Compare commits
109 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| acd3a6abe6 | |||
| bb70b2495a | |||
| 39433a8cf4 | |||
| 1765489474 | |||
| 97c01d2c61 | |||
| 3fb83583c3 | |||
| 2a5595f3c9 | |||
| a860c4dfa1 | |||
| 7bd7105374 | |||
| 00099f4c27 | |||
| 4caed19cd1 | |||
| e9a59b1475 | |||
| 011364cbeb | |||
| 279a47b29f | |||
| 6ece26237c | |||
| 3d159f8439 | |||
| 6ac4bbe0cd | |||
| 4583641207 | |||
| 4a32abdc83 | |||
| d5c1e1e397 | |||
| 4fe360d63c | |||
| c9ceb58117 | |||
| e10514debd | |||
| 2907fe7a91 | |||
| a0d5d22e74 | |||
| 1ea62798c8 | |||
| 42facad64e | |||
| 2c98d73877 | |||
| 4ae4403448 | |||
| 242bc4586c | |||
| eda0e65189 | |||
| 8613854f80 | |||
| 1c277b0e6f | |||
| 623c9c9583 | |||
| ce55bf0d97 | |||
| 537f88e4c6 | |||
| 9aaa4fec69 | |||
| 67b5dfb110 | |||
| 4200e60d47 | |||
| 7324203925 | |||
| 634c2f83e9 | |||
| 18f88705e5 | |||
| fe6bd17a66 | |||
| 1d8f26d562 | |||
| 2bb8a743e1 | |||
| 708a7b4aa9 | |||
| 8153670711 | |||
| ab140ed5ca | |||
| cc3e2d1845 | |||
| 98e866abdd | |||
| ffa748fb68 | |||
| de047779ce | |||
| 3c685b2811 | |||
| c86dcd7c59 | |||
| f924868459 | |||
| 2992bd40b3 | |||
| b19d218670 | |||
| 8ab450ff48 | |||
| 5e2ab7f206 | |||
| cd69bf22db | |||
| ff8c4d9329 | |||
| 83e128a1b5 | |||
| cc8688263a | |||
| b5bf6ecc30 | |||
| e2c85c98c2 | |||
| c47a22a833 | |||
| cd4275226a | |||
| cb270be865 | |||
| 7df1d5eff9 | |||
| c3f6e2399d | |||
| 598860b7d0 | |||
| c1aa177767 | |||
| eb7f6369de | |||
| 41900d7671 | |||
| 6a6689b9b7 | |||
| 836c67afcf | |||
| 1b983b8d92 | |||
| 53e9f89012 | |||
| cf40bf905d | |||
| 91b613f166 | |||
| eace9eb5cf | |||
| 4c6b56a1e2 | |||
| 7b86fc98cd | |||
| 186cacf5ba | |||
| 031416b8e6 | |||
| 1394524a26 | |||
| ea6c621d79 | |||
| afd81c08c3 | |||
| a9703609b6 | |||
| d8bfda28a0 | |||
| 743114fd0d | |||
| 079abc062f | |||
| 853a597daf | |||
| 1eadc7f63e | |||
| 081cf282c8 | |||
| 4c3203854c | |||
| bf11a9967f | |||
| 0d7403d1c0 | |||
| 777f5c341a | |||
| 8f0bd8ca81 | |||
| c12049d0d7 | |||
| 6013986e51 | |||
| 0fbe3de569 | |||
| 9569b3365a | |||
| 6d9b2907c5 | |||
| 94e6caebed | |||
| 532ee7dc88 | |||
| 17e653b37d | |||
| bef3c0f080 |
@@ -47,6 +47,65 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
|
|||||||
|
|
||||||
## Changes:
|
## Changes:
|
||||||
|
|
||||||
|
###### 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 what makes 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
|
###### Build 142
|
||||||
2022-05-30
|
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.
|
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.
|
||||||
|
|||||||
@@ -9,7 +9,7 @@
|
|||||||
; greeeting to myself 10 years older in 2013-11-09... still no idea
|
; greeeting to myself 10 years older in 2013-11-09... still no idea
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
MakeLowResDistances .proc
|
.proc MakeLowResDistances
|
||||||
; create low precision table of positions
|
; create low precision table of positions
|
||||||
; by dividing positions by 4
|
; by dividing positions by 4
|
||||||
|
|
||||||
@@ -30,7 +30,7 @@ loop
|
|||||||
.endp
|
.endp
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
ArtificialIntelligence .proc ;
|
.proc ArtificialIntelligence ;
|
||||||
; A - skill of the TankNr
|
; A - skill of the TankNr
|
||||||
; returns shoot energy and angle in
|
; returns shoot energy and angle in
|
||||||
; ForceTable/L/H and AngleTable
|
; ForceTable/L/H and AngleTable
|
||||||
@@ -42,6 +42,13 @@ ArtificialIntelligence .proc ;
|
|||||||
pha
|
pha
|
||||||
lda AIRoutines,x
|
lda AIRoutines,x
|
||||||
pha
|
pha
|
||||||
|
|
||||||
|
ldx TankNr ; common values used in AI routines
|
||||||
|
; address of weapons table (for future use)
|
||||||
|
lda TanksWeaponsTableL,x
|
||||||
|
sta temp
|
||||||
|
lda TanksWeaponsTableH,x
|
||||||
|
sta temp+1
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------
|
;----------------
|
||||||
@@ -49,15 +56,14 @@ AIRoutines
|
|||||||
.word Moron-1
|
.word Moron-1
|
||||||
.word Shooter-1 ;Shooter
|
.word Shooter-1 ;Shooter
|
||||||
.word Poolshark-1 ;Poolshark
|
.word Poolshark-1 ;Poolshark
|
||||||
.word Poolshark-1 ;Toosser
|
.word Tosser-1 ;Tosser
|
||||||
.word Poolshark-1 ;Chooser
|
.word Poolshark-1 ;Chooser
|
||||||
.word Poolshark-1 ;Spoiler
|
.word Poolshark-1 ;Spoiler
|
||||||
.word Poolshark-1 ;Cyborg
|
.word Poolshark-1 ;Cyborg
|
||||||
.word Poolshark-1 ;Unknown
|
.word Poolshark-1 ;Unknown
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
Moron .proc
|
.proc Moron
|
||||||
ldx TankNr
|
|
||||||
jsr RandomizeAngle
|
jsr RandomizeAngle
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
mwa #80 RandBoundaryLow
|
mwa #80 RandBoundaryLow
|
||||||
@@ -66,21 +72,29 @@ Moron .proc
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
Shooter .proc
|
.proc Shooter
|
||||||
|
|
||||||
ldx TankNr
|
|
||||||
lda PreviousAngle,x
|
lda PreviousAngle,x
|
||||||
ora PreviousEnergyL,x
|
ora PreviousEnergyL,x
|
||||||
ora PreviousEnergyH,x
|
ora PreviousEnergyH,x
|
||||||
beq firstShoot
|
beq firstShoot
|
||||||
|
|
||||||
lda PreviousAngle,x
|
lda PreviousAngle,x
|
||||||
|
cmp #90
|
||||||
|
bcs shootingLeftAtThisMomentOfTime
|
||||||
|
; shooting right at this moment of time
|
||||||
|
sec
|
||||||
|
sbc #5
|
||||||
|
cmp #10
|
||||||
|
bcs @+ ;not smaller than 10
|
||||||
|
bcc firstShoot ; GET THE aim againg
|
||||||
|
|
||||||
|
shootingLeftAtThisMomentOfTime
|
||||||
|
|
||||||
clc
|
clc
|
||||||
adc #5
|
adc #5
|
||||||
bmi @+
|
cmp #170 ; maximum shooter angle
|
||||||
cmp #90
|
bcs firstShoot
|
||||||
bcc @+
|
|
||||||
lda #(-90)
|
|
||||||
@
|
@
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
|
|
||||||
@@ -95,36 +109,30 @@ Shooter .proc
|
|||||||
|
|
||||||
firstShoot
|
firstShoot
|
||||||
; compare the x position with the middle of the screen
|
; compare the x position with the middle of the screen
|
||||||
|
lda xTanksTableH,x
|
||||||
|
cmp #>(screenwidth/2)
|
||||||
|
bne @+
|
||||||
lda xTanksTableL,x
|
lda xTanksTableL,x
|
||||||
sta temp
|
cmp #<(screenwidth/2)
|
||||||
lda xTanksTableH,x
|
@ bcc tankIsOnTheRight
|
||||||
sta temp+1
|
|
||||||
cpw temp #(screenwidth/2)
|
|
||||||
bcs tankIsOnTheRight
|
|
||||||
|
|
||||||
lda RANDOM
|
|
||||||
and #$1F
|
|
||||||
clc
|
|
||||||
adc #5
|
|
||||||
|
|
||||||
|
; enemy tank is on the left
|
||||||
|
randomize 95 125
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
jmp forceNow
|
bne forceNow
|
||||||
|
|
||||||
tankIsOnTheRight
|
tankIsOnTheRight
|
||||||
lda RANDOM
|
randomize 55 85
|
||||||
and #$1F
|
sta NewAngle
|
||||||
clc
|
|
||||||
adc #(-85)
|
|
||||||
;lda #-45
|
|
||||||
sta NewAngle
|
|
||||||
|
|
||||||
forceNow
|
forceNow
|
||||||
mwa #100 RandBoundaryLow
|
mwa #100 RandBoundaryLow
|
||||||
mwa #800 RandBoundaryHigh
|
mwa #800 RandBoundaryHigh
|
||||||
ldx TankNr ;this is possibly not necessary
|
;ldx TankNr ;this is possibly not necessary
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
|
|
||||||
endo
|
endo
|
||||||
ldx TankNr ;this is possibly not necessary
|
;ldx TankNr ;this is possibly not necessary
|
||||||
jsr RandomizeForce.LimitForce
|
jsr RandomizeForce.LimitForce
|
||||||
lda NewAngle
|
lda NewAngle
|
||||||
sta PreviousAngle,x
|
sta PreviousAngle,x
|
||||||
@@ -135,28 +143,66 @@ endo
|
|||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
lda TanksWeaponsTableL,x
|
|
||||||
sta temp
|
|
||||||
lda TanksWeaponsTableH,x
|
|
||||||
sta temp+1
|
|
||||||
ldy #32 ;the last weapon
|
ldy #32 ;the last weapon
|
||||||
loop
|
loop
|
||||||
dey
|
dey
|
||||||
lda (temp),y
|
lda (temp),y ; this is set up before calling the routine, has address of TanksWeaponsTable
|
||||||
beq loop
|
beq loop
|
||||||
tya
|
tya
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
Poolshark .proc
|
.proc Poolshark
|
||||||
|
; defensives
|
||||||
|
; if low energy ten use battery
|
||||||
|
lda Energy,x
|
||||||
|
cmp #30
|
||||||
|
bcs EnoughEnergy
|
||||||
|
; lower than 30 units - check battery
|
||||||
|
ldy #ind_Battery________
|
||||||
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
|
beq NoBatteries
|
||||||
|
; we have batteries - use one
|
||||||
|
clc
|
||||||
|
sbc #1
|
||||||
|
sta (temp),y
|
||||||
|
lda #99
|
||||||
|
sta Energy,x
|
||||||
|
NoBatteries
|
||||||
|
EnoughEnergy
|
||||||
|
; use best defensive :)
|
||||||
|
; but not allways
|
||||||
|
randomize 1 3
|
||||||
|
cmp #1
|
||||||
|
bne NoUseDefensive
|
||||||
|
; first check check if any is in use
|
||||||
|
lda ActiveDefenceWeapon,x
|
||||||
|
bne DefensiveInUse
|
||||||
|
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
||||||
|
@
|
||||||
|
dey
|
||||||
|
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
|
||||||
|
beq NoUseDefensive
|
||||||
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
|
beq @-
|
||||||
|
tya
|
||||||
|
; activate defensive weapon
|
||||||
|
sta ActiveDefenceWeapon,x
|
||||||
|
lda DefensiveEnergy,y
|
||||||
|
sta ShieldEnergy,x
|
||||||
|
; decrease in inventory
|
||||||
|
clc
|
||||||
|
sbc #1
|
||||||
|
sta (temp),y ; has address of TanksWeaponsTable
|
||||||
|
NoUseDefensive
|
||||||
|
DefensiveInUse
|
||||||
firstShoot
|
firstShoot
|
||||||
;find nearest tank neighbour
|
;find nearest tank neighbour
|
||||||
jsr MakeLowResDistances
|
jsr MakeLowResDistances
|
||||||
mva #$ff temp2 ; min possible distance
|
mva #$ff temp2 ; min possible distance
|
||||||
|
|
||||||
ldx TankNr
|
;ldx TankNr
|
||||||
ldy NumberOfPlayers
|
ldy NumberOfPlayers
|
||||||
dey
|
dey
|
||||||
|
|
||||||
@@ -217,7 +263,7 @@ forceNow
|
|||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
|
|
||||||
endo
|
endo
|
||||||
ldx TankNr ;this is possibly not necessary
|
;ldx TankNr ;this is possibly not necessary
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
@@ -225,7 +271,7 @@ endo
|
|||||||
sta temp
|
sta temp
|
||||||
lda TanksWeaponsTableH,x
|
lda TanksWeaponsTableH,x
|
||||||
sta temp+1
|
sta temp+1
|
||||||
ldy #32 ;the last weapon
|
ldy #ind_Laser__________ ;the last offensive weapon
|
||||||
loop
|
loop
|
||||||
dey
|
dey
|
||||||
lda (temp),y
|
lda (temp),y
|
||||||
@@ -236,11 +282,39 @@ loop
|
|||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
AngleTable ; 16 bytes ;ba w $348b L$3350
|
AngleTable ; 16 bytes ;ba w $348b L$3350
|
||||||
.by 178,186,194,202,210,218,226,234
|
.by 106,114,122,130,138,146,154,162
|
||||||
.by 16,24,32,40,48,56,64,72
|
.by 18,26,34,43,50,58,66,74
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
PurchaseAI .proc ;
|
.proc Tosser
|
||||||
|
; use best defensive :)
|
||||||
|
; allways
|
||||||
|
; first check check if any is in use
|
||||||
|
lda ActiveDefenceWeapon,x
|
||||||
|
bne DefensiveInUse
|
||||||
|
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
||||||
|
@
|
||||||
|
dey
|
||||||
|
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
|
||||||
|
beq NoUseDefensive
|
||||||
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
|
beq @-
|
||||||
|
tya
|
||||||
|
; activate defensive weapon
|
||||||
|
sta ActiveDefenceWeapon,x
|
||||||
|
lda DefensiveEnergy,y
|
||||||
|
sta ShieldEnergy,x
|
||||||
|
; decrease in inventory
|
||||||
|
clc
|
||||||
|
sbc #1
|
||||||
|
sta (temp),y
|
||||||
|
DefensiveInUse
|
||||||
|
NoUseDefensive
|
||||||
|
; Toosser is like Poolshark but allways uses defensives
|
||||||
|
jmp Poolshark
|
||||||
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc PurchaseAI ;
|
||||||
; A - skill of the TankNr
|
; A - skill of the TankNr
|
||||||
; makes purchase for AI opponents
|
; makes purchase for AI opponents
|
||||||
; results of this routine are not visible on the screen
|
; results of this routine are not visible on the screen
|
||||||
@@ -260,21 +334,22 @@ PurchaseAIRoutines
|
|||||||
.word MoronPurchase-1
|
.word MoronPurchase-1
|
||||||
.word ShooterPurchase-1 ;ShooterPurchase
|
.word ShooterPurchase-1 ;ShooterPurchase
|
||||||
.word PoolsharkPurchase-1 ;PoolsharkPurchase
|
.word PoolsharkPurchase-1 ;PoolsharkPurchase
|
||||||
.word PoolsharkPurchase-1 ;ToosserPurchase
|
.word TosserPurchase-1 ;TosserPurchase
|
||||||
.word PoolsharkPurchase-1 ;ChooserPurchase
|
.word PoolsharkPurchase-1 ;ChooserPurchase
|
||||||
.word PoolsharkPurchase-1 ;SpoilerPurchase
|
.word PoolsharkPurchase-1 ;SpoilerPurchase
|
||||||
.word PoolsharkPurchase-1 ;CyborgPurchase
|
.word PoolsharkPurchase-1 ;CyborgPurchase
|
||||||
.word PoolsharkPurchase-1 ;UnknownPurchase
|
.word PoolsharkPurchase-1 ;UnknownPurchase
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
MoronPurchase
|
.proc MoronPurchase
|
||||||
;Moron buys nothing
|
;Moron buys nothing
|
||||||
rts
|
rts
|
||||||
|
.endp
|
||||||
;-------
|
;-------
|
||||||
TryToPurchaseOnePiece .proc
|
.proc TryToPurchaseOnePiece
|
||||||
; A - weapon number, better it will be in range(1,32)
|
; A - weapon number, better it will be in range(1,32)
|
||||||
; TankNr in X
|
; TankNr in X
|
||||||
|
; DOES NOT CHANGE X
|
||||||
tay
|
tay
|
||||||
lda PurchaseMeTable,y
|
lda PurchaseMeTable,y
|
||||||
beq SorryNoPurchase
|
beq SorryNoPurchase
|
||||||
@@ -320,28 +395,73 @@ SorryNoPurchase
|
|||||||
|
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
ShooterPurchase .proc
|
.proc ShooterPurchase
|
||||||
mva #4 tempXroller; number of purchases to perform
|
; first try to buy defensives
|
||||||
|
mva #2 tempXroller; number of offensive purchases to perform
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
loop
|
@
|
||||||
randomize 1 14
|
randomize ind_Battery________ ind_StrongParachute
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne loop
|
bne @-
|
||||||
|
|
||||||
rts
|
; and now offensives
|
||||||
.endp
|
mva #4 tempXroller; number of offensive purchases to perform
|
||||||
;----------------------------------------------
|
;ldx TankNr
|
||||||
PoolsharkPurchase .proc
|
@
|
||||||
mva #8 tempXroller; number of purchases to perform
|
randomize ind_Missile________ ind_Heavy_Roller___
|
||||||
|
|
||||||
ldx TankNr
|
|
||||||
loop
|
|
||||||
randomize 1 30
|
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne loop
|
bne @-
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc PoolsharkPurchase
|
||||||
|
; first try to buy defensives
|
||||||
|
mva #3 tempXroller; number of offensive purchases to perform
|
||||||
|
ldx TankNr
|
||||||
|
@
|
||||||
|
randomize ind_Battery________ ind_Auto_Defense___
|
||||||
|
jsr TryToPurchaseOnePiece
|
||||||
|
dec tempXroller
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
; and now offensives
|
||||||
|
mva #8 tempXroller; number of purchases to perform
|
||||||
|
;ldx TankNr
|
||||||
|
@
|
||||||
|
randomize ind_Missile________ ind_Dirt_Charge____
|
||||||
|
jsr TryToPurchaseOnePiece
|
||||||
|
dec tempXroller
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc TosserPurchase
|
||||||
|
|
||||||
|
; what is my money level
|
||||||
|
ldx TankNr
|
||||||
|
lda MoneyH,x ; money / 256
|
||||||
|
sta tempXroller ; perform this many purchase attempts
|
||||||
|
; first try to buy defensives
|
||||||
|
mva #3 tempXroller; number of defensive purchases to perform
|
||||||
|
@
|
||||||
|
randomize ind_Battery________ ind_Auto_Defense___
|
||||||
|
jsr TryToPurchaseOnePiece
|
||||||
|
dec tempXroller
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
; and now offensives
|
||||||
|
lda MoneyH,x ; money / 256
|
||||||
|
asl ;*2
|
||||||
|
sta tempXroller ; perform this many purchase attempts
|
||||||
|
@
|
||||||
|
randomize ind_Missile________ ind_Dirt_Charge____
|
||||||
|
jsr TryToPurchaseOnePiece
|
||||||
|
dec tempXroller
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|||||||
@@ -73,7 +73,7 @@ pmg .ds $0300
|
|||||||
eif
|
eif
|
||||||
|
|
||||||
song_data
|
song_data
|
||||||
ins 'mmm_16.lzs'
|
ins 'mmm_16.lzs'
|
||||||
song_end
|
song_end
|
||||||
|
|
||||||
POKEY = $D200
|
POKEY = $D200
|
||||||
@@ -456,7 +456,7 @@ quit
|
|||||||
ini main
|
ini main
|
||||||
; ---
|
; ---
|
||||||
|
|
||||||
opt l-
|
;opt l-
|
||||||
|
|
||||||
.MACRO SPRITES
|
.MACRO SPRITES
|
||||||
missiles
|
missiles
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+177
-403
@@ -14,16 +14,15 @@ dliColorsFore
|
|||||||
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||||
TextForegroundColor = $0c
|
TextForegroundColor = $0c
|
||||||
CashOptionL ;(one zero less than on the screen)
|
CashOptionL ;(one zero less than on the screen)
|
||||||
.by 0,<200,<500,<800,<1000
|
.by 0,<200,<800,<1200,<2000
|
||||||
CashOptionH
|
CashOptionH
|
||||||
.by 0,>200,>500,>800,>1000
|
.by 0,>200,>800,>1200,>2000
|
||||||
GravityTable .by 10,20,25,30,40
|
GravityTable .by 10,20,25,30,40
|
||||||
MaxWindTable .by 5,20,40,70,99
|
MaxWindTable .by 5,20,40,70,99
|
||||||
RoundsTable .by 10,20,30,40,50
|
RoundsTable .by 10,20,30,40,50
|
||||||
flyDelayTable .by 255,150,75,35,1
|
flyDelayTable .by 255,150,75,35,1
|
||||||
seppukuTable .by 255, 45,25,15,9
|
seppukuTable .by 255, 45,25,15,9
|
||||||
;------------------------------------------------
|
;------------------------------------------------
|
||||||
|
|
||||||
LevelNameBeginL ; begins of level names
|
LevelNameBeginL ; begins of level names
|
||||||
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
|
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
|
||||||
.by <(NamesOfLevels+32),<(NamesOfLevels+42),<(NamesOfLevels+52)
|
.by <(NamesOfLevels+32),<(NamesOfLevels+42),<(NamesOfLevels+52)
|
||||||
@@ -37,31 +36,25 @@ TanksWeaponsTableL
|
|||||||
.by <TanksWeapon1,<TanksWeapon2,<TanksWeapon3,<TanksWeapon4,<TanksWeapon5,<TanksWeapon6
|
.by <TanksWeapon1,<TanksWeapon2,<TanksWeapon3,<TanksWeapon4,<TanksWeapon5,<TanksWeapon6
|
||||||
TanksWeaponsTableH
|
TanksWeaponsTableH
|
||||||
.by >TanksWeapon1,>TanksWeapon2,>TanksWeapon3,>TanksWeapon4,>TanksWeapon5,>TanksWeapon6
|
.by >TanksWeapon1,>TanksWeapon2,>TanksWeapon3,>TanksWeapon4,>TanksWeapon5,>TanksWeapon6
|
||||||
;-----4x4 texts-----
|
|
||||||
|
|
||||||
|
;-----4x4 texts-----
|
||||||
LineTop
|
LineTop
|
||||||
dta d"(%%%%%%%%%%%%)"
|
dta d"(%%%%%%%%%%%%)", $ff
|
||||||
.byte $ff
|
|
||||||
;# - vertical, () * +, % - horizontal
|
;# - vertical, () * +, % - horizontal
|
||||||
LineBottom
|
LineBottom
|
||||||
dta d"*%%%%%%%%%%%%+"
|
dta d"*%%%%%%%%%%%%+", $ff
|
||||||
.byte $ff
|
|
||||||
LineEmpty
|
LineEmpty
|
||||||
dta d"# #"
|
dta d"# #", $ff
|
||||||
.byte $ff
|
|
||||||
LineHeader2
|
LineHeader2
|
||||||
dta d"# RESULTS #"
|
dta d"# RESULTS #", $ff
|
||||||
.byte $ff
|
|
||||||
LineGameOver
|
LineGameOver
|
||||||
dta d"# GAME OVER #"
|
dta d"# GAME OVER #", $ff
|
||||||
.byte $ff
|
|
||||||
seppukuText
|
seppukuText
|
||||||
dta d"# SEPPUKU! #"
|
dta d"# SEPPUKU! #", $ff
|
||||||
.byte $ff
|
areYouSureText
|
||||||
|
dta d"# SURE? Y/N #", $ff
|
||||||
lineClear
|
lineClear
|
||||||
dta d" "
|
dta d" ", $ff
|
||||||
.byte $ff
|
|
||||||
|
|
||||||
|
|
||||||
;-----------
|
;-----------
|
||||||
pmtableL ; addressess of the P/M memory for 5 tanks (6th is without P/M background)
|
pmtableL ; addressess of the P/M memory for 5 tanks (6th is without P/M background)
|
||||||
@@ -77,32 +70,6 @@ pmtableH
|
|||||||
.by >(pmgraph+$700)
|
.by >(pmgraph+$700)
|
||||||
.by >(pmgraph+$300)
|
.by >(pmgraph+$300)
|
||||||
;-----------
|
;-----------
|
||||||
; this table changes Angle to the appropriate tank character
|
|
||||||
BarrelTableL
|
|
||||||
.by $02,$02,$02,$02,$02,$02,$02,$02
|
|
||||||
.by $04,$04,$04,$04,$04,$04,$04,$04
|
|
||||||
.by $06,$06,$06,$06,$06,$06,$06,$06,$06
|
|
||||||
.by $08,$08,$08,$08,$08,$08,$08,$08
|
|
||||||
.by $0a,$0a,$0a,$0a,$0a,$0a,$0a,$0a
|
|
||||||
.by $0c,$0c,$0c,$0c,$0c,$0c,$0c,$0c,$0c
|
|
||||||
.by $0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e
|
|
||||||
.by $10,$10,$10,$10,$10,$10,$10,$10
|
|
||||||
.by $12,$12,$12,$12,$12,$12,$12,$12,$12
|
|
||||||
.by $14,$14,$14,$14,$14,$14,$14,$14
|
|
||||||
.by $16,$16,$16,$16,$16,$16,$16,$16
|
|
||||||
BarrelTableR
|
|
||||||
.by $2c,$2c,$2c,$2c,$2c,$2c,$2c,$2c
|
|
||||||
.by $2a,$2a,$2a,$2a,$2a,$2a,$2a,$2a
|
|
||||||
.by $28,$28,$28,$28,$28,$28,$28,$28,$28
|
|
||||||
.by $26,$26,$26,$26,$26,$26,$26,$26
|
|
||||||
.by $24,$24,$24,$24,$24,$24,$24,$24
|
|
||||||
.by $22,$22,$22,$22,$22,$22,$22,$22,$22
|
|
||||||
.by $20,$20,$20,$20,$20,$20,$20,$20
|
|
||||||
.by $1e,$1e,$1e,$1e,$1e,$1e,$1e,$1e
|
|
||||||
.by $1c,$1c,$1c,$1c,$1c,$1c,$1c,$1c,$1c
|
|
||||||
.by $1a,$1a,$1a,$1a,$1a,$1a,$1a,$1a
|
|
||||||
.by $18,$18,$18,$18,$18,$18,$18,$18
|
|
||||||
|
|
||||||
sintable
|
sintable
|
||||||
.by 0
|
.by 0
|
||||||
.by 4
|
.by 4
|
||||||
@@ -217,332 +184,102 @@ disktance ;tanks distance
|
|||||||
|
|
||||||
; this table is for deciding where a tank should slide
|
; this table is for deciding where a tank should slide
|
||||||
; accordingly to what is below the tank
|
; accordingly to what is below the tank
|
||||||
; there are 3 bits used here
|
; values in table mean that tank is moving to the left
|
||||||
; bit 0 - go down
|
SlideLeftTable
|
||||||
; bit 1 - go left
|
.BY %00000001
|
||||||
; bit 2 - go right
|
.BY %00000010
|
||||||
; position in the table equals to bit pattern of soil below tank
|
.BY %00000011
|
||||||
|
.BY %00000100
|
||||||
|
.BY %00000101
|
||||||
|
.BY %00000110
|
||||||
|
.BY %00000111
|
||||||
|
.BY %00001100
|
||||||
|
|
||||||
WhereToSlideTable
|
;-----------------------------------------------------------
|
||||||
; we have 3 bits, when set: 2 - go left, 1 - go right, 0 - go down
|
; this table changes Angle to the appropriate tank character
|
||||||
.BY %001 ; 00000000
|
BarrelTable
|
||||||
.BY %101 ; 00000001
|
|
||||||
.BY %100 ; 00000010
|
.by $2C,$2C,$2C,$2C,$2C,$2C,$2C,$2C,$2A,$2A,
|
||||||
.BY %100 ; 00000011
|
.by $2A,$2A,$2A,$2A,$2A,$2A,$28,$28,$28,$28,
|
||||||
.BY %100 ; 00000100
|
.by $28,$28,$28,$28,$28,$26,$26,$26,$26,$26,
|
||||||
.BY %100 ; 00000101
|
.by $26,$26,$26,$24,$24,$24,$24,$24,$24,$24,
|
||||||
.BY %100 ; 00000110
|
.by $24,$22,$22,$22,$22,$22,$22,$22,$22,$22,
|
||||||
.BY %100 ; 00000111
|
.by $20,$20,$20,$20,$20,$20,$20,$20,$1E,$1E,
|
||||||
.BY %000 ; 00001000
|
.by $1E,$1E,$1E,$1E,$1E,$1E,$1C,$1C,$1C,$1C,
|
||||||
.BY %000 ; 00001001
|
.by $1C,$1C,$1C,$1C,$1C,$1A,$1A,$1A,$1A,$1A,
|
||||||
.BY %000 ; 00001010
|
.by $1A,$1A,$1A,$18,$18,$18,$18,$18,$18,$18,
|
||||||
.BY %000 ; 00001011
|
;.by $18,
|
||||||
.BY %100 ; 00001100
|
|
||||||
.BY %000 ; 00001101
|
.by $16,$16,$16,$16,$16,$16,$16,$16,$14,$14,
|
||||||
.BY %000 ; 00001110
|
.by $14,$14,$14,$14,$14,$14,$12,$12,$12,$12,
|
||||||
.BY %000 ; 00001111
|
.by $12,$12,$12,$12,$12,$10,$10,$10,$10,$10,
|
||||||
.BY %000 ; 00010000
|
.by $10,$10,$10,$0E,$0E,$0E,$0E,$0E,$0E,$0E,
|
||||||
.BY %000 ; 00010001
|
.by $0E,$0C,$0C,$0C,$0C,$0C,$0C,$0C,$0C,$0C,
|
||||||
.BY %000 ; 00010010
|
.by $0A,$0A,$0A,$0A,$0A,$0A,$0A,$0A,$08,$08,
|
||||||
.BY %000 ; 00010011
|
.by $08,$08,$08,$08,$08,$08,$06,$06,$06,$06,
|
||||||
.BY %000 ; 00010100
|
.by $06,$06,$06,$06,$06,$04,$04,$04,$04,$04,
|
||||||
.BY %000 ; 00010101
|
.by $04,$04,$04,$02,$02,$02,$02,$02,$02,$02,
|
||||||
.BY %000 ; 00010110
|
.by $02,
|
||||||
.BY %000 ; 00010111
|
|
||||||
.BY %000 ; 00011000
|
|
||||||
.BY %000 ; 00011001
|
|
||||||
.BY %000 ; 00011010
|
|
||||||
.BY %000 ; 00011011
|
|
||||||
.BY %000 ; 00011100
|
|
||||||
.BY %000 ; 00011101
|
|
||||||
.BY %000 ; 00011110
|
|
||||||
.BY %000 ; 00011111
|
|
||||||
.BY %010 ; 00100000
|
|
||||||
.BY %000 ; 00100001
|
|
||||||
.BY %000 ; 00100010
|
|
||||||
.BY %000 ; 00100011
|
|
||||||
.BY %000 ; 00100100
|
|
||||||
.BY %000 ; 00100101
|
|
||||||
.BY %000 ; 00100110
|
|
||||||
.BY %000 ; 00100111
|
|
||||||
.BY %000 ; 00101000
|
|
||||||
.BY %000 ; 00101001
|
|
||||||
.BY %000 ; 00101010
|
|
||||||
.BY %000 ; 00101011
|
|
||||||
.BY %000 ; 00101100
|
|
||||||
.BY %000 ; 00101101
|
|
||||||
.BY %000 ; 00101110
|
|
||||||
.BY %000 ; 00101111
|
|
||||||
.BY %010 ; 00110000
|
|
||||||
.BY %000 ; 00110001
|
|
||||||
.BY %000 ; 00110010
|
|
||||||
.BY %000 ; 00110011
|
|
||||||
.BY %000 ; 00110100
|
|
||||||
.BY %000 ; 00110101
|
|
||||||
.BY %000 ; 00110110
|
|
||||||
.BY %000 ; 00110111
|
|
||||||
.BY %000 ; 00111000
|
|
||||||
.BY %000 ; 00111001
|
|
||||||
.BY %000 ; 00111010
|
|
||||||
.BY %000 ; 00111011
|
|
||||||
.BY %000 ; 00111100
|
|
||||||
.BY %000 ; 00111101
|
|
||||||
.BY %000 ; 00111110
|
|
||||||
.BY %000 ; 00111111
|
|
||||||
.BY %010 ; 01000000
|
|
||||||
.BY %000 ; 01000001
|
|
||||||
.BY %000 ; 01000010
|
|
||||||
.BY %000 ; 01000011
|
|
||||||
.BY %000 ; 01000100
|
|
||||||
.BY %000 ; 01000101
|
|
||||||
.BY %000 ; 01000110
|
|
||||||
.BY %000 ; 01000111
|
|
||||||
.BY %000 ; 01001000
|
|
||||||
.BY %000 ; 01001001
|
|
||||||
.BY %000 ; 01001010
|
|
||||||
.BY %000 ; 01001011
|
|
||||||
.BY %000 ; 01001100
|
|
||||||
.BY %000 ; 01001101
|
|
||||||
.BY %000 ; 01001110
|
|
||||||
.BY %000 ; 01001111
|
|
||||||
.BY %000 ; 01010000
|
|
||||||
.BY %000 ; 01010001
|
|
||||||
.BY %000 ; 01010010
|
|
||||||
.BY %000 ; 01010011
|
|
||||||
.BY %000 ; 01010100
|
|
||||||
.BY %000 ; 01010101
|
|
||||||
.BY %000 ; 01010110
|
|
||||||
.BY %000 ; 01010111
|
|
||||||
.BY %000 ; 01011000
|
|
||||||
.BY %000 ; 01011001
|
|
||||||
.BY %000 ; 01011010
|
|
||||||
.BY %000 ; 01011011
|
|
||||||
.BY %000 ; 01011100
|
|
||||||
.BY %000 ; 01011101
|
|
||||||
.BY %000 ; 01011110
|
|
||||||
.BY %000 ; 01011111
|
|
||||||
.BY %010 ; 01100000
|
|
||||||
.BY %000 ; 01100001
|
|
||||||
.BY %000 ; 01100010
|
|
||||||
.BY %000 ; 01100011
|
|
||||||
.BY %000 ; 01100100
|
|
||||||
.BY %000 ; 01100101
|
|
||||||
.BY %000 ; 01100110
|
|
||||||
.BY %000 ; 01100111
|
|
||||||
.BY %000 ; 01101000
|
|
||||||
.BY %000 ; 01101001
|
|
||||||
.BY %000 ; 01101010
|
|
||||||
.BY %000 ; 01101011
|
|
||||||
.BY %000 ; 01101100
|
|
||||||
.BY %000 ; 01101101
|
|
||||||
.BY %000 ; 01101110
|
|
||||||
.BY %000 ; 01101111
|
|
||||||
.BY %000 ; 01110000
|
|
||||||
.BY %000 ; 01110001
|
|
||||||
.BY %000 ; 01110010
|
|
||||||
.BY %000 ; 01110011
|
|
||||||
.BY %000 ; 01110100
|
|
||||||
.BY %000 ; 01110101
|
|
||||||
.BY %000 ; 01110110
|
|
||||||
.BY %000 ; 01110111
|
|
||||||
.BY %000 ; 01111000
|
|
||||||
.BY %000 ; 01111001
|
|
||||||
.BY %000 ; 01111010
|
|
||||||
.BY %000 ; 01111011
|
|
||||||
.BY %000 ; 01111100
|
|
||||||
.BY %000 ; 01111101
|
|
||||||
.BY %000 ; 01111110
|
|
||||||
.BY %000 ; 01111111
|
|
||||||
.BY %011 ; 10000000
|
|
||||||
.BY %000 ; 10000001
|
|
||||||
.BY %000 ; 10000010
|
|
||||||
.BY %000 ; 10000011
|
|
||||||
.BY %000 ; 10000100
|
|
||||||
.BY %000 ; 10000101
|
|
||||||
.BY %000 ; 10000110
|
|
||||||
.BY %000 ; 10000111
|
|
||||||
.BY %000 ; 10001000
|
|
||||||
.BY %000 ; 10001001
|
|
||||||
.BY %000 ; 10001010
|
|
||||||
.BY %000 ; 10001011
|
|
||||||
.BY %000 ; 10001100
|
|
||||||
.BY %000 ; 10001101
|
|
||||||
.BY %000 ; 10001110
|
|
||||||
.BY %000 ; 10001111
|
|
||||||
.BY %000 ; 10010000
|
|
||||||
.BY %000 ; 10010001
|
|
||||||
.BY %000 ; 10010010
|
|
||||||
.BY %000 ; 10010011
|
|
||||||
.BY %000 ; 10010100
|
|
||||||
.BY %000 ; 10010101
|
|
||||||
.BY %000 ; 10010110
|
|
||||||
.BY %000 ; 10010111
|
|
||||||
.BY %000 ; 10011000
|
|
||||||
.BY %000 ; 10011001
|
|
||||||
.BY %000 ; 10011010
|
|
||||||
.BY %000 ; 10011011
|
|
||||||
.BY %000 ; 10011100
|
|
||||||
.BY %000 ; 10011101
|
|
||||||
.BY %000 ; 10011110
|
|
||||||
.BY %000 ; 10011111
|
|
||||||
.BY %010 ; 10100000
|
|
||||||
.BY %000 ; 10100001
|
|
||||||
.BY %000 ; 10100010
|
|
||||||
.BY %000 ; 10100011
|
|
||||||
.BY %000 ; 10100100
|
|
||||||
.BY %000 ; 10100101
|
|
||||||
.BY %000 ; 10100110
|
|
||||||
.BY %000 ; 10100111
|
|
||||||
.BY %000 ; 10101000
|
|
||||||
.BY %000 ; 10101001
|
|
||||||
.BY %000 ; 10101010
|
|
||||||
.BY %000 ; 10101011
|
|
||||||
.BY %000 ; 10101100
|
|
||||||
.BY %000 ; 10101101
|
|
||||||
.BY %000 ; 10101110
|
|
||||||
.BY %000 ; 10101111
|
|
||||||
.BY %000 ; 10110000
|
|
||||||
.BY %000 ; 10110001
|
|
||||||
.BY %000 ; 10110010
|
|
||||||
.BY %000 ; 10110011
|
|
||||||
.BY %000 ; 10110100
|
|
||||||
.BY %000 ; 10110101
|
|
||||||
.BY %000 ; 10110110
|
|
||||||
.BY %000 ; 10110111
|
|
||||||
.BY %000 ; 10111000
|
|
||||||
.BY %000 ; 10111001
|
|
||||||
.BY %000 ; 10111010
|
|
||||||
.BY %000 ; 10111011
|
|
||||||
.BY %000 ; 10111100
|
|
||||||
.BY %000 ; 10111101
|
|
||||||
.BY %000 ; 10111110
|
|
||||||
.BY %000 ; 10111111
|
|
||||||
.BY %010 ; 11000000
|
|
||||||
.BY %000 ; 11000001
|
|
||||||
.BY %000 ; 11000010
|
|
||||||
.BY %000 ; 11000011
|
|
||||||
.BY %000 ; 11000100
|
|
||||||
.BY %000 ; 11000101
|
|
||||||
.BY %000 ; 11000110
|
|
||||||
.BY %000 ; 11000111
|
|
||||||
.BY %000 ; 11001000
|
|
||||||
.BY %000 ; 11001001
|
|
||||||
.BY %000 ; 11001010
|
|
||||||
.BY %000 ; 11001011
|
|
||||||
.BY %000 ; 11001100
|
|
||||||
.BY %000 ; 11001101
|
|
||||||
.BY %000 ; 11001110
|
|
||||||
.BY %000 ; 11001111
|
|
||||||
.BY %000 ; 11010000
|
|
||||||
.BY %000 ; 11010001
|
|
||||||
.BY %000 ; 11010010
|
|
||||||
.BY %000 ; 11010011
|
|
||||||
.BY %000 ; 11010100
|
|
||||||
.BY %000 ; 11010101
|
|
||||||
.BY %000 ; 11010110
|
|
||||||
.BY %000 ; 11010111
|
|
||||||
.BY %000 ; 11011000
|
|
||||||
.BY %000 ; 11011001
|
|
||||||
.BY %000 ; 11011010
|
|
||||||
.BY %000 ; 11011011
|
|
||||||
.BY %000 ; 11011100
|
|
||||||
.BY %000 ; 11011101
|
|
||||||
.BY %000 ; 11011110
|
|
||||||
.BY %000 ; 11011111
|
|
||||||
.BY %010 ; 11100000
|
|
||||||
.BY %000 ; 11100001
|
|
||||||
.BY %000 ; 11100010
|
|
||||||
.BY %000 ; 11100011
|
|
||||||
.BY %000 ; 11100100
|
|
||||||
.BY %000 ; 11100101
|
|
||||||
.BY %000 ; 11100110
|
|
||||||
.BY %000 ; 11100111
|
|
||||||
.BY %000 ; 11101000
|
|
||||||
.BY %000 ; 11101001
|
|
||||||
.BY %000 ; 11101010
|
|
||||||
.BY %000 ; 11101011
|
|
||||||
.BY %000 ; 11101100
|
|
||||||
.BY %000 ; 11101101
|
|
||||||
.BY %000 ; 11101110
|
|
||||||
.BY %000 ; 11101111
|
|
||||||
.BY %000 ; 11110000
|
|
||||||
.BY %000 ; 11110001
|
|
||||||
.BY %000 ; 11110010
|
|
||||||
.BY %000 ; 11110011
|
|
||||||
.BY %000 ; 11110100
|
|
||||||
.BY %000 ; 11110101
|
|
||||||
.BY %000 ; 11110110
|
|
||||||
.BY %000 ; 11110111
|
|
||||||
.BY %000 ; 11111000
|
|
||||||
.BY %000 ; 11111001
|
|
||||||
.BY %000 ; 11111010
|
|
||||||
.BY %000 ; 11111011
|
|
||||||
.BY %000 ; 11111100
|
|
||||||
.BY %000 ; 11111101
|
|
||||||
.BY %000 ; 11111110
|
|
||||||
.BY %000 ; 11111111
|
|
||||||
|
|
||||||
EndOfTheBarrelX
|
EndOfTheBarrelX
|
||||||
; right angles from 0 (vertically up) to 90 (horizontally to the right)
|
; right angles from 0 (horizontally right) to 90 (up)
|
||||||
.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
|
|
||||||
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
.by 7,7,7,7,7,7,7,7,7,7,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
.by 7,6,6,6,6,6,6,6,6,6,
|
||||||
.by 0,0,0,0 ; not used
|
.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)
|
; left angles from 90 (vertical) to 180 (horizontally left)
|
||||||
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
.by 3,3,3,3,3,3,3,3,3,3,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0,0,0,0
|
.by 3,2,2,2,2,2,2,2,2,2,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
.by 2,1,1,1,1,1,1,1,1,1,
|
||||||
.by 0,0,0,0,0,0,0,0,0
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
.by 1,1,1,1,1,1,1,1,1
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
.by 2,2,2,2,2,2,2,2,2,2
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
.by 3,3,3,3,3,3,3,3,3,3,3
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
|
.by 0,0,0,0,0,0,0,0,0,0,
|
||||||
|
.by 0
|
||||||
|
|
||||||
EndOfTheBarrelY
|
EndOfTheBarrelY
|
||||||
; right angles from 0 (vertically up) to 90 (horizontally to the right)
|
; right angles from 0 (horizontally right) to 90 (up)
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7
|
; one pixel Up for fix problems with colision check
|
||||||
.by 7,7,7,7,7,7,7,7,7
|
;.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
|
.by 4,4,4,4,4,4,4,4,4,4,
|
||||||
.by 6,6,6,6,6,6,6,6,6
|
.by 4,4,4,4,4,4,4,4,4,4,
|
||||||
.by 5,5,5,5,5,5,5,5,5,5
|
.by 4,4,4,4,4,4,4,5,5,5,
|
||||||
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
|
.by 5,5,5,5,5,5,5,6,6,6,
|
||||||
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
.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
|
TanksNamesDefault
|
||||||
dta d"1st.Tank"
|
dta d"1st.Tank"
|
||||||
dta d"2nd.Tank"
|
dta d"2nd.Tank"
|
||||||
@@ -551,7 +288,6 @@ TanksNamesDefault
|
|||||||
dta d"5th.Tank"
|
dta d"5th.Tank"
|
||||||
dta d"6th.Tank"
|
dta d"6th.Tank"
|
||||||
|
|
||||||
|
|
||||||
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||||
.by >price_Baby_Missile___
|
.by >price_Baby_Missile___
|
||||||
.by >price_Missile________
|
.by >price_Missile________
|
||||||
@@ -601,13 +337,14 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price______________45
|
.by >price______________45
|
||||||
.by >price______________46
|
.by >price______________46
|
||||||
.by >price______________47
|
.by >price______________47
|
||||||
.by >price_Heat_Guidance__
|
.by >price_White_Flag_____
|
||||||
|
.by >price_Battery________
|
||||||
.by >price_Bal_Guidance___
|
.by >price_Bal_Guidance___
|
||||||
.by >price_Horz_Guidance__
|
.by >price_Horz_Guidance__
|
||||||
.by >price_Vert_Guidance__
|
.by >price_Vert_Guidance__
|
||||||
.by >price_Lazy_Boy_______
|
.by >price_Lazy_Boy_______
|
||||||
.by >price_Parachute______
|
.by >price_Parachute______
|
||||||
.by >price_Battery________
|
.by >price_StrongParachute
|
||||||
.by >price_Mag_Deflector__
|
.by >price_Mag_Deflector__
|
||||||
.by >price_Shield_________
|
.by >price_Shield_________
|
||||||
.by >price_Force_Shield___
|
.by >price_Force_Shield___
|
||||||
@@ -615,8 +352,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price_Super_Mag______
|
.by >price_Super_Mag______
|
||||||
.by >price_Auto_Defense___
|
.by >price_Auto_Defense___
|
||||||
.by >price_Fuel_Tank______
|
.by >price_Fuel_Tank______
|
||||||
.by >price_Contact_Trigger
|
.by >price_Nuclear_Winter_
|
||||||
.by >price_White_Flag_____
|
|
||||||
|
|
||||||
WeaponPriceL
|
WeaponPriceL
|
||||||
.by <price_Baby_Missile___
|
.by <price_Baby_Missile___
|
||||||
@@ -667,13 +403,14 @@ WeaponPriceL
|
|||||||
.by <price______________45
|
.by <price______________45
|
||||||
.by <price______________46
|
.by <price______________46
|
||||||
.by <price______________47
|
.by <price______________47
|
||||||
.by <price_Heat_Guidance__
|
.by <price_White_Flag_____
|
||||||
|
.by <price_Battery________
|
||||||
.by <price_Bal_Guidance___
|
.by <price_Bal_Guidance___
|
||||||
.by <price_Horz_Guidance__
|
.by <price_Horz_Guidance__
|
||||||
.by <price_Vert_Guidance__
|
.by <price_Vert_Guidance__
|
||||||
.by <price_Lazy_Boy_______
|
.by <price_Lazy_Boy_______
|
||||||
.by <price_Parachute______
|
.by <price_Parachute______
|
||||||
.by <price_Battery________
|
.by <price_StrongParachute
|
||||||
.by <price_Mag_Deflector__
|
.by <price_Mag_Deflector__
|
||||||
.by <price_Shield_________
|
.by <price_Shield_________
|
||||||
.by <price_Force_Shield___
|
.by <price_Force_Shield___
|
||||||
@@ -681,8 +418,7 @@ WeaponPriceL
|
|||||||
.by <price_Super_Mag______
|
.by <price_Super_Mag______
|
||||||
.by <price_Auto_Defense___
|
.by <price_Auto_Defense___
|
||||||
.by <price_Fuel_Tank______
|
.by <price_Fuel_Tank______
|
||||||
.by <price_Contact_Trigger
|
.by <price_Nuclear_Winter_
|
||||||
.by <price_White_Flag_____
|
|
||||||
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
; how many units (bulletd) of a given weapon we get for a given price
|
; how many units (bulletd) of a given weapon we get for a given price
|
||||||
@@ -693,18 +429,18 @@ WeaponPriceL
|
|||||||
WeaponUnits
|
WeaponUnits
|
||||||
.by 10 ;Baby_Missile___
|
.by 10 ;Baby_Missile___
|
||||||
.by 5 ;Missile________
|
.by 5 ;Missile________
|
||||||
.by 3 ;Baby_Nuke______
|
.by 2 ;Baby_Nuke______
|
||||||
.by 1 ;Nuke___________
|
.by 1 ;Nuke___________
|
||||||
.by 2 ;LeapFrog_______
|
.by 2 ;LeapFrog_______
|
||||||
.by 2 ;Funky_Bomb_____
|
.by 3 ;Funky_Bomb_____
|
||||||
.by 3 ;MIRV___________
|
.by 2 ;MIRV___________
|
||||||
.by 1 ;Death_s_Head___
|
.by 1 ;Death_s_Head___
|
||||||
.by 10 ;Napalm_________
|
.by 10 ;Napalm_________
|
||||||
.by 2 ;Hot_Napalm_____
|
.by 2 ;Hot_Napalm_____
|
||||||
.by 20 ;Tracer_________
|
.by 20 ;Tracer_________
|
||||||
.by 10 ;Smoke_Tracer___
|
.by 10 ;Smoke_Tracer___
|
||||||
.by 10 ;Baby_Roller____
|
.by 5 ;Baby_Roller____
|
||||||
.by 5 ;Roller_________
|
.by 3 ;Roller_________
|
||||||
.by 2 ;Heavy_Roller___
|
.by 2 ;Heavy_Roller___
|
||||||
.by 5 ;Riot_Charge____
|
.by 5 ;Riot_Charge____
|
||||||
.by 2 ;Riot_Blast_____
|
.by 2 ;Riot_Blast_____
|
||||||
@@ -716,9 +452,9 @@ WeaponUnits
|
|||||||
.by 10 ;Baby_Sandhog___
|
.by 10 ;Baby_Sandhog___
|
||||||
.by 5 ;Sandhog________
|
.by 5 ;Sandhog________
|
||||||
.by 2 ;Heavy_Sandhog__
|
.by 2 ;Heavy_Sandhog__
|
||||||
.by 10 ;Dirt_Clod______
|
.by 5 ;Dirt_Clod______
|
||||||
.by 5 ;Dirt_Ball______
|
.by 3 ;Dirt_Ball______
|
||||||
.by 2 ;Ton_of_Dirt____
|
.by 1 ;Ton_of_Dirt____
|
||||||
.by 4 ;Liquid_Dirt____
|
.by 4 ;Liquid_Dirt____
|
||||||
.by 2 ;Dirt_Charge____
|
.by 2 ;Dirt_Charge____
|
||||||
.by 10 ;Earth_Disrupter
|
.by 10 ;Earth_Disrupter
|
||||||
@@ -739,13 +475,14 @@ WeaponUnits
|
|||||||
.by 0 ;_____________45
|
.by 0 ;_____________45
|
||||||
.by 0 ;_____________46
|
.by 0 ;_____________46
|
||||||
.by 0 ;_____________47
|
.by 0 ;_____________47
|
||||||
.by 6 ;Heat_Guidance__
|
.by 1 ;White_Flag___48
|
||||||
|
.by 3 ;Battery________
|
||||||
.by 2 ;Bal_Guidance___
|
.by 2 ;Bal_Guidance___
|
||||||
.by 5 ;Horz_Guidance__
|
.by 5 ;Horz_Guidance__
|
||||||
.by 5 ;Vert_Guidance__
|
.by 5 ;Vert_Guidance__
|
||||||
.by 2 ;Lazy_Boy_______
|
.by 2 ;Lazy_Boy_______
|
||||||
.by 8 ;Parachute______
|
.by 3 ;Parachute______
|
||||||
.by 10 ;Battery________
|
.by 2 ;StrongParachute
|
||||||
.by 2 ;Mag_Deflector__
|
.by 2 ;Mag_Deflector__
|
||||||
.by 3 ;Shield_________
|
.by 3 ;Shield_________
|
||||||
.by 3 ;Force_Shield___
|
.by 3 ;Force_Shield___
|
||||||
@@ -753,8 +490,7 @@ WeaponUnits
|
|||||||
.by 2 ;Super_Mag______
|
.by 2 ;Super_Mag______
|
||||||
.by 1 ;Auto_Defense___
|
.by 1 ;Auto_Defense___
|
||||||
.by 10 ;Fuel_Tank______
|
.by 10 ;Fuel_Tank______
|
||||||
.by 25 ;Contact_Trigger
|
.by 1 ;Nuclear_Winter_
|
||||||
.by 1 ;_____________63
|
|
||||||
|
|
||||||
PurchaseMeTable ;weapons good to be purchased by the robot
|
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||||
;the comment is an index in the tables
|
;the comment is an index in the tables
|
||||||
@@ -806,6 +542,22 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
|||||||
dta 0 ;"----------------" ; 45
|
dta 0 ;"----------------" ; 45
|
||||||
dta 0 ;"----------------" ; 46
|
dta 0 ;"----------------" ; 46
|
||||||
dta 0 ;"----------------" ; 47
|
dta 0 ;"----------------" ; 47
|
||||||
|
dta 0 ;"White Flag " ; 48
|
||||||
|
dta 1 ;"Battery " ; 49
|
||||||
|
dta 0 ;"Bal Guidance " ; 50
|
||||||
|
dta 0 ;"Horz Guidance " ; 51
|
||||||
|
dta 0 ;"Vert Guidance " ; 52
|
||||||
|
dta 0 ;"Lazy Boy " ; 53
|
||||||
|
dta 1 ;"Parachute " ; 54
|
||||||
|
dta 1 ;"Strong Parachute" ; 55
|
||||||
|
dta 1 ;"Mag Deflector " ; 56
|
||||||
|
dta 1 ;"Shield " ; 57
|
||||||
|
dta 1 ;"Force Shield " ; 58
|
||||||
|
dta 1 ;"Heavy Shield " ; 59
|
||||||
|
dta 0 ;"Super Mag " ; 60
|
||||||
|
dta 1 ;"Auto Defense " ; 61
|
||||||
|
dta 0 ;"Fuel Tank " ; 62
|
||||||
|
dta 0 ;"Nuclear Winter " ; 63
|
||||||
|
|
||||||
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
@@ -817,8 +569,8 @@ WeaponSymbols
|
|||||||
.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
|
.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
|
||||||
.by $20,$00,$00,$00,$00,$00,$00,$00
|
.by $20,$00,$00,$00,$00,$00,$00,$00
|
||||||
.by $00,$00,$00,$00,$00,$00,$00,$00
|
.by $00,$00,$00,$00,$00,$00,$00,$00
|
||||||
.by $02,$03,$06,$1d,$0a,$1b,$1c,$1e
|
.by $5f,$1c,$03,$06,$1d,$0a,$1b,$1b ; defensives
|
||||||
.by $3b,$3c,$3d,$3e,$3f,$5e,$5f,$00
|
.by $1e,$3b,$3c,$3d,$3e,$3f,$5e,$7d
|
||||||
|
|
||||||
; Names of weapons (16 chars long)
|
; Names of weapons (16 chars long)
|
||||||
NamesOfWeapons ;the comment is an index in the tables
|
NamesOfWeapons ;the comment is an index in the tables
|
||||||
@@ -869,26 +621,43 @@ NamesOfWeapons ;the comment is an index in the tables
|
|||||||
dta d"----------------" ; 44
|
dta d"----------------" ; 44
|
||||||
dta d"----------------" ; 45
|
dta d"----------------" ; 45
|
||||||
dta d"----------------" ; 46
|
dta d"----------------" ; 46
|
||||||
dta d"----------------" ; 47
|
dta d" " ; 47 ; special (no weapon) name to simplify display
|
||||||
|
|
||||||
dta d"Heat Guidance " ; 48 ($30)
|
dta d"White Flag " ; 48 ($30)
|
||||||
dta d"Bal Guidance " ; 49
|
dta d"Battery " ; 49
|
||||||
dta d"Horz Guidance " ; 50
|
dta d"Bal Guidance " ; 50
|
||||||
dta d"Vert Guidance " ; 51
|
dta d"Horz Guidance " ; 51
|
||||||
dta d"Lazy Boy " ; 52
|
dta d"Vert Guidance " ; 52
|
||||||
dta d"Parachute " ; 53
|
dta d"Lazy Boy " ; 53
|
||||||
dta d"Battery " ; 54
|
dta d"Parachute " ; 54 - no energy
|
||||||
dta d"Mag Deflector " ; 55
|
dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
|
||||||
dta d"Shield " ; 56
|
dta d"Mag Deflector " ; 56 - with shield and energy
|
||||||
dta d"Force Shield " ; 57
|
dta d"Shield " ; 57 - shield for one shot - no energy
|
||||||
dta d"Heavy Shield " ; 58
|
dta d"Force Shield " ; 58 - shield with energy and parachute
|
||||||
dta d"Super Mag " ; 59
|
dta d"Heavy Shield " ; 59 - shield with energy
|
||||||
dta d"Auto Defense " ; 60
|
dta d"Super Mag " ; 60
|
||||||
dta d"Fuel Tank " ; 61
|
dta d"Auto Defense " ; 61 - with shield and energy
|
||||||
dta d"Contact Trigger " ; 62
|
dta d"Fuel Tank " ; 62
|
||||||
dta d"White Flag " ; 63
|
dta d"Nuclear Winter " ; 63
|
||||||
|
DefensiveEnergy = * - 48
|
||||||
|
.by 00 ; White Flag
|
||||||
|
.by 00 ; Heat Guidance
|
||||||
|
.by 00 ; Bal Guidance
|
||||||
|
.by 00 ; Horz Guidance
|
||||||
|
.by 00 ; Vert Guidance
|
||||||
|
.by 00 ; Lazy Boy
|
||||||
|
.by 00 ; Parachute
|
||||||
|
.by 99 ; Strong Parachute
|
||||||
|
.by 99 ; Mag Deflector
|
||||||
|
.by 00 ; Shield
|
||||||
|
.by 99 ; Force Shield
|
||||||
|
.by 99 ; Heavy Shield
|
||||||
|
.by 00 ; Super Mag
|
||||||
|
.by 99 ; Auto Defense
|
||||||
|
.by 00 ; Fuel Tank
|
||||||
|
.by 00 ; Nuclear Winter
|
||||||
weaponsOfDeath
|
weaponsOfDeath
|
||||||
dta 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
|
weaponsOfDeathEnd
|
||||||
joyToKeyTable
|
joyToKeyTable
|
||||||
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
|
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
|
||||||
@@ -908,5 +677,10 @@ scrcodes
|
|||||||
dta d"qrstuvwx"
|
dta d"qrstuvwx"
|
||||||
dta d"yz123456"
|
dta d"yz123456"
|
||||||
dta d"7890." ; "-"
|
dta d"7890." ; "-"
|
||||||
|
;-----------------------------------
|
||||||
|
gameOverSpritesTop
|
||||||
|
; end of the Gover sprites by number of players
|
||||||
|
; 1 2 3 4 5 6
|
||||||
|
.by 130,130,136,142,148,154
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
+105
-31
@@ -23,27 +23,27 @@ price_Napalm_________ = $ffff ;496 ;_8
|
|||||||
price_Hot_Napalm_____ = $ffff ;511 ;_9
|
price_Hot_Napalm_____ = $ffff ;511 ;_9
|
||||||
price_Tracer_________ = 102 ;_10
|
price_Tracer_________ = 102 ;_10
|
||||||
price_Smoke_Tracer___ = 291 ;_11
|
price_Smoke_Tracer___ = 291 ;_11
|
||||||
price_Baby_Roller____ = 689 ;_12
|
price_Baby_Roller____ = 211 ;_12
|
||||||
price_Roller_________ = 600 ;_13
|
price_Roller_________ = 244 ;_13
|
||||||
price_Heavy_Roller___ = 592 ;_14
|
price_Heavy_Roller___ = 326 ;_14
|
||||||
price_Riot_Charge____ = 330 ;_15
|
price_Riot_Charge____ = 230 ;_15
|
||||||
price_Riot_Blast_____ = 341 ;_16
|
price_Riot_Blast_____ = 241 ;_16
|
||||||
price_Riot_Bomb______ = 369 ;_17
|
price_Riot_Bomb______ = 259 ;_17
|
||||||
price_Heavy_Riot_Bomb = 322 ;_18
|
price_Heavy_Riot_Bomb = 272 ;_18
|
||||||
price_Baby_Digger____ = 336 ;_19
|
price_Baby_Digger____ = 136 ;_19
|
||||||
price_Digger_________ = 276 ;_20
|
price_Digger_________ = 176 ;_20
|
||||||
price_Heavy_Digger___ = 253 ;_21
|
price_Heavy_Digger___ = 207 ;_21
|
||||||
price_Baby_Sandhog___ = 218 ;_22
|
price_Baby_Sandhog___ = 158 ;_22
|
||||||
price_Sandhog________ = 191 ;_23
|
price_Sandhog________ = 191 ;_23
|
||||||
price_Heavy_Sandhog__ = 305 ;_24
|
price_Heavy_Sandhog__ = 223 ;_24
|
||||||
price_Dirt_Clod______ = 104 ;_25
|
price_Dirt_Clod______ = 104 ;_25
|
||||||
price_Dirt_Ball______ = 130 ;_26
|
price_Dirt_Ball______ = 130 ;_26
|
||||||
price_Ton_of_Dirt____ = 171 ;_27
|
price_Ton_of_Dirt____ = 171 ;_27
|
||||||
price_Liquid_Dirt____ = 530 ;_28
|
price_Liquid_Dirt____ = 330 ;_28
|
||||||
price_Dirt_Charge____ = 581 ;_29
|
price_Dirt_Charge____ = 343 ;_29
|
||||||
price_Earth_Disrupter = $ffff ;430 ;_30
|
price_Earth_Disrupter = $ffff ;430 ;_30
|
||||||
price_Plasma_Blast___ = $ffff ;274 ;_31
|
price_Plasma_Blast___ = $ffff ;274 ;_31
|
||||||
price_Laser__________ = 577 ;_32
|
price_Laser__________ = 277 ;_32
|
||||||
price______________33 = 0
|
price______________33 = 0
|
||||||
price______________34 = 0
|
price______________34 = 0
|
||||||
price______________35 = 0
|
price______________35 = 0
|
||||||
@@ -59,22 +59,87 @@ price______________44 = 0
|
|||||||
price______________45 = 0
|
price______________45 = 0
|
||||||
price______________46 = 0
|
price______________46 = 0
|
||||||
price______________47 = 0
|
price______________47 = 0
|
||||||
price_Heat_Guidance__ = $ffff ;_48_($30)
|
price_White_Flag_____ = $0 ;_48_($30)
|
||||||
price_Bal_Guidance___ = $ffff ;_49
|
price_Battery________ = 300 ;_49
|
||||||
price_Horz_Guidance__ = $ffff ;_50
|
price_Bal_Guidance___ = $ffff ;_50
|
||||||
price_Vert_Guidance__ = $ffff ;_51
|
price_Horz_Guidance__ = $ffff ;_51
|
||||||
price_Lazy_Boy_______ = $ffff ;_52
|
price_Vert_Guidance__ = $ffff ;_52
|
||||||
price_Parachute______ = 1100 ;_53
|
price_Lazy_Boy_______ = $ffff ;_53
|
||||||
price_Battery________ = $ffff ;_54
|
price_Parachute______ = 234 ;_54
|
||||||
price_Mag_Deflector__ = $ffff ;_55
|
price_StrongParachute = 1000 ;_55
|
||||||
price_Shield_________ = $ffff ;_56
|
price_Mag_Deflector__ = 745 ;_56
|
||||||
price_Force_Shield___ = $ffff ;_57
|
price_Shield_________ = 224 ;_57
|
||||||
price_Heavy_Shield___ = $ffff ;_58
|
price_Force_Shield___ = 1100 ;_58
|
||||||
price_Super_Mag______ = $ffff ;_59
|
price_Heavy_Shield___ = 628 ;_59
|
||||||
price_Auto_Defense___ = $ffff ;_60
|
price_Super_Mag______ = $ffff ;_60
|
||||||
price_Fuel_Tank______ = $ffff ;_61
|
price_Auto_Defense___ = 512 ;_61
|
||||||
price_Contact_Trigger = $ffff ;_62
|
price_Fuel_Tank______ = $ffff ;_62
|
||||||
price_White_Flag_____ = $0 ;_63
|
price_Nuclear_Winter_ = 1000 ;_63
|
||||||
|
;Weapon indexes (numbers)
|
||||||
|
ind_Baby_Missile___ = 0
|
||||||
|
ind_Missile________ = 1
|
||||||
|
ind_Baby_Nuke______ = 2
|
||||||
|
ind_Nuke___________ = 3
|
||||||
|
ind_LeapFrog_______ = 4
|
||||||
|
ind_Funky_Bomb_____ = 5
|
||||||
|
ind_MIRV___________ = 6
|
||||||
|
ind_Death_s_Head___ = 7
|
||||||
|
ind_Napalm_________ = 8
|
||||||
|
ind_Hot_Napalm_____ = 9
|
||||||
|
ind_Tracer_________ = 10
|
||||||
|
ind_Smoke_Tracer___ = 11
|
||||||
|
ind_Baby_Roller____ = 12
|
||||||
|
ind_Roller_________ = 13
|
||||||
|
ind_Heavy_Roller___ = 14
|
||||||
|
ind_Riot_Charge____ = 15
|
||||||
|
ind_Riot_Blast_____ = 16
|
||||||
|
ind_Riot_Bomb______ = 17
|
||||||
|
ind_Heavy_Riot_Bomb = 18
|
||||||
|
ind_Baby_Digger____ = 19
|
||||||
|
ind_Digger_________ = 20
|
||||||
|
ind_Heavy_Digger___ = 21
|
||||||
|
ind_Baby_Sandhog___ = 22
|
||||||
|
ind_Sandhog________ = 23
|
||||||
|
ind_Heavy_Sandhog__ = 24
|
||||||
|
ind_Dirt_Clod______ = 25
|
||||||
|
ind_Dirt_Ball______ = 26
|
||||||
|
ind_Ton_of_Dirt____ = 27
|
||||||
|
ind_Liquid_Dirt____ = 28
|
||||||
|
ind_Dirt_Charge____ = 29
|
||||||
|
ind_Earth_Disrupter = 30
|
||||||
|
ind_Plasma_Blast___ = 31
|
||||||
|
ind_Laser__________ = 32
|
||||||
|
ind______________33 = 0
|
||||||
|
ind______________34 = 0
|
||||||
|
ind______________35 = 0
|
||||||
|
ind______________36 = 0
|
||||||
|
ind______________37 = 0
|
||||||
|
ind______________38 = 0
|
||||||
|
ind______________39 = 0
|
||||||
|
ind______________40 = 0
|
||||||
|
ind______________41 = 0
|
||||||
|
ind______________42 = 0
|
||||||
|
ind______________43 = 0
|
||||||
|
ind______________44 = 0
|
||||||
|
ind______________45 = 0
|
||||||
|
ind______________46 = 0
|
||||||
|
ind______________47 = 0
|
||||||
|
ind_White_Flag_____ = 48
|
||||||
|
ind_Battery________ = 49
|
||||||
|
ind_Bal_Guidance___ = 50
|
||||||
|
ind_Horz_Guidance__ = 51
|
||||||
|
ind_Vert_Guidance__ = 52
|
||||||
|
ind_Lazy_Boy_______ = 53
|
||||||
|
ind_Parachute______ = 54
|
||||||
|
ind_StrongParachute = 55
|
||||||
|
ind_Mag_Deflector__ = 56
|
||||||
|
ind_Shield_________ = 57
|
||||||
|
ind_Force_Shield___ = 58
|
||||||
|
ind_Heavy_Shield___ = 59
|
||||||
|
ind_Super_Mag______ = 60
|
||||||
|
ind_Auto_Defense___ = 61
|
||||||
|
ind_Fuel_Tank______ = 62
|
||||||
|
ind_Nuclear_Winter_ = 63
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
; names of RMT instruments (sfx)
|
; names of RMT instruments (sfx)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
@@ -106,3 +171,12 @@ sfx_keyclick = $18 ;y
|
|||||||
sfx_shoot = $19 ;z
|
sfx_shoot = $19 ;z
|
||||||
sfx_seppuku = $1a ;1
|
sfx_seppuku = $1a ;1
|
||||||
sfx_liquid_dirt = $1b ;2
|
sfx_liquid_dirt = $1b ;2
|
||||||
|
sfx_battery = $1c ;3
|
||||||
|
sfx_white_flag = $1d ;4
|
||||||
|
;--------------------------------
|
||||||
|
; RMT songs (lines)
|
||||||
|
;--------------------------------
|
||||||
|
song_silencio = $00
|
||||||
|
song_end_round = $02
|
||||||
|
song_ingame = $06
|
||||||
|
song_game_over = $0b
|
||||||
|
|||||||
+14
-6
@@ -104,7 +104,7 @@ OptionsScreen
|
|||||||
OptionsHere
|
OptionsHere
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
dta d"Players : 2 3 4 5 6 "
|
dta d"Players : 2 3 4 5 6 "
|
||||||
dta d"Cash : none 2K 5K 8K 10K "
|
dta d"Cash : none 2K 8K 12K 20K "
|
||||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||||
dta d"Rounds : 10 20 30 40 50 "
|
dta d"Rounds : 10 20 30 40 50 "
|
||||||
@@ -136,7 +136,9 @@ WeaponsDescription
|
|||||||
dta d" - Defensive/Offensive weapon "
|
dta d" - Defensive/Offensive weapon "
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"Space"*
|
dta d"Space"*
|
||||||
dta d" - Purchase "
|
dta d" - "
|
||||||
|
purchaseActivate
|
||||||
|
dta d"Purchase "
|
||||||
dta d"Return"*
|
dta d"Return"*
|
||||||
dta d" - Finish "
|
dta d" - Finish "
|
||||||
EmptyLine
|
EmptyLine
|
||||||
@@ -166,11 +168,17 @@ NamesOfLevels
|
|||||||
textbuffer
|
textbuffer
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
dta d"Player: "
|
dta d"Player: "
|
||||||
dta d"Energy: Angle: Force: "
|
dta d"Energy: Angle: Force: "
|
||||||
dta d" Round: Wind: "
|
dta d"Round: Wind: "
|
||||||
textbuffer2
|
textbuffer2
|
||||||
dta d"Player: Cash: "
|
dta d"Player: Cash: 0 " ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||||
dta d"----------------------------------------"
|
dta d"----------------------------------------"
|
||||||
|
;---------------------------------------------------
|
||||||
|
activateText
|
||||||
|
dta d"Activate"
|
||||||
|
activateTextEnd
|
||||||
|
purchaseText
|
||||||
|
dta d"Purchase"
|
||||||
|
purchaseTextEnd
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
+211
-46
@@ -4,7 +4,7 @@
|
|||||||
|
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
draw .proc ;;fuxxing good draw :)
|
.proc draw ;;fuxxing good draw :)
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
;creditz to Dr Jankowski / MIM U.W.
|
;creditz to Dr Jankowski / MIM U.W.
|
||||||
; (xi,yi)-----(xk,yk)
|
; (xi,yi)-----(xk,yk)
|
||||||
@@ -43,9 +43,9 @@ draw .proc ;;fuxxing good draw :)
|
|||||||
;cpw ybyte #screenheight
|
;cpw ybyte #screenheight
|
||||||
;bcc DrawOnTheScreen
|
;bcc DrawOnTheScreen
|
||||||
lda ydraw+1
|
lda ydraw+1
|
||||||
bne DrawOutOfTheScreen
|
bmi DrawOutOfTheScreen
|
||||||
lda ybyte+1
|
lda ybyte+1
|
||||||
beq DrawOnTheScreen
|
bpl DrawOnTheScreen
|
||||||
DrawOutOfTheScreen
|
DrawOutOfTheScreen
|
||||||
;jsr DrawJumpPad
|
;jsr DrawJumpPad
|
||||||
rts
|
rts
|
||||||
@@ -230,20 +230,26 @@ yestrace
|
|||||||
jsr plot
|
jsr plot
|
||||||
notrace
|
notrace
|
||||||
;aftertrace
|
;aftertrace
|
||||||
|
;key
|
||||||
lda HitFlag
|
lda HitFlag
|
||||||
bne StopHitChecking
|
bne StopHitChecking
|
||||||
|
|
||||||
CheckCollisionDraw
|
CheckCollisionDraw
|
||||||
; checking collision!
|
; checking collision!
|
||||||
lda ydraw+1
|
lda ydraw+1
|
||||||
bne StopHitChecking
|
bmi StopHitChecking
|
||||||
|
|
||||||
jsr CheckCollisionWithTank
|
jsr CheckCollisionWithTank
|
||||||
lda HitFlag
|
lda HitFlag
|
||||||
bne StopHitChecking
|
bne StopHitChecking
|
||||||
|
|
||||||
mwa xdraw temp
|
clc
|
||||||
adw temp #mountaintable
|
lda xdraw
|
||||||
|
adc #<mountaintable
|
||||||
|
sta temp
|
||||||
|
lda xdraw+1
|
||||||
|
adc #>mountaintable
|
||||||
|
sta temp+1
|
||||||
|
|
||||||
ldy #0
|
ldy #0
|
||||||
lda ydraw
|
lda ydraw
|
||||||
@@ -255,9 +261,8 @@ CheckCollisionDraw
|
|||||||
sec
|
sec
|
||||||
sbc #1
|
sbc #1
|
||||||
sta YHit
|
sta YHit
|
||||||
mva #0 YHit+1
|
sty YHit+1
|
||||||
;mwa ydraw YHit
|
mva #$ff HitFlag
|
||||||
mva #1 HitFlag
|
|
||||||
StopHitChecking
|
StopHitChecking
|
||||||
jmp ContinueDraw
|
jmp ContinueDraw
|
||||||
@
|
@
|
||||||
@@ -272,7 +277,7 @@ ContinueDraw
|
|||||||
|
|
||||||
EndOfDraw
|
EndOfDraw
|
||||||
mwa xtempDRAW xdraw
|
mwa xtempDRAW xdraw
|
||||||
mva ytempDRAW ydraw
|
mwa ytempDRAW ydraw
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -298,7 +303,7 @@ EndOfDraw
|
|||||||
; splot8
|
; splot8
|
||||||
|
|
||||||
mwa xdraw xcircle
|
mwa xdraw xcircle
|
||||||
mva ydraw ycircle
|
mwa ydraw ycircle
|
||||||
|
|
||||||
mwa #0 xc
|
mwa #0 xc
|
||||||
mva radius yc
|
mva radius yc
|
||||||
@@ -354,11 +359,11 @@ endcircleloop
|
|||||||
jsr splot8
|
jsr splot8
|
||||||
|
|
||||||
mwa xcircle xdraw
|
mwa xcircle xdraw
|
||||||
mva ycircle ydraw
|
mwa ycircle ydraw
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----
|
;----
|
||||||
splot8 .proc
|
.proc splot8
|
||||||
; plot xcircle+XC,ycircle+YC
|
; plot xcircle+XC,ycircle+YC
|
||||||
; plot xcircle+XC,ycircle-YC
|
; plot xcircle+XC,ycircle-YC
|
||||||
; plot xcircle-XC,ycircle-YC
|
; plot xcircle-XC,ycircle-YC
|
||||||
@@ -381,12 +386,19 @@ splot8 .proc
|
|||||||
adc YC
|
adc YC
|
||||||
sta ydraw
|
sta ydraw
|
||||||
sta tempcir
|
sta tempcir
|
||||||
|
lda ycircle+1
|
||||||
|
adc #$00
|
||||||
|
sta ydraw+1
|
||||||
|
sta tempcir+1
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
sec
|
sec
|
||||||
lda ycircle
|
lda ycircle
|
||||||
sbc YC
|
sbc YC
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
lda ycircle+1
|
||||||
|
sbc #$00
|
||||||
|
sta ydraw+1
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
sec
|
sec
|
||||||
@@ -400,6 +412,8 @@ splot8 .proc
|
|||||||
|
|
||||||
lda tempcir
|
lda tempcir
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
lda tempcir+1
|
||||||
|
sta ydraw+1
|
||||||
jsr plot
|
jsr plot
|
||||||
;---
|
;---
|
||||||
clc
|
clc
|
||||||
@@ -414,12 +428,19 @@ splot8 .proc
|
|||||||
adc xC
|
adc xC
|
||||||
sta ydraw
|
sta ydraw
|
||||||
sta tempcir
|
sta tempcir
|
||||||
|
lda ycircle+1
|
||||||
|
adc #$00
|
||||||
|
sta ydraw+1
|
||||||
|
sta tempcir+1
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
sec
|
sec
|
||||||
lda ycircle
|
lda ycircle
|
||||||
sbc xC
|
sbc xC
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
lda ycircle+1
|
||||||
|
sbc #$00
|
||||||
|
sta ydraw+1
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
sec
|
sec
|
||||||
@@ -433,13 +454,15 @@ splot8 .proc
|
|||||||
|
|
||||||
lda tempcir
|
lda tempcir
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
lda tempcir+1
|
||||||
|
sta ydraw+1
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
clearscreen .proc
|
.proc clearscreen
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
|
||||||
lda #$ff
|
lda #$ff
|
||||||
@@ -453,7 +476,7 @@ clearscreen .proc
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;-------------------------------*------------------
|
;-------------------------------*------------------
|
||||||
placetanks .proc
|
.proc placetanks
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
|
ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
|
||||||
lda #0
|
lda #0
|
||||||
@@ -564,51 +587,40 @@ UnequalTanks
|
|||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
.proc drawtanks
|
.proc drawtanks
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
lda tanknr
|
lda TankNr
|
||||||
pha
|
pha
|
||||||
ldx #$00
|
ldx #$00
|
||||||
stx tanknr
|
stx TankNr
|
||||||
|
|
||||||
DrawNextTank
|
DrawNextTank
|
||||||
jsr drawtanknr
|
jsr drawtanknr
|
||||||
inc tanknr
|
inc TankNr
|
||||||
ldx tanknr
|
ldx TankNr
|
||||||
Cpx NumberOfPlayers
|
Cpx NumberOfPlayers
|
||||||
bne DrawNextTank
|
bne DrawNextTank
|
||||||
|
|
||||||
pla
|
pla
|
||||||
sta tankNr
|
sta TankNr
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;---------
|
;---------
|
||||||
.proc DrawTankNr
|
.proc DrawTankNr
|
||||||
ldx tanknr
|
ldx tankNr
|
||||||
; let's check the energy
|
; let's check the energy
|
||||||
lda eXistenZ,x
|
lda eXistenZ,x
|
||||||
bne SkipRemovigPM ; if energy=0 then no tank
|
bne SkipHidingPM ; if energy=0 then no tank
|
||||||
|
|
||||||
; hide P/M
|
; hide P/M
|
||||||
lda #0
|
lda #0
|
||||||
sta hposp0,x
|
sta hposp0,x
|
||||||
jmp DoNotDrawTankNr
|
jmp DoNotDrawTankNr
|
||||||
SkipRemovigPM
|
SkipHidingPM
|
||||||
|
|
||||||
|
|
||||||
lda AngleTable,x
|
lda AngleTable,x
|
||||||
bmi AngleToLeft01
|
|
||||||
lda #90
|
|
||||||
sec
|
|
||||||
sbc AngleTable,x
|
|
||||||
tay
|
tay
|
||||||
lda BarrelTableR,y
|
lda BarrelTable,y
|
||||||
jmp CharacterAlreadyKnown
|
|
||||||
AngleToLeft01
|
|
||||||
sec
|
|
||||||
sbc #(255-90)
|
|
||||||
tay
|
|
||||||
lda BarrelTableL,y
|
|
||||||
CharacterAlreadyKnown
|
|
||||||
sta CharCode
|
sta CharCode
|
||||||
DrawTankNrX
|
DrawTankNrX
|
||||||
ldx tanknr
|
ldx tanknr
|
||||||
@@ -618,6 +630,7 @@ DrawTankNrX
|
|||||||
sta xdraw+1
|
sta xdraw+1
|
||||||
lda ytankstable,x
|
lda ytankstable,x
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
mva #0 ydraw+1
|
||||||
|
|
||||||
jsr TypeChar
|
jsr TypeChar
|
||||||
|
|
||||||
@@ -630,11 +643,11 @@ DrawTankNrX
|
|||||||
rorw xbyte ; divide by 2 (carry does not matter)
|
rorw xbyte ; divide by 2 (carry does not matter)
|
||||||
lda xbyte
|
lda xbyte
|
||||||
clc
|
clc
|
||||||
adc #$24 ; P/M to graphics offset
|
adc #PMOffset+1 ; P/M to graphics offset
|
||||||
cpx #$4 ; 5th tank are joined missiles and offset is defferent
|
cpx #$4 ; 5th tank are joined missiles and offset is defferent
|
||||||
bne NoMissile
|
bne NoMissile
|
||||||
clc
|
clc
|
||||||
adc #$0C
|
adc #$0C ; missile offset offset
|
||||||
NoMissile
|
NoMissile
|
||||||
sta hposp0,x
|
sta hposp0,x
|
||||||
; vertical position
|
; vertical position
|
||||||
@@ -666,10 +679,149 @@ ZeroesToGo
|
|||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
dey
|
dey
|
||||||
bne ClearPM
|
bne ClearPM
|
||||||
|
|
||||||
NoPlayerMissile
|
NoPlayerMissile
|
||||||
|
; draw defensive weapons like shield ( tank number in X )
|
||||||
|
; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
|
||||||
|
lda ActiveDefenceWeapon,x
|
||||||
|
cmp #ind_Shield_________ ; one shot shield
|
||||||
|
beq ShieldDraw
|
||||||
|
cmp #ind_Force_Shield___ ; shield with energy and parachute
|
||||||
|
beq ShieldDraw
|
||||||
|
cmp #ind_Heavy_Shield___ ; shield with energy
|
||||||
|
beq ShieldDraw
|
||||||
|
cmp #ind_Auto_Defense___ ; Auto Defence
|
||||||
|
beq DrawTankShieldWihHorns
|
||||||
|
cmp #ind_Mag_Deflector__ ; Mag Deflector
|
||||||
|
beq DrawTankShieldWihHorns
|
||||||
|
cmp #ind_White_Flag_____ ; White Flag
|
||||||
|
beq DrawTankFlag
|
||||||
|
bne NoShieldDraw
|
||||||
|
ShieldDraw
|
||||||
|
jsr DrawTankShield.DrawInPosition
|
||||||
|
NoShieldDraw
|
||||||
DoNotDrawTankNr
|
DoNotDrawTankNr
|
||||||
rts
|
rts
|
||||||
|
DrawTankShieldWihHorns
|
||||||
|
jsr DrawTankShield.DrawInPosition
|
||||||
|
jsr DrawTankShieldHorns
|
||||||
|
rts
|
||||||
|
DrawTankFlag
|
||||||
|
lda #$5E ; flag symbol
|
||||||
|
sta CharCode
|
||||||
|
lda Ytankstable,x
|
||||||
|
sec
|
||||||
|
sbc #8
|
||||||
|
sta ydraw
|
||||||
|
lda XtanksTableL,x
|
||||||
|
sta xdraw
|
||||||
|
lda XtanksTableH,x
|
||||||
|
sta xdraw+1
|
||||||
|
jsr TypeChar
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
; -------------------------------------
|
||||||
|
.proc FlashTank
|
||||||
|
; -------------------------------------
|
||||||
|
; number of blinking tank in TankNr
|
||||||
|
mva #18 fs ; temp, how many times flash the tank
|
||||||
|
tankflash_loop
|
||||||
|
lda CONSOL ; turbo mode
|
||||||
|
cmp #6 ; START
|
||||||
|
sne:mva #1 fs ; finish it
|
||||||
|
mva #1 Erase
|
||||||
|
ldx TankNr
|
||||||
|
jsr DrawTankNr.SkipHidingPM ; it's necessary becouse DrawTankNr skips tanks with no energy !
|
||||||
|
PAUSE 2
|
||||||
|
mva #0 Erase
|
||||||
|
ldx TankNr
|
||||||
|
jsr DrawTankNr.SkipHidingPM
|
||||||
|
PAUSE 2
|
||||||
|
dec fs
|
||||||
|
jne tankflash_loop
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
.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
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -685,6 +837,7 @@ drawmountainsloop
|
|||||||
cmp #screenheight
|
cmp #screenheight
|
||||||
beq NoMountain
|
beq NoMountain
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
sty ydraw+1
|
||||||
jsr DrawLine
|
jsr DrawLine
|
||||||
NoMountain
|
NoMountain
|
||||||
inw modify
|
inw modify
|
||||||
@@ -703,6 +856,7 @@ drawmountainspixelloop
|
|||||||
ldy #0
|
ldy #0
|
||||||
lda (modify),y
|
lda (modify),y
|
||||||
sta ydraw
|
sta ydraw
|
||||||
|
sty ydraw+1
|
||||||
jsr plot
|
jsr plot
|
||||||
inw modify
|
inw modify
|
||||||
inw xdraw
|
inw xdraw
|
||||||
@@ -749,7 +903,7 @@ drawmountainspixelloop
|
|||||||
adw RangeLeft #mountaintable2 tempor2
|
adw RangeLeft #mountaintable2 tempor2
|
||||||
|
|
||||||
NextColumn1
|
NextColumn1
|
||||||
mva #0 ydraw
|
mwa #0 ydraw
|
||||||
NextPoint1
|
NextPoint1
|
||||||
jsr point
|
jsr point
|
||||||
beq StillNothing
|
beq StillNothing
|
||||||
@@ -1260,9 +1414,9 @@ MakeMask00
|
|||||||
lsr mask1+#
|
lsr mask1+#
|
||||||
ror mask2+#
|
ror mask2+#
|
||||||
.endr
|
.endr
|
||||||
.rept 8
|
|
||||||
sec
|
sec
|
||||||
ror char1+#
|
.rept 8
|
||||||
|
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
|
||||||
ror char2+#
|
ror char2+#
|
||||||
.endr
|
.endr
|
||||||
dex
|
dex
|
||||||
@@ -1301,7 +1455,7 @@ EndPutChar
|
|||||||
; ------------------------------------------
|
; ------------------------------------------
|
||||||
.proc PutChar4x4
|
.proc PutChar4x4
|
||||||
; puts 4x4 pixels char on the graphics screen
|
; 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: CharCode4x4 (.sbyte)
|
||||||
; in: plot4x4color (0/1)
|
; in: plot4x4color (0/1)
|
||||||
; all pixels are being drawn
|
; all pixels are being drawn
|
||||||
@@ -1355,7 +1509,7 @@ GetUpper4bits
|
|||||||
bpl CopyChar
|
bpl CopyChar
|
||||||
|
|
||||||
; calculating coordinates from xdraw and ydraw
|
; calculating coordinates from xdraw and ydraw
|
||||||
mwa xdraw xbyte
|
mwa dx xbyte
|
||||||
|
|
||||||
lda xbyte
|
lda xbyte
|
||||||
and #$7
|
and #$7
|
||||||
@@ -1366,7 +1520,7 @@ GetUpper4bits
|
|||||||
rorw xbyte
|
rorw xbyte
|
||||||
;---
|
;---
|
||||||
ldy xbyte
|
ldy xbyte
|
||||||
lda ydraw ; y = y - 3 because left lower.
|
lda dy ; y = y - 3 because left lower.
|
||||||
sec
|
sec
|
||||||
sbc #3
|
sbc #3
|
||||||
tax
|
tax
|
||||||
@@ -1383,9 +1537,9 @@ MakeMask01
|
|||||||
lsr mask1+#
|
lsr mask1+#
|
||||||
ror mask2+#
|
ror mask2+#
|
||||||
.endr
|
.endr
|
||||||
.rept 4
|
|
||||||
sec
|
sec
|
||||||
ror char1+#
|
.rept 4
|
||||||
|
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
|
||||||
ror char2+#
|
ror char2+#
|
||||||
.endr
|
.endr
|
||||||
dex
|
dex
|
||||||
@@ -1417,4 +1571,15 @@ EndPut4x4
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
.proc SetMainScreen
|
||||||
|
mva #0 dmactl
|
||||||
|
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||||
|
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||||
|
lda dmactls
|
||||||
|
and #$fc
|
||||||
|
ora #$02 ; 2=normal, 3 = wide screen width
|
||||||
|
sta dmactls
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
@@ -147,6 +147,7 @@ NMIST = $D40F ; rejestr statusu przerwa� NMI
|
|||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
;additional system variables
|
;additional system variables
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
|
ATRACT = $004D
|
||||||
COLPM0S = $02C0 ;- - shadow register COLPM0
|
COLPM0S = $02C0 ;- - shadow register COLPM0
|
||||||
COLPM1S = $02C1 ;- - shadow register COLPM1
|
COLPM1S = $02C1 ;- - shadow register COLPM1
|
||||||
COLPM2S = $02C2 ;- - shadow register COLPM2
|
COLPM2S = $02C2 ;- - shadow register COLPM2
|
||||||
|
|||||||
@@ -104,6 +104,9 @@
|
|||||||
.macro randomize
|
.macro randomize
|
||||||
;usage: randomize floor ceiling
|
;usage: randomize floor ceiling
|
||||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||||
|
.if :2 < :1
|
||||||
|
.error "floor higher than ceiling"
|
||||||
|
.endif
|
||||||
?rand
|
?rand
|
||||||
lda random
|
lda random
|
||||||
cmp #:1 ;floor
|
cmp #:1 ;floor
|
||||||
|
|||||||
+297
-204
@@ -36,7 +36,7 @@
|
|||||||
;we decided it must go in 'English' to let other people work on it
|
;we decided it must go in 'English' to let other people work on it
|
||||||
|
|
||||||
.macro build
|
.macro build
|
||||||
dta d"142" ; number of this build (3 bytes)
|
dta d"146" ; number of this build (3 bytes)
|
||||||
.endm
|
.endm
|
||||||
|
|
||||||
icl 'definitions.asm'
|
icl 'definitions.asm'
|
||||||
@@ -55,26 +55,36 @@
|
|||||||
.zpvar xc .word
|
.zpvar xc .word
|
||||||
.zpvar temp .word ;temporary word for the most embeded loops only
|
.zpvar temp .word ;temporary word for the most embeded loops only
|
||||||
.zpvar temp2 .word ;same as above
|
.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 tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine)
|
||||||
.zpvar xtempDRAW .word ;same as above for XDRAW routine
|
.zpvar xtempDRAW .word ;same as above for XDRAW routine
|
||||||
.zpvar ytempDRAW .word ;same as above for XDRAW routine
|
.zpvar ytempDRAW .word ;same as above for XDRAW routine
|
||||||
|
.zpvar tempor2 .byte
|
||||||
;--------------temps used in circle routine
|
;--------------temps used in circle routine
|
||||||
.zpvar xi .word ;X (word) in draw 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 yi .word ;Y (word) in draw routine
|
||||||
.zpvar fy .byte
|
.zpvar fy .byte
|
||||||
.zpvar xk .word
|
.zpvar xk .word
|
||||||
.zpvar fs .byte
|
.zpvar fs .byte
|
||||||
.zpvar yc .byte ;ycircle - temporary for circle
|
.zpvar yc .byte ;ycircle - temporary for circle
|
||||||
.zpvar dx .word
|
.zpvar dx .word
|
||||||
.zpvar tempor2 .byte
|
|
||||||
.zpvar dy .word
|
.zpvar dy .word
|
||||||
.zpvar dd .word
|
.zpvar dd .word
|
||||||
.zpvar di .word
|
.zpvar di .word
|
||||||
.zpvar dp .word
|
.zpvar dp .word
|
||||||
.zpvar modify .word
|
;----------------------------
|
||||||
|
.zpvar UnderTank1 .byte
|
||||||
|
.zpvar UnderTank2 .byte
|
||||||
|
;----------------------------
|
||||||
.zpvar weaponPointer .word
|
.zpvar weaponPointer .word
|
||||||
.zpvar dliCounter .byte
|
.zpvar dliCounter .byte
|
||||||
|
.zpvar pressTimer .byte
|
||||||
|
.zpvar NTSCcounter .byte
|
||||||
|
;.zpvar dliA .byte
|
||||||
|
;.zpvar dliX .byte
|
||||||
|
;.zpvar dliY .byte
|
||||||
|
|
||||||
;* RMT ZeroPage addresses
|
;* RMT ZeroPage addresses
|
||||||
.zpvar p_tis .word
|
.zpvar p_tis .word
|
||||||
.zpvar p_trackslbstable .word
|
.zpvar p_trackslbstable .word
|
||||||
@@ -98,11 +108,12 @@
|
|||||||
icl 'lib/atari.hea'
|
icl 'lib/atari.hea'
|
||||||
icl 'lib/macro.hea'
|
icl 'lib/macro.hea'
|
||||||
|
|
||||||
|
;splash screen and musix
|
||||||
icl 'artwork/HIMARS14.asm'
|
icl 'artwork/HIMARS14.asm'
|
||||||
;Game loading address
|
;Game loading address
|
||||||
ORG $3000
|
ORG $3000
|
||||||
WeaponFont
|
WeaponFont
|
||||||
ins 'artwork/weapons_AW5.fnt' ; 'artwork/weapons.fnt'
|
ins 'artwork/weapons_AW5_mod.fnt' ; 'artwork/weapons.fnt'
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
;Screen displays go here to avoid crossing 4kb barrier
|
;Screen displays go here to avoid crossing 4kb barrier
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
@@ -117,33 +128,31 @@ START
|
|||||||
; Startup sequence
|
; Startup sequence
|
||||||
jsr Initialize
|
jsr Initialize
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
jsr Options ;startup screen
|
jsr Options ;startup screen
|
||||||
lda escFlag
|
lda escFlag
|
||||||
bne START
|
bne START
|
||||||
|
|
||||||
jsr EnterPlayerNames
|
jsr EnterPlayerNames
|
||||||
|
lda escFlag
|
||||||
|
bne START
|
||||||
|
|
||||||
jsr RandomizeSequence
|
jsr RandomizeSequence
|
||||||
; for the round #1 shooting sequence is random
|
; for the round #1 shooting sequence is random
|
||||||
|
|
||||||
MainGameLoop
|
MainGameLoop
|
||||||
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
|
|
||||||
|
|
||||||
jsr CallPurchaseForEveryTank
|
jsr CallPurchaseForEveryTank
|
||||||
|
|
||||||
; issue #72 (glitches when switches)
|
; issue #72 (glitches when switches)
|
||||||
mva #0 dmactl
|
mva #0 dmactl
|
||||||
lda dmactls
|
|
||||||
and #$fc
|
|
||||||
;ora #$02 ; 2=normal, 3 = wide screen width, 0 = no screen
|
|
||||||
sta dmactls
|
|
||||||
|
|
||||||
jsr GetRandomWind
|
jsr GetRandomWind
|
||||||
|
|
||||||
jsr RoundInit
|
jsr RoundInit
|
||||||
|
|
||||||
jsr MainRoundLoop
|
jsr MainRoundLoop
|
||||||
|
lda escFlag
|
||||||
|
bne START
|
||||||
|
|
||||||
mva #0 TankNr ;
|
mva #0 TankNr ;
|
||||||
|
|
||||||
jsr SortSequence
|
jsr SortSequence
|
||||||
@@ -161,7 +170,8 @@ MainGameLoop
|
|||||||
; Results are number of other deaths
|
; Results are number of other deaths
|
||||||
; before the player dies itself
|
; before the player dies itself
|
||||||
|
|
||||||
|
lda #song_end_round
|
||||||
|
jsr RmtSongSelect
|
||||||
jsr DisplayResults
|
jsr DisplayResults
|
||||||
|
|
||||||
;check demo mode
|
;check demo mode
|
||||||
@@ -234,6 +244,7 @@ skipzeroing
|
|||||||
|
|
||||||
inc CurrentRoundNr
|
inc CurrentRoundNr
|
||||||
mva #0 dmactl ; issue #72
|
mva #0 dmactl ; issue #72
|
||||||
|
jsr RmtSongSelect
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
jmp MainGameLoop
|
jmp MainGameLoop
|
||||||
|
|
||||||
@@ -248,51 +259,49 @@ skipzeroing
|
|||||||
; the shooting angle is randomized
|
; the shooting angle is randomized
|
||||||
; of course gains an looses are zeroed
|
; of course gains an looses are zeroed
|
||||||
|
|
||||||
;jsr StatusDisplay
|
lda #song_ingame
|
||||||
|
jsr RmtSongSelect
|
||||||
|
|
||||||
lda #0
|
lda #0
|
||||||
tax
|
tax
|
||||||
@
|
@ sta singleRoundVars,x
|
||||||
sta singleRoundVars,x
|
inx
|
||||||
inx
|
cpx #(singleRoundVarsEnd-singleRoundVars)
|
||||||
cpx #(singleRoundVarsEnd-singleRoundVars)
|
|
||||||
bne @-
|
bne @-
|
||||||
|
|
||||||
ldx #(MaxPlayers-1)
|
ldx #(MaxPlayers-1)
|
||||||
SettingEnergies
|
SettingEnergies
|
||||||
lda #$00
|
lda #$00
|
||||||
sta gainL,x
|
sta gainL,x
|
||||||
sta gainH,x
|
sta gainH,x
|
||||||
sta looseL,x
|
sta looseL,x
|
||||||
sta looseH,x
|
sta looseH,x
|
||||||
lda #99
|
lda #99
|
||||||
sta Energy,x
|
sta Energy,x
|
||||||
sta eXistenZ,x
|
sta eXistenZ,x
|
||||||
sta LASTeXistenZ,x
|
sta LASTeXistenZ,x
|
||||||
; anything in eXistenZ table means that this tank exist
|
; anything in eXistenZ table means that this tank exist
|
||||||
; in the given round
|
; in the given round
|
||||||
lda #<1000
|
lda #<1000
|
||||||
sta MaxForceTableL,x
|
sta MaxForceTableL,x
|
||||||
lda #>1000
|
lda #>1000
|
||||||
sta MaxForceTableH,x
|
sta MaxForceTableH,x
|
||||||
lda #<350
|
lda #<350
|
||||||
sta ForceTableL,x
|
sta ForceTableL,x
|
||||||
lda #>350
|
lda #>350
|
||||||
sta ForceTableH,x
|
sta ForceTableH,x
|
||||||
|
|
||||||
;lda #(255-45)
|
;lda #(255-45)
|
||||||
;it does not look good when all tanks have
|
;it does not look good when all tanks have
|
||||||
;barrels pointing the same direction
|
;barrels pointing the same direction
|
||||||
;so it would be nice to have more or less random
|
;so it would be nice to have more or less random
|
||||||
;angles
|
;angles
|
||||||
jsr RandomizeAngle
|
jsr RandomizeAngle
|
||||||
sta AngleTable,x
|
sta AngleTable,x
|
||||||
|
|
||||||
|
dex
|
||||||
dex
|
|
||||||
bpl SettingEnergies
|
bpl SettingEnergies
|
||||||
|
|
||||||
mva #0 CurrentResult
|
|
||||||
|
|
||||||
;generating the new landscape
|
;generating the new landscape
|
||||||
jsr PMoutofScreen ;let P/M disappear
|
jsr PMoutofScreen ;let P/M disappear
|
||||||
jsr clearscreen ;let the screen be clean
|
jsr clearscreen ;let the screen be clean
|
||||||
@@ -300,19 +309,18 @@ SettingEnergies
|
|||||||
jsr calculatemountains ;let mountains be easy for the eye
|
jsr calculatemountains ;let mountains be easy for the eye
|
||||||
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
|
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
|
||||||
|
|
||||||
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
jsr SetMainScreen
|
||||||
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
jsr ColorsOfSprites
|
||||||
lda dmactls
|
lda #0
|
||||||
and #$fc
|
sta colpf2s ; status line "off"
|
||||||
ora #$02 ; 2=normal, 3 = wide screen width
|
sta colpf1s
|
||||||
sta dmactls
|
|
||||||
|
|
||||||
|
|
||||||
jsr drawmountains ;draw them
|
jsr drawmountains ;draw them
|
||||||
jsr drawtanks ;finally draw tanks
|
jsr drawtanks ;finally draw tanks
|
||||||
|
|
||||||
mva #0 TankSequencePointer
|
mva #0 TankSequencePointer
|
||||||
;--------------------round screen is ready---------
|
;---------round screen is ready---------
|
||||||
|
mva #TextForegroundColor colpf1s ; status line "on"
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -322,6 +330,7 @@ SettingEnergies
|
|||||||
; tank with energy greater than 0 left
|
; tank with energy greater than 0 left
|
||||||
|
|
||||||
ldy #0 ; in Y - number of tanks with energy greater than zero
|
ldy #0 ; in Y - number of tanks with energy greater than zero
|
||||||
|
sty ATRACT ; reset atract mode
|
||||||
ldx NumberOfPlayers
|
ldx NumberOfPlayers
|
||||||
dex
|
dex
|
||||||
CheckingIfRoundIsFinished
|
CheckingIfRoundIsFinished
|
||||||
@@ -343,8 +352,7 @@ WhichTankWonLoop
|
|||||||
bne ThisOneWon
|
bne ThisOneWon
|
||||||
dex
|
dex
|
||||||
bpl WhichTankWonLoop
|
bpl WhichTankWonLoop
|
||||||
;error here!!!
|
;error was here!!!
|
||||||
;stop
|
|
||||||
; somehow I believed program will be never here
|
; somehow I believed program will be never here
|
||||||
; but it was a bad assumption
|
; but it was a bad assumption
|
||||||
; god knows when there is such a situation
|
; god knows when there is such a situation
|
||||||
@@ -354,7 +362,6 @@ WhichTankWonLoop
|
|||||||
; second tank explodes and kills the first one.
|
; second tank explodes and kills the first one.
|
||||||
; and code lands here...
|
; and code lands here...
|
||||||
; looks like no one won!
|
; looks like no one won!
|
||||||
|
|
||||||
rts
|
rts
|
||||||
|
|
||||||
ThisOneWon
|
ThisOneWon
|
||||||
@@ -373,10 +380,10 @@ DoNotFinishTheRound
|
|||||||
|
|
||||||
mva #0 noDeathCounter
|
mva #0 noDeathCounter
|
||||||
mva #sfx_seppuku sfx_effect
|
mva #sfx_seppuku sfx_effect
|
||||||
|
|
||||||
jsr DisplaySeppuku
|
jsr DisplaySeppuku
|
||||||
jmp Seppuku
|
jmp Seppuku
|
||||||
|
|
||||||
;ldx TankNr
|
|
||||||
@
|
@
|
||||||
ldx TankSequencePointer
|
ldx TankSequencePointer
|
||||||
lda TankSequence,x
|
lda TankSequence,x
|
||||||
@@ -398,8 +405,16 @@ RoboTanks
|
|||||||
; robotanks shoot here
|
; robotanks shoot here
|
||||||
jsr ArtificialIntelligence
|
jsr ArtificialIntelligence
|
||||||
jsr MoveBarrelToNewPosition
|
jsr MoveBarrelToNewPosition
|
||||||
jsr StatusDisplay ;all digital values like force, angle, wind, etc.
|
jsr DisplayStatus ;all digital values like force, angle, wind, etc.
|
||||||
jsr PutTankNameOnScreen
|
jsr PutTankNameOnScreen
|
||||||
|
lda kbcode
|
||||||
|
cmp #28 ; ESC
|
||||||
|
bne @+
|
||||||
|
jsr AreYouSure
|
||||||
|
lda escFlag
|
||||||
|
seq:rts
|
||||||
|
@
|
||||||
|
|
||||||
; let's move the tank's barrel so it points the right
|
; let's move the tank's barrel so it points the right
|
||||||
; direction
|
; direction
|
||||||
jmp AfterManualShooting
|
jmp AfterManualShooting
|
||||||
@@ -408,18 +423,40 @@ ManualShooting
|
|||||||
|
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
jsr BeforeFire
|
jsr BeforeFire
|
||||||
|
lda escFlag
|
||||||
|
seq:rts
|
||||||
|
|
||||||
AfterManualShooting
|
AfterManualShooting
|
||||||
|
; 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
|
inc noDeathCounter
|
||||||
|
|
||||||
jsr DecreaseWeaponBeforeShoot
|
jsr DecreaseWeaponBeforeShoot
|
||||||
jsr StatusDisplay
|
jsr DisplayStatus
|
||||||
|
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
dec Energy,x ; lower energy to eventually let tanks commit suicide
|
dec Energy,x ; lower energy to eventually let tanks commit suicide
|
||||||
|
|
||||||
ShootNow
|
ShootNow
|
||||||
jsr Shoot
|
jsr Shoot
|
||||||
|
;here we clear offensive text (after a shoot)
|
||||||
|
ldy TankNr
|
||||||
|
mva #0 plot4x4color
|
||||||
|
jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
lda HitFlag ;0 if missed
|
lda HitFlag ;0 if missed
|
||||||
beq missed
|
beq missed
|
||||||
@@ -431,12 +468,13 @@ ShootNow
|
|||||||
|
|
||||||
continueMainRoundLoopAfterSeppuku
|
continueMainRoundLoopAfterSeppuku
|
||||||
;here we clear offensive text (after a shoot)
|
;here we clear offensive text (after a shoot)
|
||||||
ldy TankNr
|
;ldy TankNr
|
||||||
mva #0 plot4x4color
|
;mva #0 plot4x4color
|
||||||
jsr DisplayOffensiveTextNr
|
;jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
|
|
||||||
AfterExplode
|
AfterExplode
|
||||||
|
; TODO: IS IT OK??? possibly a fix here needed for #56
|
||||||
ldy WeaponDepleted
|
ldy WeaponDepleted
|
||||||
bne @+
|
bne @+
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
@@ -445,24 +483,25 @@ AfterExplode
|
|||||||
@
|
@
|
||||||
|
|
||||||
;temporary tanks removal (would fall down with soil)
|
;temporary tanks removal (would fall down with soil)
|
||||||
mva TankNr tempor2
|
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
jsr drawtanks
|
jsr drawtanks
|
||||||
mva tempor2 TankNr
|
|
||||||
mva #0 Erase
|
mva #0 Erase
|
||||||
lda FallDown2
|
lda FallDown2
|
||||||
beq NoFallDown2
|
beq NoFallDown2
|
||||||
jsr SoilDown2;
|
jsr SoilDown2
|
||||||
|
|
||||||
NoFallDown2
|
NoFallDown2
|
||||||
;here tanks are falling down
|
;here tanks are falling down
|
||||||
mva tankNr tempor2
|
mva tankNr tempor2
|
||||||
mva #0 TankNr
|
mvx #0 TankNr
|
||||||
|
|
||||||
TanksFallDown
|
TanksFallDown
|
||||||
|
lda eXistenZ,x
|
||||||
|
beq NoExistNoFall
|
||||||
jsr TankFalls
|
jsr TankFalls
|
||||||
inc:lda TankNr
|
NoExistNoFall
|
||||||
cmp NumberOfPlayers
|
inc:ldx TankNr
|
||||||
|
cpx NumberOfPlayers
|
||||||
bne TanksFallDown
|
bne TanksFallDown
|
||||||
mva tempor2 TankNr
|
mva tempor2 TankNr
|
||||||
missed
|
missed
|
||||||
@@ -474,11 +513,8 @@ missed
|
|||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
NextPlayerShoots
|
NextPlayerShoots
|
||||||
;mva #1 Erase
|
;before it shoots, the eXistenZ table must be updated
|
||||||
;jsr drawtanks
|
;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)
|
ldx #(MaxPlayers-1)
|
||||||
SeteXistenZ
|
SeteXistenZ
|
||||||
@@ -489,7 +525,7 @@ SeteXistenZ
|
|||||||
;DATA L1,L2
|
;DATA L1,L2
|
||||||
;Multiplication 8bit*8bit,
|
;Multiplication 8bit*8bit,
|
||||||
;result 16bit
|
;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
|
;but it is faster
|
||||||
|
|
||||||
LDy #8
|
LDy #8
|
||||||
@@ -514,13 +550,6 @@ B0 DEY
|
|||||||
|
|
||||||
;was setup of maximum energy for players
|
;was setup of maximum energy for players
|
||||||
|
|
||||||
;mva #0 Erase
|
|
||||||
;jsr drawtanks
|
|
||||||
|
|
||||||
inc:lda TankSequencePointer
|
|
||||||
cmp NumberOfPlayers
|
|
||||||
bne PlayersAgain
|
|
||||||
mva #0 TankSequencePointer
|
|
||||||
|
|
||||||
PlayersAgain
|
PlayersAgain
|
||||||
|
|
||||||
@@ -552,27 +581,14 @@ NoPlayerNoDeath
|
|||||||
dex
|
dex
|
||||||
bpl CheckingPlayersDeath
|
bpl CheckingPlayersDeath
|
||||||
; if processor is here it means there are no more explosions
|
; if processor is here it means there are no more explosions
|
||||||
|
|
||||||
|
inc:lda TankSequencePointer
|
||||||
|
cmp NumberOfPlayers
|
||||||
|
sne:mva #0 TankSequencePointer
|
||||||
|
|
||||||
jmp MainRoundLoop
|
jmp MainRoundLoop
|
||||||
.endp
|
.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
|
.proc PlayerXdeath
|
||||||
|
|
||||||
@@ -605,8 +621,13 @@ NoPlayerNoDeath
|
|||||||
ldy TankTempY
|
ldy TankTempY
|
||||||
mva #1 plot4x4color
|
mva #1 plot4x4color
|
||||||
jsr DisplayOffensiveTextNr
|
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
|
;Deffensive text cleanup
|
||||||
;here we clear Deffensive text (after a shoot)
|
;here we clear Deffensive text (after a shoot)
|
||||||
ldy TankTempY
|
ldy TankTempY
|
||||||
@@ -627,7 +648,7 @@ NoPlayerNoDeath
|
|||||||
sbc #4
|
sbc #4
|
||||||
sta ydraw
|
sta ydraw
|
||||||
lda #0
|
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)
|
;cleanup of the soil fall down ranges (left and right)
|
||||||
sta RangeRight
|
sta RangeRight
|
||||||
@@ -636,12 +657,9 @@ NoPlayerNoDeath
|
|||||||
sta FallDown2
|
sta FallDown2
|
||||||
mwa #screenwidth RangeLeft
|
mwa #screenwidth RangeLeft
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
; We are randomizing the weapon now.
|
; We are randomizing the weapon now.
|
||||||
; jumping into the middle of the explosion
|
; jumping into the middle of the explosion
|
||||||
; routine
|
; routine
|
||||||
|
|
||||||
MetodOfDeath
|
MetodOfDeath
|
||||||
lda random
|
lda random
|
||||||
and #%00011111 ; range 0-31
|
and #%00011111 ; range 0-31
|
||||||
@@ -652,19 +670,16 @@ MetodOfDeath
|
|||||||
jsr ExplosionDirect
|
jsr ExplosionDirect
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
|
|
||||||
|
|
||||||
; jump to after explosion routines (soil fallout, etc.)
|
; jump to after explosion routines (soil fallout, etc.)
|
||||||
; After going through these routines we are back
|
; After going through these routines we are back
|
||||||
; to checking if a tank exploded and maybe we have
|
; to checking if a tank exploded and maybe we have
|
||||||
; a deadly shot here again.
|
; a deadly shot here again.
|
||||||
|
|
||||||
|
|
||||||
jmp MainRoundLoop.AfterExplode
|
jmp MainRoundLoop.AfterExplode
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DecreaseEnergyX
|
.proc DecreaseEnergyX
|
||||||
;Decreases energy of player nr X
|
;Decreases energy of player nr X by the value Y
|
||||||
;increases his financial loss
|
;increases his financial loss
|
||||||
;increases gain of tank TankNr
|
;increases gain of tank TankNr
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -703,64 +718,139 @@ NotNegativeEnergy
|
|||||||
.endp
|
.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
|
lda random
|
||||||
cmp MaxWind
|
cmp MaxWind
|
||||||
bcs GetRandomWind ; if more than MaxWind then randomize again
|
bcs GetRandomWind ; if more than MaxWind then randomize again
|
||||||
sta Wind
|
sta Wind
|
||||||
mva #$00 Wind+1
|
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
|
:4 aslw Wind
|
||||||
|
; decide the direction
|
||||||
lda random
|
lda random
|
||||||
and #$01
|
and #$01
|
||||||
sta WindOrientation
|
beq @+
|
||||||
rts
|
sec ; Wind = -Wind
|
||||||
|
.rept 4
|
||||||
|
lda #$00
|
||||||
|
sbc Wind+#
|
||||||
|
sta Wind+#
|
||||||
|
.endr
|
||||||
|
@ rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
PMoutofScreen .proc
|
.proc PMoutofScreen
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
lda #$00 ; let all P/M disappear
|
lda #$00 ; let all P/M disappear
|
||||||
:8 sta hposp0+#
|
:8 sta hposp0+#
|
||||||
rts
|
rts
|
||||||
.endp
|
.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;
|
.proc WeaponCleanup;
|
||||||
; cleaning of the weapon possesion tables
|
; 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
|
ldx #$3f ; TODO: maxweapons
|
||||||
lda #$0
|
@ lda #$0
|
||||||
loop05
|
cpx #48 ; White Flag
|
||||||
sta TanksWeapon1,x
|
bne @+
|
||||||
sta TanksWeapon2,x
|
lda #99
|
||||||
sta TanksWeapon3,x
|
@ sta TanksWeapon1,x
|
||||||
sta TanksWeapon4,x
|
sta TanksWeapon2,x
|
||||||
sta TanksWeapon5,x
|
sta TanksWeapon3,x
|
||||||
sta TanksWeapon6,x
|
sta TanksWeapon4,x
|
||||||
dex
|
sta TanksWeapon5,x
|
||||||
bne @+
|
sta TanksWeapon6,x
|
||||||
lda #99
|
dex
|
||||||
bne loop05
|
beq setBmissile
|
||||||
@ bpl loop05
|
bpl @-1
|
||||||
rts
|
rts
|
||||||
|
setBmissile
|
||||||
|
lda #99
|
||||||
|
bne @-
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc Initialize
|
.proc Initialize
|
||||||
;Initialization sequence
|
;Initialization sequence
|
||||||
|
;uses: temp, ...
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
deletePtr = temp
|
deletePtr = temp
|
||||||
|
|
||||||
lda #0
|
|
||||||
sta Erase
|
|
||||||
sta tracerflag
|
|
||||||
sta GameIsOver
|
|
||||||
sta escFlag
|
|
||||||
|
|
||||||
; clean variables
|
; clean variables
|
||||||
|
lda #0
|
||||||
tay
|
tay
|
||||||
mwa #variablesStart deletePtr
|
mwa #variablesStart deletePtr
|
||||||
@ tya
|
@ tya
|
||||||
@@ -812,18 +902,6 @@ SetunPlots
|
|||||||
lda #$10 ; P/M priorities (bit 4 joins missiles)
|
lda #$10 ; P/M priorities (bit 4 joins missiles)
|
||||||
sta gtictls
|
sta gtictls
|
||||||
jsr PMoutofScreen
|
jsr PMoutofScreen
|
||||||
lda TankColoursTable ; temporary colours of sprites under tanks
|
|
||||||
sta COLPM0S
|
|
||||||
lda TankColoursTable+1
|
|
||||||
sta COLPM1S
|
|
||||||
lda TankColoursTable+2
|
|
||||||
sta COLPM2S
|
|
||||||
lda TankColoursTable+3
|
|
||||||
sta COLPM3S
|
|
||||||
LDA TankColoursTable+4
|
|
||||||
STA COLPF3S ; joined missiles (5th tank)
|
|
||||||
mva #0 hscrol
|
|
||||||
|
|
||||||
|
|
||||||
;let the tanks be visible!
|
;let the tanks be visible!
|
||||||
ldx #(maxPlayers-1)
|
ldx #(maxPlayers-1)
|
||||||
@@ -843,6 +921,7 @@ ClearResults
|
|||||||
bne ClearResults
|
bne ClearResults
|
||||||
|
|
||||||
mva #1 CurrentRoundNr ;we start from round 1
|
mva #1 CurrentRoundNr ;we start from round 1
|
||||||
|
mva #6 NTSCcounter
|
||||||
|
|
||||||
; RMT INIT
|
; RMT INIT
|
||||||
lda #$f0 ;initial value
|
lda #$f0 ;initial value
|
||||||
@@ -851,18 +930,18 @@ ClearResults
|
|||||||
lda #$ff ;initial value
|
lda #$ff ;initial value
|
||||||
sta sfx_effect
|
sta sfx_effect
|
||||||
;
|
;
|
||||||
ldx #<MODUL ;low byte of RMT module to X reg
|
lda #0
|
||||||
ldy #>MODUL ;hi byte of RMT module to Y reg
|
jsr RmtSongSelect
|
||||||
lda #0 ;starting song line 0-255 to A reg
|
|
||||||
jsr RASTERMUSICTRACKER ;Init
|
|
||||||
;
|
;
|
||||||
VMAIN VBLinterrupt,6 ;jsr SetVBL
|
VMAIN VBLinterrupt,6 ;jsr SetVBL
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
DLIinterruptGraph .proc
|
.proc DLIinterruptGraph
|
||||||
pha
|
;sta dliA
|
||||||
|
;sty dliY
|
||||||
|
pha
|
||||||
phy
|
phy
|
||||||
ldy dliCounter
|
ldy dliCounter
|
||||||
lda dliColorsBack,y
|
lda dliColorsBack,y
|
||||||
@@ -873,41 +952,63 @@ DLIinterruptGraph .proc
|
|||||||
sta COLPF1
|
sta COLPF1
|
||||||
sty COLPF2
|
sty COLPF2
|
||||||
inc dliCounter
|
inc dliCounter
|
||||||
ply
|
;ldy dliY
|
||||||
|
;lda dliA
|
||||||
|
ply
|
||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
.endp
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
DLIinterruptText .proc
|
.proc DLIinterruptText
|
||||||
pha
|
;sta dliA
|
||||||
|
pha
|
||||||
sta WSYNC
|
sta WSYNC
|
||||||
mva #TextBackgroundColor colpf2
|
mva #TextBackgroundColor colpf2
|
||||||
mva #TextForegroundColor colpf3
|
mva #TextForegroundColor colpf3
|
||||||
pla
|
;lda dliA
|
||||||
|
pla
|
||||||
DLIinterruptNone
|
DLIinterruptNone
|
||||||
rti
|
rti
|
||||||
.endp
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
VBLinterrupt .proc
|
.proc VBLinterrupt
|
||||||
pha
|
pha
|
||||||
phx
|
phx
|
||||||
phy
|
phy
|
||||||
mva #0 dliCounter
|
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
|
lda sfx_effect
|
||||||
bmi lab2
|
bmi lab2
|
||||||
asl @ ; * 2
|
asl @ ; * 2
|
||||||
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
|
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)
|
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
|
||||||
lda #0 ;A = 12 note (0..60)
|
lda #0 ;A = 0 note (0..60)
|
||||||
jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
|
bit noSfx
|
||||||
;
|
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
|
||||||
|
|
||||||
lda #$ff
|
lda #$ff
|
||||||
sta sfx_effect ;reinit value
|
sta sfx_effect ;reinit value
|
||||||
;
|
|
||||||
lab2
|
lab2
|
||||||
jsr RASTERMUSICTRACKER+3 ;1 play
|
jsr RASTERMUSICTRACKER+3 ;1 play
|
||||||
|
; ------- RMT -------
|
||||||
|
|
||||||
|
exitVBL
|
||||||
ply
|
ply
|
||||||
plx
|
plx
|
||||||
pla
|
pla
|
||||||
@@ -923,9 +1024,7 @@ lab2
|
|||||||
bne @-
|
bne @-
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
|
||||||
|
|
||||||
.proc RandomizeSequence
|
.proc RandomizeSequence
|
||||||
; in: NumberOfPlayers
|
; in: NumberOfPlayers
|
||||||
; out: TankSequence
|
; out: TankSequence
|
||||||
@@ -975,7 +1074,7 @@ UsageLoop
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
RandomizeAngle .proc ;
|
.proc RandomizeAngle
|
||||||
; routine returns in A
|
; routine returns in A
|
||||||
; a valid angle for the tank's barrel.
|
; a valid angle for the tank's barrel.
|
||||||
; X is not changed
|
; X is not changed
|
||||||
@@ -991,14 +1090,14 @@ RandomizeAngle .proc ;
|
|||||||
bcs RandomizeAngle
|
bcs RandomizeAngle
|
||||||
|
|
||||||
|
|
||||||
sta temp
|
;sta temp
|
||||||
lda #90 ; CARRY=0 here
|
;lda #90 ; CARRY=0 here
|
||||||
sbc temp
|
;sbc temp
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
RandomizeForce .proc
|
.proc RandomizeForce
|
||||||
; routine returns in ForceTable/L/H
|
; routine returns in ForceTable/L/H
|
||||||
; valid force of shooting for TankNr
|
; valid force of shooting for TankNr
|
||||||
; in X must be TankNr
|
; in X must be TankNr
|
||||||
@@ -1043,41 +1142,24 @@ LimitForce
|
|||||||
rts
|
rts
|
||||||
|
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc MoveBarrelToNewPosition
|
.proc MoveBarrelToNewPosition
|
||||||
jsr DrawTankNr
|
jsr DrawTankNr
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda AngleTable,x
|
|
||||||
clc
|
|
||||||
adc #90 ;shift angle to the positive values
|
|
||||||
sta temp
|
|
||||||
lda NewAngle
|
lda NewAngle
|
||||||
clc
|
cmp AngleTable,x
|
||||||
adc #90
|
|
||||||
cmp temp
|
|
||||||
beq BarrelPositionIsFine
|
beq BarrelPositionIsFine
|
||||||
bcc rotateLeft ; older is bigger
|
bcc rotateLeft ; older is bigger
|
||||||
rotateRight;older is lower
|
rotateRight;older is lower
|
||||||
inc angleTable,x
|
inc angleTable,x
|
||||||
bne MoveBarrelToNewPosition
|
|
||||||
|
|
||||||
mva #$30 CharCode ; if angle goes through 0 we clear the barrel
|
|
||||||
jsr DrawTankNr.drawtankNrX
|
|
||||||
|
|
||||||
jmp MoveBarrelToNewPosition
|
jmp MoveBarrelToNewPosition
|
||||||
rotateLeft
|
rotateLeft
|
||||||
dec angleTable,x
|
dec angleTable,x
|
||||||
bpl MoveBarrelToNewPosition
|
|
||||||
mva #$2e CharCode
|
|
||||||
jsr DrawTankNr.drawtankNrX
|
|
||||||
|
|
||||||
jmp MoveBarrelToNewPosition
|
jmp MoveBarrelToNewPosition
|
||||||
|
|
||||||
BarrelPositionIsFine
|
BarrelPositionIsFine
|
||||||
rts
|
rts
|
||||||
|
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc SortSequence ;
|
.proc SortSequence ;
|
||||||
@@ -1168,7 +1250,8 @@ nextishigher
|
|||||||
.endp
|
.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
|
jsr WaitForKeyRelease
|
||||||
@
|
@
|
||||||
@@ -1206,19 +1289,19 @@ notpressedJoyGetKey
|
|||||||
getkeyend
|
getkeyend
|
||||||
mvx #sfx_keyclick sfx_effect
|
mvx #sfx_keyclick sfx_effect
|
||||||
rts
|
rts
|
||||||
|
|
||||||
|
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
getkeynowait .proc;
|
.proc getkeynowait
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
lda kbcode
|
lda kbcode
|
||||||
and #$3f ;CTRL and SHIFT ellimination
|
and #$3f ;CTRL and SHIFT ellimination
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
WaitForKeyRelease .proc
|
.proc WaitForKeyRelease
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
lda JSTICK0
|
lda JSTICK0
|
||||||
and #$0f
|
and #$0f
|
||||||
@@ -1232,7 +1315,16 @@ WaitForKeyRelease .proc
|
|||||||
rts
|
rts
|
||||||
.endp
|
.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'
|
icl 'weapons.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -1250,10 +1342,11 @@ font4x4
|
|||||||
ins 'artwork/font4x4s.bmp',+62
|
ins 'artwork/font4x4s.bmp',+62
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
TankFont
|
TankFont
|
||||||
ins 'artwork/tanks.fnt'
|
ins 'artwork/tanksv2.fnt'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
icl 'variables.asm'
|
icl 'variables.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
|
||||||
; reserved space for RMT player
|
; reserved space for RMT player
|
||||||
.ds $0320
|
.ds $0320
|
||||||
.align $100
|
.align $100
|
||||||
@@ -1262,14 +1355,14 @@ TankFont
|
|||||||
|
|
||||||
MODUL equ $b000 ;address of RMT module
|
MODUL equ $b000 ;address of RMT module
|
||||||
opt h- ;RMT module is standard Atari binary file already
|
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+
|
opt h+
|
||||||
;
|
;
|
||||||
;
|
;
|
||||||
TheEnd
|
TheEnd
|
||||||
.ECHO 'TheEnd: ',TheEnd
|
.ECHO 'TheEnd: ',TheEnd
|
||||||
.if TheEnd > PMGraph + $300
|
.if TheEnd > PMGraph + $300
|
||||||
.error memory conflict
|
.error "memory conflict"
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
|||||||
BIN
Binary file not shown.
+514
-250
File diff suppressed because it is too large
Load Diff
+72
-62
@@ -8,34 +8,33 @@
|
|||||||
; compilation to e.g. cartridge
|
; compilation to e.g. cartridge
|
||||||
; zero page variables are declared in program.s65 module
|
; zero page variables are declared in program.s65 module
|
||||||
;=====================================================
|
;=====================================================
|
||||||
;--------------------------------------------------
|
|
||||||
;Variables
|
|
||||||
;--------------
|
|
||||||
TanksNames ; DO NOT ZERO - ticket #24
|
TanksNames ; DO NOT ZERO - ticket #24
|
||||||
:6 dta d" "
|
:6 dta d" "
|
||||||
;----------------------------
|
;----------------------------------------------------
|
||||||
;Options DO NOT ZERO - ticket #27
|
;Options DO NOT ZERO - ticket #27
|
||||||
OptionsTable .by 0,0,2,2,0,1,3
|
OptionsTable .by 0,1,2,2,0,1,3
|
||||||
RoundsInTheGame .by 10 ;how many rounds in the current game
|
RoundsInTheGame .by 10 ;how many rounds in the current game
|
||||||
seppukuVal .by 75
|
seppukuVal .by 75
|
||||||
;--------------------------------------------------
|
;----------------------------------------------------
|
||||||
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
noMusic .by 0 ; 0 - play music, $ff - do not play music
|
||||||
|
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||||
; 4x4 text buffer
|
; 4x4 text buffer
|
||||||
ResultLineBuffer
|
ResultLineBuffer
|
||||||
dta d" "
|
dta d" ", $ff
|
||||||
.byte $ff
|
|
||||||
LineHeader1
|
LineHeader1
|
||||||
dta d"# ROUND: "
|
dta d"# ROUND: "
|
||||||
RoundNrDisplay
|
RoundNrDisplay
|
||||||
dta d" #"
|
dta d" #", $ff
|
||||||
.byte $ff
|
|
||||||
|
|
||||||
|
;=====================================================
|
||||||
variablesStart ; zeroing starts here
|
variablesStart ; zeroing starts here
|
||||||
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
|
sfx_effect .ds 1
|
||||||
;--------------
|
;--------------
|
||||||
@@ -47,30 +46,32 @@ flyDelay .ds 1
|
|||||||
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
||||||
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
|
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
|
||||||
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
moneyH ;we place zero at the end of prices and money
|
moneyH ;we place zero at the end of prices and money
|
||||||
;and have range from 0 to 99990 (not too much)
|
;and have range from 0 to 99990 (not too much)
|
||||||
;money players have (maybe one more byte is needed?)
|
;money players have (maybe one more byte is needed?)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
moneyL
|
moneyL
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
gainH ;how much money player gets after the round
|
gainH ;how much money player gets after the round
|
||||||
;it is gathered during the round basing on energy
|
;it is gathered during the round basing on energy
|
||||||
;opponents loose after player's shoots
|
;opponents loose after player's shoots
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
gainL
|
gainL
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
looseH ;how much player looses after the round
|
looseH ;how much player looses after the round
|
||||||
;calculated from REAL energy loss
|
;calculated from REAL energy loss
|
||||||
;(not only to zero energy)
|
;(not only to zero energy)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
looseL
|
looseL
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
Energy
|
Energy
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
|
ShieldEnergy
|
||||||
|
.DS [MaxPlayers]
|
||||||
EnergyDecrease .DS 1
|
EnergyDecrease .DS 1
|
||||||
eXistenZ
|
eXistenZ
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
@@ -81,9 +82,7 @@ ResultsTable ;the results in the gameeeeee
|
|||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
TempResults
|
TempResults
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
CurrentResult
|
;----------------------------------------------------
|
||||||
.DS 1
|
|
||||||
;-----------------------------------
|
|
||||||
ForceTableL ;shooting Force of the tank during the round
|
ForceTableL ;shooting Force of the tank during the round
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
ForceTableH
|
ForceTableH
|
||||||
@@ -93,35 +92,38 @@ MaxForceTableL ;Energy of the tank during the round
|
|||||||
.DS [MaxPlayers] ;1000 is the default
|
.DS [MaxPlayers] ;1000 is the default
|
||||||
MaxForceTableH
|
MaxForceTableH
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
AngleTable ;Angle of the barrel of each tank during the round
|
AngleTable ;Angle of the barrel of each tank during the round
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
NewAngle .DS 1
|
NewAngle .DS 1
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
ActiveWeapon ;number of the selected weapon
|
ActiveWeapon ;number of the selected weapon
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
|
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
||||||
|
.DS [MaxPlayers]
|
||||||
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
;format of the 3-byte static point number used in the game
|
;format of the 3-byte static point number used in the game
|
||||||
; 20203.5 => 128 : <20203 : >20203
|
; 20203.5 => 128 : <20203 : >20203
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
L1 .DS 1 ; variable used in multiplications (by 10:)
|
L1 .DS 1 ; variable used in multiplications (by 10:)
|
||||||
gravity .DS 1 ;only the decimal part (1/10 = 25)
|
gravity .DS 1 ;only the decimal part (1/10 = 25)
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
Wind .ds 2 ;walue displayed on the screen
|
Wind .ds 4 ;format: 0000.hhll
|
||||||
;multiplied by 16 (decimal part only)
|
;walue displayed on the screen is
|
||||||
;-----------------------------------
|
;decimal portion divided by 16 (>>4)
|
||||||
|
;----------------------------------------------------
|
||||||
MaxWind .ds 1 ;
|
MaxWind .ds 1 ;
|
||||||
WindOrientation .DS 1 ;(0-right,1-left)
|
WindOrientation .DS 1 ;(0-right,1-left)
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
Counter .DS 1 ;temporary Counter for outside loops
|
Counter .DS 1 ;temporary Counter for outside loops
|
||||||
HitFlag .DS 1 ;1 when missile hit anything
|
HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
xtankstableL ;X positions of tanks (lower left point)
|
xtankstableL ;X positions of tanks (lower left point)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
xtankstableH
|
xtankstableH
|
||||||
@@ -130,17 +132,17 @@ ytankstable ;Y positions of tanks (lower left point)
|
|||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
Erase .DS 1 ; if 1 only mask of the character is printed
|
Erase .DS 1 ; if 1 only mask of the character is printed
|
||||||
; on the graphics screen. if 0 character is printed normally
|
; on the graphics screen. if 0 character is printed normally
|
||||||
|
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
RangeLeft .DS 2 ;range of the soil to be fallen down
|
RangeLeft .DS 2 ;range of the soil to be fallen down
|
||||||
RangeRight .DS 2 ;it is being set by all Explosions
|
RangeRight .DS 2 ;it is being set by all Explosions
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
|
WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
|
||||||
WeaponRangeRight .DS 2
|
WeaponRangeRight .DS 2
|
||||||
;--------------------------------------------------
|
;----------------------------------------------------
|
||||||
;xroller
|
;xroller
|
||||||
HowMuchToFall .ds 1
|
HowMuchToFall .ds 1
|
||||||
HeightRol .DS 1
|
HeightRol .DS 1
|
||||||
@@ -173,14 +175,14 @@ LineLength .DS 2
|
|||||||
;circle
|
;circle
|
||||||
radius .DS 1
|
radius .DS 1
|
||||||
xcircle .DS 2
|
xcircle .DS 2
|
||||||
ycircle .DS 1
|
ycircle .DS 2
|
||||||
tempcir .DS 2
|
tempcir .DS 2
|
||||||
;TankFalls
|
;TankFalls
|
||||||
IfFallDown .DS 1
|
FallingSoundBit .DS 1
|
||||||
PreviousFall .DS 1
|
PreviousFall .DS 1
|
||||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||||
Parachute .DS 1 ; are you insured with parachute?
|
Parachute .DS 1 ; are you insured with parachute?
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Flight
|
;Flight
|
||||||
;variables for 5 missiles (used for mirv)
|
;variables for 5 missiles (used for mirv)
|
||||||
xtraj00 .DS [5] ; 3 bytes of xtraj times 5. Lowest byte
|
xtraj00 .DS [5] ; 3 bytes of xtraj times 5. Lowest byte
|
||||||
@@ -193,7 +195,9 @@ vx03 .DS [5]
|
|||||||
MirvDown .DS [5] ; is given missile down?
|
MirvDown .DS [5] ; is given missile down?
|
||||||
MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
|
MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
|
||||||
SmokeTracerFlag .DS 1 ; if Smoketracer
|
SmokeTracerFlag .DS 1 ; if Smoketracer
|
||||||
; -------------------------------------------------
|
XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
|
||||||
|
YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen , %0100000 - under the screen)
|
||||||
|
;----------------------------------------------------
|
||||||
;CheckCollisionWithTank
|
;CheckCollisionWithTank
|
||||||
vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
|
vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
|
||||||
vy .ds 4 ;0,0,0,0
|
vy .ds 4 ;0,0,0,0
|
||||||
@@ -205,12 +209,11 @@ Angle .DS 1
|
|||||||
Force .ds 3 ; 0,0,0
|
Force .ds 3 ; 0,0,0
|
||||||
Multiplier .ds 3 ; 0,0,0
|
Multiplier .ds 3 ; 0,0,0
|
||||||
Multiplee .ds 2 ; 0,0
|
Multiplee .ds 2 ; 0,0
|
||||||
Result .ds 3 ; 0,0,0
|
|
||||||
goleft .DS 1 ;if 1 then flights left
|
goleft .DS 1 ;if 1 then flights left
|
||||||
;--------------------------------------------------
|
;----------------------------------------------------
|
||||||
;SoilDown2
|
;SoilDown2
|
||||||
IsEndOfTheFallFlag .DS 1
|
IsEndOfTheFallFlag .DS 1
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
;unPlot
|
;unPlot
|
||||||
WhichUnPlot .DS 1
|
WhichUnPlot .DS 1
|
||||||
; max 5 concurrent unPlots
|
; max 5 concurrent unPlots
|
||||||
@@ -224,7 +227,7 @@ xtrajfb .DS 2
|
|||||||
ytrajfb .DS 2
|
ytrajfb .DS 2
|
||||||
;
|
;
|
||||||
tracerflag .DS 1
|
tracerflag .DS 1
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
;TypeChar
|
;TypeChar
|
||||||
mask1 .DS [8]
|
mask1 .DS [8]
|
||||||
mask2 .DS [8]
|
mask2 .DS [8]
|
||||||
@@ -242,24 +245,22 @@ UpNdown .DS 1
|
|||||||
temptankX .DS 2
|
temptankX .DS 2
|
||||||
temptankNr .DS 1
|
temptankNr .DS 1
|
||||||
|
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Variables from textproc.s65
|
;Variables from textproc.s65
|
||||||
; tables with numbers of weapons on the right lists
|
; tables with indexes of weapons on the right lists
|
||||||
; to be honest - I do not know at the moment what the above
|
|
||||||
; comment was supposed to mean...
|
|
||||||
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
||||||
NubersOfWeaponsL1
|
IndexesOfWeaponsL1
|
||||||
.ds 8*5 ; :(8*5) .by $ff
|
.ds 8*5 ; max 40 offensive weapons. this is wrong, should be 48, still only 32 defined.
|
||||||
NubersOfWeaponsL2
|
IndexesOfWeaponsL2
|
||||||
.ds 8*2 ; :(8*2) .by $ff
|
.ds 8*2 ; max 16 defensive weapons.
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
; variables storing amount of weapons on the first and second
|
; variables storing amount of weapons on the first and second
|
||||||
; list and pointer position
|
; list and pointer position
|
||||||
|
|
||||||
HowManyOnTheList1
|
HowManyOnTheListOff
|
||||||
.DS 1
|
.DS 1
|
||||||
HowManyOnTheList2
|
HowManyOnTheListDef
|
||||||
.DS 1
|
.DS 1
|
||||||
PositionOnTheList ; pointer position on the list being displayed
|
PositionOnTheList ; pointer position on the list being displayed
|
||||||
.DS 1
|
.DS 1
|
||||||
@@ -275,14 +276,14 @@ WhichList ; list currently on the screen
|
|||||||
OffsetDL1 ; offset of the list screen (how many lines)....
|
OffsetDL1 ; offset of the list screen (how many lines)....
|
||||||
.DS 1
|
.DS 1
|
||||||
|
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
;mark the level
|
;mark the level
|
||||||
PositionInName ; cursor position in name of the player when name input
|
PositionInName ; cursor position in name of the player when name input
|
||||||
.DS 1
|
.DS 1
|
||||||
DifficultyLevel ; Difficulty Level (human/cpu)
|
DifficultyLevel ; Difficulty Level (human/cpu)
|
||||||
.DS 1
|
.DS 1
|
||||||
;-------------------------------------------------
|
;----------------------------------------------------
|
||||||
;displaydecimal
|
;displaydecimal
|
||||||
decimal .DS 2
|
decimal .DS 2
|
||||||
decimalresult .DS 4
|
decimalresult .DS 4
|
||||||
@@ -297,7 +298,7 @@ FallDown2 .DS 1
|
|||||||
LeapFrogAngle .DS 1
|
LeapFrogAngle .DS 1
|
||||||
;laser
|
;laser
|
||||||
LaserCoordinate .DS 8 ; 2,2,2,2
|
LaserCoordinate .DS 8 ; 2,2,2,2
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
; Here go tables with weapons possesed by a given tank
|
; Here go tables with weapons possesed by a given tank
|
||||||
; Index in the table means weapon type
|
; Index in the table means weapon type
|
||||||
; number entered means ammo for given weapon possessed (max 99)
|
; number entered means ammo for given weapon possessed (max 99)
|
||||||
@@ -324,7 +325,7 @@ mountaintable2 ;table of mountains (size=screenwidth)
|
|||||||
.DS [screenwidth]
|
.DS [screenwidth]
|
||||||
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
||||||
MountaintableEnd ;good for table clearing
|
MountaintableEnd ;good for table clearing
|
||||||
;----------------------------------------------
|
;----------------------------------------------------
|
||||||
TextPositionX .DS 2
|
TextPositionX .DS 2
|
||||||
TextPositionY .DS 1
|
TextPositionY .DS 1
|
||||||
TextAddress .DS 2
|
TextAddress .DS 2
|
||||||
@@ -333,8 +334,16 @@ TextNumberOff .DS 1
|
|||||||
;--------------
|
;--------------
|
||||||
TankTempY
|
TankTempY
|
||||||
.DS 1
|
.DS 1
|
||||||
|
;----------------------------------------------------
|
||||||
;-------------- single round variables --------------
|
;-------------- single round variables --------------
|
||||||
|
;----------------------------------------------------
|
||||||
singleRoundVars
|
singleRoundVars
|
||||||
|
;--------------
|
||||||
|
escFlag .ds 1
|
||||||
|
;--------------
|
||||||
|
CurrentResult
|
||||||
|
.DS 1
|
||||||
|
;--------------
|
||||||
previousAngle
|
previousAngle
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
previousEnergyL
|
previousEnergyL
|
||||||
@@ -352,9 +361,9 @@ RandBoundaryHigh
|
|||||||
AngleTablePointer
|
AngleTablePointer
|
||||||
.DS 1
|
.DS 1
|
||||||
singleRoundVarsEnd
|
singleRoundVarsEnd
|
||||||
;----------------------------------------------
|
;----------------------------------------------------
|
||||||
; 4x4 texts
|
; 4x4 texts
|
||||||
;----------------------------------------------
|
;----------------------------------------------------
|
||||||
LineAddress4x4
|
LineAddress4x4
|
||||||
.DS 2
|
.DS 2
|
||||||
LineCharNr
|
LineCharNr
|
||||||
@@ -372,8 +381,9 @@ ResultY
|
|||||||
ResultOfTankNr
|
ResultOfTankNr
|
||||||
.DS 1
|
.DS 1
|
||||||
|
|
||||||
;----------------------------
|
;----------------------------------------------------
|
||||||
;PutChar4x4
|
;PutChar4x4
|
||||||
|
;----------------------------------------------------
|
||||||
LoopCounter4x4 .DS 1
|
LoopCounter4x4 .DS 1
|
||||||
y4x4 .DS 1
|
y4x4 .DS 1
|
||||||
StoreA4x4 .DS 1
|
StoreA4x4 .DS 1
|
||||||
@@ -385,6 +395,6 @@ plot4x4color .DS 1 ;1-white, 0-background
|
|||||||
|
|
||||||
|
|
||||||
variablesEnd
|
variablesEnd
|
||||||
;----------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
+764
-518
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user