barrel
jsr DrawTankNr.drawtankNrX
jmp MoveBarrelToNewPosition
rotateLeft
dec angleTable,x
bpl MoveBarrelToNewPosition
mva #$2e CharCode
jsr DrawTankNr.drawtankNrX
jmp MoveBarrelToNewPosition
BarrelPositionIsFine
rts
.endp
.endp
;----------------------------------------------
.proc SortSequence ;
@@ -1168,7 +1262,8 @@ nextishigher
.endp
;--------------------------------------------------
.proc getkey ; waits for pressing a key and returns pressed value in A
.proc GetKey ; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set to 1
;--------------------------------------------------
jsr WaitForKeyRelease
@
@@ -1206,19 +1301,19 @@ notpressedJoyGetKey
getkeyend
mvx #sfx_keyclick sfx_effect
rts
.endp
;--------------------------------------------------
getkeynowait .proc;
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
WaitForKeyRelease .proc
.proc WaitForKeyRelease
;--------------------------------------------------
lda JSTICK0
and #$0f
@@ -1232,7 +1327,16 @@ WaitForKeyRelease .proc
rts
.endp
;--------------------------------------------------
.proc RmtSongSelect
;--------------------------------------------------
; starting song line 0-255 to A reg
bit noMusic
spl:lda #song_silencio
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
jmp RASTERMUSICTRACKER ;Init, :RTS
.endp
;----------------------------------------------
icl 'weapons.asm'
;----------------------------------------------
@@ -1250,10 +1354,11 @@ font4x4
ins 'artwork/font4x4s.bmp',+62
;----------------------------------------------
TankFont
ins 'artwork/tanks.fnt'
ins 'artwork/tanksv2.fnt'
;----------------------------------------------
icl 'variables.asm'
;----------------------------------------------
; reserved space for RMT player
.ds $0320
.align $100
@@ -1262,14 +1367,14 @@ TankFont
MODUL equ $b000 ;address of RMT module
opt h- ;RMT module is standard Atari binary file already
ins "artwork/sfx/scorch_trial0e_stripped.rmt" ;include music RMT module
ins "artwork/sfx/scorch_trial0f_stripped.rmt" ;include music RMT module
opt h+
;
;
TheEnd
.ECHO 'TheEnd: ',TheEnd
.if TheEnd > PMGraph + $300
.error memory conflict
.error "memory conflict"
.endif
;----------------------------------------------
BIN
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+615 -299
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+73 -64
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@@ -8,34 +8,35 @@
; compilation to e.g. cartridge
; zero page variables are declared in program.s65 module
;=====================================================
;--------------------------------------------------
;Variables
;--------------
TanksNames ; DO NOT ZERO - ticket #24
:6 dta d" "
;----------------------------
;----------------------------------------------------
;Options DO NOT ZERO - ticket #27
OptionsTable .by 0,0,2,2,0,1,3
OptionsTable .by 0,1,2,2,0,1,3,2
RoundsInTheGame .by 10 ;how many rounds in the current game
seppukuVal .by 75
;--------------------------------------------------
mountainDeltaH .by 3
mountainDeltaL .by $ff
;----------------------------------------------------
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
.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
ResultLineBuffer
dta d" "
.byte $ff
dta d" ", $ff
LineHeader1
dta d"# ROUND: "
RoundNrDisplay
dta d" #"
.byte $ff
dta d" #", $ff
;=====================================================
variablesStart ; zeroing starts here
drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
;=====================================================
isInventory .ds 1 ; 0 - purchase, $ff - inventory
;--------------
escFlag .ds 1
drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
;--------------
sfx_effect .ds 1
;--------------
@@ -47,30 +48,32 @@ flyDelay .ds 1
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
GameIsOver .DS 1 ; 1 means it was the last round in the game
;-----------------------------------
;----------------------------------------------------
moneyH ;we place zero at the end of prices and money
;and have range from 0 to 99990 (not too much)
;money players have (maybe one more byte is needed?)
.DS [MaxPlayers]
moneyL
.DS [MaxPlayers]
;-----------------------------------
;----------------------------------------------------
gainH ;how much money player gets after the round
;it is gathered during the round basing on energy
;opponents loose after player's shoots
.DS [MaxPlayers]
gainL
.DS [MaxPlayers]
;-----------------------------------
;----------------------------------------------------
looseH ;how much player looses after the round
;calculated from REAL energy loss
;(not only to zero energy)
.DS [MaxPlayers]
looseL
.DS [MaxPlayers]
;-----------------------------------
;----------------------------------------------------
Energy
.DS [MaxPlayers]
ShieldEnergy
.DS [MaxPlayers]
EnergyDecrease .DS 1
eXistenZ
.DS [MaxPlayers]
@@ -81,9 +84,7 @@ ResultsTable ;the results in the gameeeeee
.DS [MaxPlayers]
TempResults
.DS [MaxPlayers]
CurrentResult
.DS 1
;-----------------------------------
;----------------------------------------------------
ForceTableL ;shooting Force of the tank during the round
.DS [MaxPlayers]
ForceTableH
@@ -93,35 +94,38 @@ MaxForceTableL ;Energy of the tank during the round
.DS [MaxPlayers] ;1000 is the default
MaxForceTableH
.DS [MaxPlayers]
;-----------------------------------
;----------------------------------------------------
AngleTable ;Angle of the barrel of each tank during the round
.DS [MaxPlayers]
NewAngle .DS 1
;-----------------------------------
;----------------------------------------------------
ActiveWeapon ;number of the selected weapon
.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
;-----------------------------------
;----------------------------------------------------
;format of the 3-byte static point number used in the game
; 20203.5 => 128 : <20203 : >20203
;-----------------------------------
;----------------------------------------------------
L1 .DS 1 ; variable used in multiplications (by 10:)
gravity .DS 1 ;only the decimal part (1/10 = 25)
;-----------------------------------
;----------------------------------------------------
Wind .ds 2 ;walue displayed on the screen
;multiplied by 16 (decimal part only)
;-----------------------------------
Wind .ds 4 ;format: 0000.hhll
;walue displayed on the screen is
;decimal portion divided by 16 (>>4)
;----------------------------------------------------
MaxWind .ds 1 ;
WindOrientation .DS 1 ;(0-right,1-left)
;-----------------------------------
;----------------------------------------------------
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)
.DS [MaxPlayers]
xtankstableH
@@ -130,17 +134,17 @@ ytankstable ;Y positions of tanks (lower left point)
.DS [MaxPlayers]
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS [MaxPlayers]
;-----------------------------------
;----------------------------------------------------
Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
;-----------------------------------
;----------------------------------------------------
RangeLeft .DS 2 ;range of the soil to be fallen down
RangeRight .DS 2 ;it is being set by all Explosions
;-----------------------------------
;----------------------------------------------------
WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
WeaponRangeRight .DS 2
;--------------------------------------------------
;----------------------------------------------------
;xroller
HowMuchToFall .ds 1
HeightRol .DS 1
@@ -173,14 +177,14 @@ LineLength .DS 2
;circle
radius .DS 1
xcircle .DS 2
ycircle .DS 1
ycircle .DS 2
tempcir .DS 2
;TankFalls
IfFallDown .DS 1
FallingSoundBit .DS 1
PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
Parachute .DS 1 ; are you insured with parachute?
; -------------------------------------------------
;----------------------------------------------------
;Flight
;variables for 5 missiles (used for mirv)
xtraj00 .DS [5] ; 3 bytes of xtraj times 5. Lowest byte
@@ -193,7 +197,9 @@ vx03 .DS [5]
MirvDown .DS [5] ; is given missile down?
MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
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
vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
vy .ds 4 ;0,0,0,0
@@ -205,12 +211,8 @@ Angle .DS 1
Force .ds 3 ; 0,0,0
Multiplier .ds 3 ; 0,0,0
Multiplee .ds 2 ; 0,0
Result .ds 3 ; 0,0,0
goleft .DS 1 ;if 1 then flights left
;--------------------------------------------------
;SoilDown2
IsEndOfTheFallFlag .DS 1
; -------------------------------------------------
;----------------------------------------------------
;unPlot
WhichUnPlot .DS 1
; max 5 concurrent unPlots
@@ -224,7 +226,7 @@ xtrajfb .DS 2
ytrajfb .DS 2
;
tracerflag .DS 1
; -------------------------------------------------
;----------------------------------------------------
;TypeChar
mask1 .DS [8]
mask2 .DS [8]
@@ -242,24 +244,22 @@ UpNdown .DS 1
temptankX .DS 2
temptankNr .DS 1
; -------------------------------------------------
;----------------------------------------------------
;Variables from textproc.s65
; tables with numbers of weapons on the right lists
; to be honest - I do not know at the moment what the above
; comment was supposed to mean...
; tables with indexes of weapons on the right lists
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
NubersOfWeaponsL1
.ds 8*5 ; :(8*5) .by $ff
NubersOfWeaponsL2
.ds 8*2 ; :(8*2) .by $ff
; -------------------------------------------------
IndexesOfWeaponsL1
.ds 8*5 ; max 40 offensive weapons. this is wrong, should be 48, still only 32 defined.
IndexesOfWeaponsL2
.ds 8*2 ; max 16 defensive weapons.
;----------------------------------------------------
; variables storing amount of weapons on the first and second
; list and pointer position
HowManyOnTheList1
HowManyOnTheListOff
.DS 1
HowManyOnTheList2
HowManyOnTheListDef
.DS 1
PositionOnTheList ; pointer position on the list being displayed
.DS 1
@@ -275,14 +275,14 @@ WhichList ; list currently on the screen
OffsetDL1 ; offset of the list screen (how many lines)....
.DS 1
; -------------------------------------------------
;----------------------------------------------------
;mark the level
PositionInName ; cursor position in name of the player when name input
.DS 1
DifficultyLevel ; Difficulty Level (human/cpu)
.DS 1
;-------------------------------------------------
;----------------------------------------------------
;displaydecimal
decimal .DS 2
decimalresult .DS 4
@@ -297,7 +297,7 @@ FallDown2 .DS 1
LeapFrogAngle .DS 1
;laser
LaserCoordinate .DS 8 ; 2,2,2,2
; -------------------------------------------------
;----------------------------------------------------
; Here go tables with weapons possesed by a given tank
; Index in the table means weapon type
; number entered means ammo for given weapon possessed (max 99)
@@ -324,7 +324,7 @@ mountaintable2 ;table of mountains (size=screenwidth)
.DS [screenwidth]
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
MountaintableEnd ;good for table clearing
;----------------------------------------------
;----------------------------------------------------
TextPositionX .DS 2
TextPositionY .DS 1
TextAddress .DS 2
@@ -333,8 +333,16 @@ TextNumberOff .DS 1
;--------------
TankTempY
.DS 1
;----------------------------------------------------
;-------------- single round variables --------------
;----------------------------------------------------
singleRoundVars
;--------------
escFlag .ds 1
;--------------
CurrentResult
.DS 1
;--------------
previousAngle
.DS [MaxPlayers]
previousEnergyL
@@ -352,9 +360,9 @@ RandBoundaryHigh
AngleTablePointer
.DS 1
singleRoundVarsEnd
;----------------------------------------------
;----------------------------------------------------
; 4x4 texts
;----------------------------------------------
;----------------------------------------------------
LineAddress4x4
.DS 2
LineCharNr
@@ -372,8 +380,9 @@ ResultY
ResultOfTankNr
.DS 1
;----------------------------
;----------------------------------------------------
;PutChar4x4
;----------------------------------------------------
LoopCounter4x4 .DS 1
y4x4 .DS 1
StoreA4x4 .DS 1
@@ -385,6 +394,6 @@ plot4x4color .DS 1 ;1-white, 0-background
variablesEnd
;----------------------------
;----------------------------------------------------
.endif
+917 -522
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