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Author SHA1 Message Date
Pirx 4fe360d63c Merge pull request #100 from pkali/develop
build 145
2022-06-26 22:19:22 -04:00
Pirx c9ceb58117 build 145 2022-06-26 22:18:16 -04:00
Pirx e10514debd forgot about rounds... #76 2022-06-26 21:48:46 -04:00
Pirx 2907fe7a91 whiter color of pale #76 2022-06-26 21:26:22 -04:00
Pirx a0d5d22e74 small musique fixum-dyrdum 2022-06-26 11:21:35 -04:00
Pirx 1ea62798c8 sonico a musica nueva 2022-06-25 18:02:50 -04:00
Pirx 42facad64e wrong inventory position fix 2022-06-25 10:29:12 -04:00
Pecusx 2c98d73877 Nuclear Winter optimization - we save 4 bytes
:)
2022-06-22 17:28:31 +02:00
Pecusx 4ae4403448 Battery added! 2022-06-21 13:11:07 +02:00
Pecusx 242bc4586c Optimization - we save 15 bytes 2022-06-21 12:51:49 +02:00
Pecusx eda0e65189 Small bugfix 2022-06-21 12:38:17 +02:00
Pecusx 8613854f80 cosmetics 2022-06-21 11:34:05 +02:00
Pecusx 1c277b0e6f Nuclear Winter added. 2022-06-21 11:25:45 +02:00
Pecusx 623c9c9583 White Flag works! 2022-06-20 21:01:01 +02:00
Pecusx ce55bf0d97 Wrong parachute symbol :) 2022-06-20 14:34:36 +02:00
Pecusx 537f88e4c6 Deactivate defensive weapon now possible.
If you activate previously activated White Flag, you deactivate defensive weapons.
2022-06-20 14:07:53 +02:00
Pecusx 9aaa4fec69 Displaying White Flag and inverse reaction to fire button. 2022-06-20 13:23:36 +02:00
Pecusx 67b5dfb110 Strong Parachute (with energy) added!
and defensive (really all) weapons indexes (numbers) as constans.
2022-06-20 10:43:16 +02:00
Pirx 4200e60d47 Merge pull request #96 from pkali/develop
Develop
2022-06-19 20:23:25 -04:00
Pirx 7324203925 README 2022-06-19 20:23:05 -04:00
Pirx 634c2f83e9 README 2022-06-19 20:21:14 -04:00
Pirx 18f88705e5 Merge pull request #95 from pkali/develop
new xex
2022-06-19 20:05:32 -04:00
Pirx fe6bd17a66 new xex 2022-06-19 20:04:08 -04:00
Pirx 1d8f26d562 Merge pull request #94 from pkali/develop
inflation and supply chains distuption causes weapon price increase
2022-06-19 20:01:20 -04:00
Pirx 2bb8a743e1 inflation and supply chains distuption causes weapon price increase 2022-06-19 20:00:54 -04:00
Pirx 708a7b4aa9 Merge pull request #93 from pkali/develop
Develop
2022-06-19 14:43:03 -04:00
Pirx 8153670711 build 144 2022-06-19 14:42:24 -04:00
Pirx ab140ed5ca short fire - inventory, long fire - fire #75 2022-06-19 14:22:54 -04:00
Pirx cc3e2d1845 power timer 1/2s to speed up #75 2022-06-19 12:02:48 -04:00
Pirx 98e866abdd elaborate fix of a simple issue... #92 2022-06-18 20:17:16 -04:00
Pirx ffa748fb68 font update #26 2022-06-18 11:22:04 -04:00
Pirx de047779ce looks like inventory works... #26 2022-06-18 10:40:00 -04:00
Pirx 3c685b2811 infinite money when purchasing Baby Missile fix #26 2022-06-18 07:07:24 -04:00
Pecusx c86dcd7c59 cosmetics 2022-06-16 18:34:00 +02:00
Pecusx f924868459 Better (not best) collision with tank check
.... and corrected two defensive weapon numbers - Mag Deflector and Auto Defence are working.
2022-06-16 17:52:34 +02:00
Pirx 2992bd40b3 no shoot after inventory select #26 2022-06-15 07:48:57 -04:00
Pirx b19d218670 decrease activated defensives #26 2022-06-15 00:11:01 -04:00
Pirx 8ab450ff48 WIP: almost working... #26 2022-06-14 10:33:01 -04:00
Pirx 5e2ab7f206 defensives activate #26 2022-06-14 09:26:38 -04:00
Pecusx cd69bf22db Shield energy table added.
... for easier activation.
Defensive weapon numbering revised.
2022-06-13 09:18:05 +02:00
Pirx ff8c4d9329 number of shells in inventory #26 2022-06-13 01:35:57 -04:00
Pirx 83e128a1b5 no prices in inventory #26 2022-06-13 01:21:27 -04:00
Pirx cc8688263a Purchase/Activate texts in shop #26 2022-06-12 10:18:13 -04:00
Pirx b5bf6ecc30 joy left change offensive/deffensive #26 2022-06-12 09:48:10 -04:00
Pirx e2c85c98c2 inventory offensive weapons selection #26 2022-06-12 00:39:19 -04:00
Pirx c47a22a833 wip: purchase does not show active weapon #26 2022-06-11 20:08:25 -04:00
Pirx cd4275226a wip: inventory shows active weapon #26 2022-06-11 18:08:25 -04:00
Pirx cb270be865 wip: inventory shows weapons #26 2022-06-11 14:53:28 -04:00
Pirx 7df1d5eff9 isInventory var 2022-06-11 13:08:49 -04:00
Pirx c3f6e2399d to be as it was 2022-06-11 10:04:29 -04:00
Pirx 598860b7d0 infinite purchases fix #26 2022-06-11 09:43:08 -04:00
Pirx c1aa177767 WIP: press I for inventory #26 2022-06-11 05:51:13 -04:00
Pecusx eb7f6369de Collision with tank now checks the shield
We must rewvite CheckCollisionWithTank procedure !!!!
In future :)
2022-06-10 19:37:52 +02:00
Pecusx 41900d7671 Mag Deflector added
Only for test.
Now all players has active Mag Deflector with energy (99) before game.
2022-06-10 18:48:19 +02:00
Pecusx 6a6689b9b7 Auto Defence added
Only for test.
Now all players has active Auto Defence with energy (99) before game.
2022-06-10 11:13:20 +02:00
Pecusx 836c67afcf cosmetics 2022-06-09 20:32:37 +02:00
Pecusx 1b983b8d92 Index of hit tank in HitFlag
For future use.
Easier to check whether the hit tank or ground.
2022-06-09 18:06:31 +02:00
Pecusx 53e9f89012 Shield "horns" drawing.
For future use (defensive but aggressive :) ) weapons.
2022-06-09 14:40:48 +02:00
Pecusx cf40bf905d Slight change. 2022-06-09 12:57:50 +02:00
Pecusx 91b613f166 Shield witch parachute added
Only for test.
Now all players has active Shield with energy (99) and witch parachute before game.
Alo added display name of active defensive weapon on statusbar, and some fixes.
2022-06-09 09:46:09 +02:00
Pecusx eace9eb5cf Shield with energy added
Only for test.
Now all players has active Shield with energy (99) before game.
2022-06-08 21:52:19 +02:00
Pecusx 4c6b56a1e2 Now shield is displayed on a tank without PM
Small bugfix.
2022-06-08 14:40:29 +02:00
Pecusx 7b86fc98cd Simple shield added
Only for test.
Now all players has active Shield before game.
2022-06-08 11:14:03 +02:00
Pecusx 186cacf5ba The first attempt at handling defensive weapons
Only for test.
Now all players has active Parachute berore round.
2022-06-07 10:25:23 +02:00
Pecusx 031416b8e6 "Underground" shot fixed. 2022-06-06 17:59:43 +02:00
Pecusx 1394524a26 FunkyBomb and LeapFrog bugfix #89
Problem was due to the better accuracy of the collision with tank check procedure.
2022-06-06 09:42:22 +02:00
14 changed files with 1307 additions and 442 deletions
+29
View File
@@ -47,6 +47,35 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
## Changes:
###### 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 joystick up or down longer speeds up force change. It makes playing with joystick much nicer.
- https://github.com/pkali/scorch_src/issues/76 - a beginning of visual tweaks by Adam
- infinite defensive weapons purchase bug fixed, to 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 :)
+2 -2
View File
@@ -73,7 +73,7 @@ pmg .ds $0300
eif
song_data
ins 'mmm_16.lzs'
ins 'mmm_16.lzs'
song_end
POKEY = $D200
@@ -456,7 +456,7 @@ quit
ini main
; ---
opt l-
;opt l-
.MACRO SPRITES
missiles
BIN
View File
Binary file not shown.
+60 -36
View File
@@ -14,9 +14,9 @@ dliColorsFore
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0c
CashOptionL ;(one zero less than on the screen)
.by 0,<200,<500,<800,<1000
.by 0,<200,<800,<1200,<2000
CashOptionH
.by 0,>200,>500,>800,>1000
.by 0,>200,>800,>1200,>2000
GravityTable .by 10,20,25,30,40
MaxWindTable .by 5,20,40,70,99
RoundsTable .by 10,20,30,40,50
@@ -514,7 +514,8 @@ EndOfTheBarrelY
.by 6,6,6,6,6,6,6,6,6
.by 5,5,5,5,5,5,5,5,5,5
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
.by 4,4,4,4,4,4,4,4,4,4,4,4,4,4 ; 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
@@ -526,7 +527,8 @@ EndOfTheBarrelY
.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 3,3,3,3,3,3,3,3,3,3,3,3,3,3
.by 4,4,4,4,4,4,4,4,4,4,4,4,4,4 ; one pixel Up for fix problems with colision check
.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
@@ -593,13 +595,14 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price______________45
.by >price______________46
.by >price______________47
.by >price_Heat_Guidance__
.by >price_White_Flag_____
.by >price_Battery________
.by >price_Bal_Guidance___
.by >price_Horz_Guidance__
.by >price_Vert_Guidance__
.by >price_Lazy_Boy_______
.by >price_Parachute______
.by >price_Battery________
.by >price_StrongParachute
.by >price_Mag_Deflector__
.by >price_Shield_________
.by >price_Force_Shield___
@@ -607,8 +610,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Super_Mag______
.by >price_Auto_Defense___
.by >price_Fuel_Tank______
.by >price_Contact_Trigger
.by >price_White_Flag_____
.by >price_Nuclear_Winter_
WeaponPriceL
.by <price_Baby_Missile___
@@ -659,13 +661,14 @@ WeaponPriceL
.by <price______________45
.by <price______________46
.by <price______________47
.by <price_Heat_Guidance__
.by <price_White_Flag_____
.by <price_Battery________
.by <price_Bal_Guidance___
.by <price_Horz_Guidance__
.by <price_Vert_Guidance__
.by <price_Lazy_Boy_______
.by <price_Parachute______
.by <price_Battery________
.by <price_StrongParachute
.by <price_Mag_Deflector__
.by <price_Shield_________
.by <price_Force_Shield___
@@ -673,8 +676,7 @@ WeaponPriceL
.by <price_Super_Mag______
.by <price_Auto_Defense___
.by <price_Fuel_Tank______
.by <price_Contact_Trigger
.by <price_White_Flag_____
.by <price_Nuclear_Winter_
;-------------------------------------------------
; how many units (bulletd) of a given weapon we get for a given price
@@ -731,13 +733,14 @@ WeaponUnits
.by 0 ;_____________45
.by 0 ;_____________46
.by 0 ;_____________47
.by 6 ;Heat_Guidance__
.by 1 ;White_Flag___48
.by 3 ;Battery________
.by 2 ;Bal_Guidance___
.by 5 ;Horz_Guidance__
.by 5 ;Vert_Guidance__
.by 2 ;Lazy_Boy_______
.by 8 ;Parachute______
.by 10 ;Battery________
.by 2 ;StrongParachute
.by 2 ;Mag_Deflector__
.by 3 ;Shield_________
.by 3 ;Force_Shield___
@@ -745,8 +748,7 @@ WeaponUnits
.by 2 ;Super_Mag______
.by 1 ;Auto_Defense___
.by 10 ;Fuel_Tank______
.by 25 ;Contact_Trigger
.by 1 ;_____________63
.by 1 ;Nuclear_Winter_
PurchaseMeTable ;weapons good to be purchased by the robot
;the comment is an index in the tables
@@ -809,8 +811,8 @@ WeaponSymbols
.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
.by $20,$00,$00,$00,$00,$00,$00,$00
.by $00,$00,$00,$00,$00,$00,$00,$00
.by $02,$03,$06,$1d,$0a,$1b,$1c,$1e
.by $3b,$3c,$3d,$3e,$3f,$5e,$5f,$00
.by $5f,$1c,$03,$06,$1d,$0a,$1b,$1b ; defensives
.by $1e,$3b,$3c,$3d,$3e,$3f,$5e,$7d
; Names of weapons (16 chars long)
NamesOfWeapons ;the comment is an index in the tables
@@ -861,26 +863,43 @@ NamesOfWeapons ;the comment is an index in the tables
dta d"----------------" ; 44
dta d"----------------" ; 45
dta d"----------------" ; 46
dta d"----------------" ; 47
dta d" " ; 47 ; special (no weapon) name to simplify display
dta d"Heat Guidance " ; 48 ($30)
dta d"Bal Guidance " ; 49
dta d"Horz Guidance " ; 50
dta d"Vert Guidance " ; 51
dta d"Lazy Boy " ; 52
dta d"Parachute " ; 53
dta d"Battery " ; 54
dta d"Mag Deflector " ; 55
dta d"Shield " ; 56
dta d"Force Shield " ; 57
dta d"Heavy Shield " ; 58
dta d"Super Mag " ; 59
dta d"Auto Defense " ; 60
dta d"Fuel Tank " ; 61
dta d"Contact Trigger " ; 62
dta d"White Flag " ; 63
dta d"White Flag " ; 48 ($30)
dta d"Battery " ; 49
dta d"Bal Guidance " ; 50
dta d"Horz Guidance " ; 51
dta d"Vert Guidance " ; 52
dta d"Lazy Boy " ; 53
dta d"Parachute " ; 54 - no energy
dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
dta d"Mag Deflector " ; 56 - with shield and energy
dta d"Shield " ; 57 - shield for one shot - no energy
dta d"Force Shield " ; 58 - shield with energy and parachute
dta d"Heavy Shield " ; 59 - shield with energy
dta d"Super Mag " ; 60
dta d"Auto Defense " ; 61 - with shield and energy
dta d"Fuel Tank " ; 62
dta d"Nuclear Winter " ; 63
DefensiveEnergy = * - 48
.by 00 ; White Flag
.by 00 ; Heat Guidance
.by 00 ; Bal Guidance
.by 00 ; Horz Guidance
.by 00 ; Vert Guidance
.by 00 ; Lazy Boy
.by 00 ; Parachute
.by 99 ; Strong Parachute
.by 99 ; Mag Deflector
.by 00 ; Shield
.by 99 ; Force Shield
.by 99 ; Heavy Shield
.by 00 ; Super Mag
.by 99 ; Auto Defense
.by 00 ; Fuel Tank
.by 00 ; Nuclear Winter
weaponsOfDeath
dta 1,2,3,7,15,16,17,18,19,20,21,22,23,24,25,26,27
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
weaponsOfDeathEnd
joyToKeyTable
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
@@ -900,5 +919,10 @@ scrcodes
dta d"qrstuvwx"
dta d"yz123456"
dta d"7890." ; "-"
;-----------------------------------
gameOverSpritesTop
; end of the Gover sprites by number of players
; 1 2 3 4 5 6
.by 130,130,136,142,148,154
.endif
+90 -16
View File
@@ -59,22 +59,87 @@ price______________44 = 0
price______________45 = 0
price______________46 = 0
price______________47 = 0
price_Heat_Guidance__ = $ffff ;_48_($30)
price_Bal_Guidance___ = $ffff ;_49
price_Horz_Guidance__ = $ffff ;_50
price_Vert_Guidance__ = $ffff ;_51
price_Lazy_Boy_______ = $ffff ;_52
price_Parachute______ = 1100 ;_53
price_Battery________ = $ffff ;_54
price_Mag_Deflector__ = $ffff ;_55
price_Shield_________ = $ffff ;_56
price_Force_Shield___ = $ffff ;_57
price_Heavy_Shield___ = $ffff ;_58
price_Super_Mag______ = $ffff ;_59
price_Auto_Defense___ = $ffff ;_60
price_Fuel_Tank______ = $ffff ;_61
price_Contact_Trigger = $ffff ;_62
price_White_Flag_____ = $0 ;_63
price_White_Flag_____ = $0 ;_48_($30)
price_Battery________ = 300 ;_49
price_Bal_Guidance___ = $ffff ;_50
price_Horz_Guidance__ = $ffff ;_51
price_Vert_Guidance__ = $ffff ;_52
price_Lazy_Boy_______ = $ffff ;_53
price_Parachute______ = 234 ;_54
price_StrongParachute = 1000 ;_55
price_Mag_Deflector__ = 245 ;_56
price_Shield_________ = 112 ;_57
price_Force_Shield___ = 268 ;_58
price_Heavy_Shield___ = 375 ;_59
price_Super_Mag______ = $ffff ;_60
price_Auto_Defense___ = 512 ;_61
price_Fuel_Tank______ = $ffff ;_62
price_Nuclear_Winter_ = 1000 ;_63
;Weapon indexes (numbers)
ind_Baby_Missile___ = 0
ind_Missile________ = 1
ind_Baby_Nuke______ = 2
ind_Nuke___________ = 3
ind_LeapFrog_______ = 4
ind_Funky_Bomb_____ = 5
ind_MIRV___________ = 6
ind_Death_s_Head___ = 7
ind_Napalm_________ = 8
ind_Hot_Napalm_____ = 9
ind_Tracer_________ = 10
ind_Smoke_Tracer___ = 11
ind_Baby_Roller____ = 12
ind_Roller_________ = 13
ind_Heavy_Roller___ = 14
ind_Riot_Charge____ = 15
ind_Riot_Blast_____ = 16
ind_Riot_Bomb______ = 17
ind_Heavy_Riot_Bomb = 18
ind_Baby_Digger____ = 19
ind_Digger_________ = 20
ind_Heavy_Digger___ = 21
ind_Baby_Sandhog___ = 22
ind_Sandhog________ = 23
ind_Heavy_Sandhog__ = 24
ind_Dirt_Clod______ = 25
ind_Dirt_Ball______ = 26
ind_Ton_of_Dirt____ = 27
ind_Liquid_Dirt____ = 28
ind_Dirt_Charge____ = 29
ind_Earth_Disrupter = 30
ind_Plasma_Blast___ = 31
ind_Laser__________ = 32
ind______________33 = 0
ind______________34 = 0
ind______________35 = 0
ind______________36 = 0
ind______________37 = 0
ind______________38 = 0
ind______________39 = 0
ind______________40 = 0
ind______________41 = 0
ind______________42 = 0
ind______________43 = 0
ind______________44 = 0
ind______________45 = 0
ind______________46 = 0
ind______________47 = 0
ind_White_Flag_____ = 48
ind_Battery________ = 49
ind_Bal_Guidance___ = 50
ind_Horz_Guidance__ = 51
ind_Vert_Guidance__ = 52
ind_Lazy_Boy_______ = 53
ind_Parachute______ = 54
ind_StrongParachute = 55
ind_Mag_Deflector__ = 56
ind_Shield_________ = 57
ind_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)
;--------------------------------
@@ -106,3 +171,12 @@ sfx_keyclick = $18 ;y
sfx_shoot = $19 ;z
sfx_seppuku = $1a ;1
sfx_liquid_dirt = $1b ;2
sfx_battery = $1c ;3
sfx_white_flag = $1d ;4
;--------------------------------
; RMT songs (lines)
;--------------------------------
song_silencio = $00
song_end_round = $02
song_ingame = $06
song_game_over = $0b
+14 -6
View File
@@ -104,7 +104,7 @@ OptionsScreen
OptionsHere
; 0123456789012345678901234567890123456789
dta d"Players : 2 3 4 5 6 "
dta d"Cash : none 2K 5K 8K 10K "
dta d"Cash : none 2K 8K 12K 20K "
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
dta d"Wind : 1B 3B 5B 7B 9B "
dta d"Rounds : 10 20 30 40 50 "
@@ -136,7 +136,9 @@ WeaponsDescription
dta d" - Defensive/Offensive weapon "
dta d" "
dta d"Space"*
dta d" - Purchase "
dta d" - "
purchaseActivate
dta d"Purchase "
dta d"Return"*
dta d" - Finish "
EmptyLine
@@ -166,11 +168,17 @@ NamesOfLevels
textbuffer
; 0123456789012345678901234567890123456789
dta d"Player: "
dta d"Energy: Angle: Force: "
dta d" Round: Wind: "
dta d"Energy: Angle: Force: "
dta d"Round: Wind: "
textbuffer2
dta d"Player: Cash: "
dta d"Player: Cash: 0 " ; ZERO TO MAKE YOU RICHER ON THE SCREEN
dta d"----------------------------------------"
;---------------------------------------------------
activateText
dta d"Activate"
activateTextEnd
purchaseText
dta d"Purchase"
purchaseTextEnd
.endif
+144 -16
View File
@@ -262,8 +262,7 @@ CheckCollisionDraw
sbc #1
sta YHit
sty YHit+1
;mwa ydraw YHit
mva #1 HitFlag
mva #$ff HitFlag
StopHitChecking
jmp ContinueDraw
@
@@ -364,7 +363,7 @@ endcircleloop
rts
.endp
;----
splot8 .proc
.proc splot8
; plot xcircle+XC,ycircle+YC
; plot xcircle+XC,ycircle-YC
; plot xcircle-XC,ycircle-YC
@@ -463,7 +462,7 @@ splot8 .proc
.endp
;--------------------------------------------------
clearscreen .proc
.proc clearscreen
;--------------------------------------------------
lda #$ff
@@ -477,7 +476,7 @@ clearscreen .proc
rts
.endp
;-------------------------------*------------------
placetanks .proc
.proc placetanks
;--------------------------------------------------
ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
lda #0
@@ -588,20 +587,20 @@ UnequalTanks
;-------------------------------------------------
.proc drawtanks
;-------------------------------------------------
lda tanknr
lda TankNr
pha
ldx #$00
stx tanknr
stx TankNr
DrawNextTank
jsr drawtanknr
inc tanknr
ldx tanknr
inc TankNr
ldx TankNr
Cpx NumberOfPlayers
bne DrawNextTank
pla
sta tankNr
sta TankNr
rts
.endp
@@ -642,6 +641,7 @@ DrawTankNrX
sta xdraw+1
lda ytankstable,x
sta ydraw
mva #0 ydraw+1
jsr TypeChar
@@ -654,11 +654,11 @@ DrawTankNrX
rorw xbyte ; divide by 2 (carry does not matter)
lda xbyte
clc
adc #$24 ; P/M to graphics offset
adc #PMOffset+1 ; P/M to graphics offset
cpx #$4 ; 5th tank are joined missiles and offset is defferent
bne NoMissile
clc
adc #$0C
adc #$0C ; missile offset offset
NoMissile
sta hposp0,x
; vertical position
@@ -690,10 +690,45 @@ ZeroesToGo
sta (xbyte),y
dey
bne ClearPM
NoPlayerMissile
; draw defensive weapons like shield ( tank number in X )
; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
lda ActiveDefenceWeapon,x
cmp #ind_Shield_________ ; one shot shield
beq 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
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
; -------------------------------------
@@ -718,6 +753,88 @@ tankflash_loop
rts
.endp
;--------------------------------------------------
.proc DrawTankShield
; X - tank number
; if use DrawInPosition entry point then:
; xdraw, ydraw - coordinates left LOWER corner of Tank char
; values remain there after a DrawTankNr proc.
;
; this proc change xdraw, ydraw and temp!
;--------------------------------------------------
lda xtankstableL,x
sta xdraw
lda xtankstableH,x
sta xdraw+1
lda ytankstable,x
sta ydraw
mva #0 ydraw+1
DrawInPosition
mva #1 color
lda erase
beq ShieldVisible
dec color
ShieldVisible
sbw xdraw #$03 ; 3 pixels to left
; draw left vertical line of shield ( | )
mva #6 temp ; strange !!!
@
jsr plot
.nowarn dew ydraw
dec temp
bne @-
; draw left oblique line of shield ( / )
mva #4 temp
@
jsr plot
.nowarn dew ydraw
inw xdraw
dec temp
bne @-
; draw top horizontal line of shield ( _ )
mva #5 temp
@
jsr plot
inw xdraw
dec temp
bne @-
; draw right oblique line of shield ( \ )
mva #4 temp
@
jsr plot
inw ydraw
inw xdraw
dec temp
bne @-
; draw right vertical line of shield ( | )
mva #7 temp
@
jsr plot
inw ydraw
dec temp
bne @-
rts
.endp
;--------------------------------------------------
.proc DrawTankShieldHorns
; use only directly after DrawTankShield
; this proc draws a little "horns" on shield.
; Symbol of defensive but aggressive :) weapon
;--------------------------------------------------
.nowarn dew xdraw ; 1 pixel left
sbw ydraw #$0a ; 10 pixels up
jsr plot
.nowarn dew ydraw
inw xdraw
jsr plot
sbw xdraw #$0d ; 13 pixels left
jsr plot
inw xdraw
inw ydraw
jsr plot
rts
.endp
;--------------------------------------------------
.proc drawmountains
;--------------------------------------------------
@@ -1349,7 +1466,7 @@ EndPutChar
; ------------------------------------------
.proc PutChar4x4
; puts 4x4 pixels char on the graphics screen
; in: xdraw, ydraw (LOWER left corner of the char)
; in: dx, dy (LOWER left corner of the char)
; in: CharCode4x4 (.sbyte)
; in: plot4x4color (0/1)
; all pixels are being drawn
@@ -1403,7 +1520,7 @@ GetUpper4bits
bpl CopyChar
; calculating coordinates from xdraw and ydraw
mwa xdraw xbyte
mwa dx xbyte
lda xbyte
and #$7
@@ -1414,7 +1531,7 @@ GetUpper4bits
rorw xbyte
;---
ldy xbyte
lda ydraw ; y = y - 3 because left lower.
lda dy ; y = y - 3 because left lower.
sec
sbc #3
tax
@@ -1465,4 +1582,15 @@ EndPut4x4
rts
.endp
.proc SetMainScreen
mva #0 dmactl
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
mwa #dl dlptrs ; issue #72 (glitches when switches)
lda dmactls
and #$fc
ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls
rts
.endp
.endif
+165 -82
View File
@@ -36,7 +36,7 @@
;we decided it must go in 'English' to let other people work on it
.macro build
dta d"143" ; number of this build (3 bytes)
dta d"145" ; number of this build (3 bytes)
.endm
icl 'definitions.asm'
@@ -55,26 +55,33 @@
.zpvar xc .word
.zpvar temp .word ;temporary word for the most embeded loops only
.zpvar temp2 .word ;same as above
.zpvar modify .word ;origially used to replace self-modyfying code
.zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ;same as above for XDRAW routine
.zpvar ytempDRAW .word ;same as above for XDRAW routine
.zpvar tempor2 .byte
;--------------temps used in circle routine
.zpvar xi .word ;X (word) in draw routine
.zpvar fx .byte ;circle drawing variables
.zpvar fx .byte
.zpvar yi .word ;Y (word) in draw routine
.zpvar fy .byte
.zpvar xk .word
.zpvar fs .byte
.zpvar yc .byte ;ycircle - temporary for circle
.zpvar dx .word
.zpvar tempor2 .byte
.zpvar dy .word
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
.zpvar modify .word
;----------------------------
.zpvar weaponPointer .word
.zpvar dliCounter .byte
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
;.zpvar dliA .byte
;.zpvar dliX .byte
;.zpvar dliY .byte
;* RMT ZeroPage addresses
.zpvar p_tis .word
.zpvar p_trackslbstable .word
@@ -103,7 +110,7 @@
;Game loading address
ORG $3000
WeaponFont
ins 'artwork/weapons_AW5.fnt' ; 'artwork/weapons.fnt'
ins 'artwork/weapons_AW5_mod.fnt' ; 'artwork/weapons.fnt'
;-----------------------------------------------
;Screen displays go here to avoid crossing 4kb barrier
;-----------------------------------------------
@@ -128,19 +135,13 @@ START
jsr RandomizeSequence
; for the round #1 shooting sequence is random
MainGameLoop
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
jsr CallPurchaseForEveryTank
; issue #72 (glitches when switches)
mva #0 dmactl
lda dmactls
and #$fc
;ora #$02 ; 2=normal, 3 = wide screen width, 0 = no screen
sta dmactls
jsr GetRandomWind
jsr RoundInit
@@ -166,7 +167,8 @@ MainGameLoop
; Results are number of other deaths
; before the player dies itself
lda #song_end_round
jsr RmtSongSelect
jsr DisplayResults
;check demo mode
@@ -239,6 +241,7 @@ skipzeroing
inc CurrentRoundNr
mva #0 dmactl ; issue #72
jsr RmtSongSelect
mva #sfx_silencer sfx_effect
jmp MainGameLoop
@@ -253,6 +256,9 @@ skipzeroing
; the shooting angle is randomized
; of course gains an looses are zeroed
lda #song_ingame
jsr RmtSongSelect
lda #0
tax
@ sta singleRoundVars,x
@@ -300,19 +306,14 @@ SettingEnergies
jsr calculatemountains ;let mountains be easy for the eye
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
mwa #dl dlptrs ; issue #72 (glitches when switches)
lda dmactls
and #$fc
ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls
jsr SetMainScreen
jsr ColorsOfSprites
jsr drawmountains ;draw them
jsr drawtanks ;finally draw tanks
mva #0 TankSequencePointer
;--------------------round screen is ready---------
;---------round screen is ready---------
rts
.endp
@@ -418,6 +419,22 @@ ManualShooting
seq:rts
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
jsr DecreaseWeaponBeforeShoot
@@ -428,6 +445,10 @@ AfterManualShooting
ShootNow
jsr Shoot
;here we clear offensive text (after a shoot)
ldy TankNr
mva #0 plot4x4color
jsr DisplayOffensiveTextNr
lda HitFlag ;0 if missed
beq missed
@@ -439,9 +460,9 @@ ShootNow
continueMainRoundLoopAfterSeppuku
;here we clear offensive text (after a shoot)
ldy TankNr
mva #0 plot4x4color
jsr DisplayOffensiveTextNr
;ldy TankNr
;mva #0 plot4x4color
;jsr DisplayOffensiveTextNr
AfterExplode
@@ -454,14 +475,12 @@ AfterExplode
@
;temporary tanks removal (would fall down with soil)
mva TankNr tempor2
mva #1 Erase
jsr drawtanks
mva tempor2 TankNr
mva #0 Erase
lda FallDown2
beq NoFallDown2
jsr SoilDown2;
jsr SoilDown2
NoFallDown2
;here tanks are falling down
@@ -649,7 +668,7 @@ MetodOfDeath
;--------------------------------------------------
.proc DecreaseEnergyX
;Decreases energy of player nr X
;Decreases energy of player nr X by the value Y
;increases his financial loss
;increases gain of tank TankNr
;--------------------------------------------------
@@ -687,6 +706,33 @@ NotNegativeEnergy
rts
.endp
;--------------------------------------------------
.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
@@ -707,7 +753,7 @@ NotNegativeEnergy
.endp
;--------------------------------------------------
GetRandomWind .proc
.proc GetRandomWind
;in: MaxWind (byte)
;out: Wind (word)
;uses: _
@@ -736,31 +782,50 @@ GetRandomWind .proc
.endp
;--------------------------------------------------
PMoutofScreen .proc
.proc PMoutofScreen
;--------------------------------------------------
lda #$00 ; let all P/M disappear
:8 sta hposp0+#
rts
.endp
;--------------------------------------------------
.proc ColorsOfSprites
lda TankColoursTable ; colours of sprites under tanks
sta COLPM0S
lda TankColoursTable+1
sta COLPM1S
lda TankColoursTable+2
sta COLPM2S
lda TankColoursTable+3
sta COLPM3S
LDA TankColoursTable+4
STA COLPF3S ; joined missiles (5th tank)
rts
.endp
;--------------------------------------------------
.proc WeaponCleanup;
; cleaning of the weapon possesion tables
; (99 of Baby Missles, all other weapons=0)
; 99 of Baby Missles(index==0), all other weapons=0)
;--------------------------------------------------
ldx #$3f
lda #$0
@
sta TanksWeapon1,x
ldx #$3f ; TODO: maxweapons
@ lda #$0
cpx #48 ; White Flag
bne @+
lda #99
@ sta TanksWeapon1,x
sta TanksWeapon2,x
sta TanksWeapon3,x
sta TanksWeapon4,x
sta TanksWeapon5,x
sta TanksWeapon6,x
dex
sne:lda #99
bpl @-
beq setBmissile
bpl @-1
rts
setBmissile
lda #99
bne @-
.endp
;--------------------------------------------------
@@ -823,18 +888,6 @@ SetunPlots
lda #$10 ; P/M priorities (bit 4 joins missiles)
sta gtictls
jsr PMoutofScreen
lda TankColoursTable ; temporary colours of sprites under tanks
sta COLPM0S
lda TankColoursTable+1
sta COLPM1S
lda TankColoursTable+2
sta COLPM2S
lda TankColoursTable+3
sta COLPM3S
LDA TankColoursTable+4
STA COLPF3S ; joined missiles (5th tank)
mva #0 hscrol
;let the tanks be visible!
ldx #(maxPlayers-1)
@@ -854,7 +907,8 @@ ClearResults
bne ClearResults
mva #1 CurrentRoundNr ;we start from round 1
mva #6 NTSCcounter
; RMT INIT
lda #$f0 ;initial value
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
@@ -862,18 +916,18 @@ ClearResults
lda #$ff ;initial value
sta sfx_effect
;
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
lda #0 ;starting song line 0-255 to A reg
jsr RASTERMUSICTRACKER ;Init
lda #0
jsr RmtSongSelect
;
VMAIN VBLinterrupt,6 ;jsr SetVBL
rts
.endp
DLIinterruptGraph .proc
pha
;--------------------------------------------------
.proc DLIinterruptGraph
;sta dliA
;sty dliY
pha
phy
ldy dliCounter
lda dliColorsBack,y
@@ -884,41 +938,63 @@ DLIinterruptGraph .proc
sta COLPF1
sty COLPF2
inc dliCounter
ply
;ldy dliY
;lda dliA
ply
pla
rti
.endp
DLIinterruptText .proc
pha
;--------------------------------------------------
.proc DLIinterruptText
;sta dliA
pha
sta WSYNC
mva #TextBackgroundColor colpf2
mva #TextForegroundColor colpf3
pla
;lda dliA
pla
DLIinterruptNone
rti
.endp
VBLinterrupt .proc
;--------------------------------------------------
.proc VBLinterrupt
pha
phx
phy
mva #0 dliCounter
lda PAL
and #%00001110
beq itsPAL
;it is NTSC here
dec NTSCcounter
bne itsPAL
mva #6 NTSCcounter
bne exitVBL ; skip doing VBL things each 6 frames in Amerika, Amerika
; We're all living in Amerika, Coca Cola, Wonderbra
itsPAL
; pressTimer is trigger tick counter. always 50 ticks / s
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 12 note (0..60)
jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
;
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
;
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
exitVBL
ply
plx
pla
@@ -934,9 +1010,7 @@ lab2
bne @-
rts
.endp
;--------------------------------------------------
.proc RandomizeSequence
; in: NumberOfPlayers
; out: TankSequence
@@ -986,7 +1060,7 @@ UsageLoop
rts
.endp
;----------------------------------------------
RandomizeAngle .proc ;
.proc RandomizeAngle
; routine returns in A
; a valid angle for the tank's barrel.
; X is not changed
@@ -1009,7 +1083,7 @@ RandomizeAngle .proc ;
rts
.endp
;----------------------------------------------
RandomizeForce .proc
.proc RandomizeForce
; routine returns in ForceTable/L/H
; valid force of shooting for TankNr
; in X must be TankNr
@@ -1054,7 +1128,6 @@ LimitForce
rts
.endp
;----------------------------------------------
.proc MoveBarrelToNewPosition
jsr DrawTankNr
@@ -1088,7 +1161,7 @@ rotateLeft
BarrelPositionIsFine
rts
.endp
.endp
;----------------------------------------------
.proc SortSequence ;
@@ -1218,19 +1291,19 @@ notpressedJoyGetKey
getkeyend
mvx #sfx_keyclick sfx_effect
rts
.endp
;--------------------------------------------------
getkeynowait .proc;
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
WaitForKeyRelease .proc
.proc WaitForKeyRelease
;--------------------------------------------------
lda JSTICK0
and #$0f
@@ -1244,7 +1317,16 @@ WaitForKeyRelease .proc
rts
.endp
;--------------------------------------------------
.proc RmtSongSelect
;--------------------------------------------------
; starting song line 0-255 to A reg
bit noMusic
spl:lda #song_silencio
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
jmp RASTERMUSICTRACKER ;Init, :RTS
.endp
;----------------------------------------------
icl 'weapons.asm'
;----------------------------------------------
@@ -1266,6 +1348,7 @@ TankFont
;----------------------------------------------
icl 'variables.asm'
;----------------------------------------------
; reserved space for RMT player
.ds $0320
.align $100
@@ -1274,7 +1357,7 @@ TankFont
MODUL equ $b000 ;address of RMT module
opt h- ;RMT module is standard Atari binary file already
ins "artwork/sfx/scorch_trial0e_stripped.rmt" ;include music RMT module
ins "artwork/sfx/scorch_trial0f_stripped.rmt" ;include music RMT module
opt h+
;
;
BIN
View File
Binary file not shown.
+404 -194
View File
File diff suppressed because it is too large Load Diff
+17 -11
View File
@@ -19,6 +19,8 @@ seppukuVal .by 75
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
.DS [MaxPlayers]
;----------------------------------------------------
noMusic .by 0 ; 0 - play music, $ff - do not play music
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
; 4x4 text buffer
ResultLineBuffer
dta d" ", $ff
@@ -30,6 +32,8 @@ RoundNrDisplay
;=====================================================
variablesStart ; zeroing starts here
;=====================================================
isInventory .ds 1 ; 0 - purchase, $ff - inventory
;--------------
drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
;--------------
sfx_effect .ds 1
@@ -47,7 +51,7 @@ moneyH ;we place zero at the end of prices and money
;and have range from 0 to 99990 (not too much)
;money players have (maybe one more byte is needed?)
.DS [MaxPlayers]
moneyL
moneyL
.DS [MaxPlayers]
;----------------------------------------------------
gainH ;how much money player gets after the round
@@ -66,6 +70,8 @@ looseL
;----------------------------------------------------
Energy
.DS [MaxPlayers]
ShieldEnergy
.DS [MaxPlayers]
EnergyDecrease .DS 1
eXistenZ
.DS [MaxPlayers]
@@ -95,6 +101,8 @@ NewAngle .DS 1
ActiveWeapon ;number of the selected weapon
.DS [MaxPlayers]
ActiveDefenceWeapon ;number of the activated defence weapon - 0
.DS [MaxPlayers]
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
;----------------------------------------------------
@@ -114,7 +122,7 @@ MaxWind .ds 1 ;
WindOrientation .DS 1 ;(0-right,1-left)
;----------------------------------------------------
Counter .DS 1 ;temporary Counter for outside loops
HitFlag .DS 1 ;1 when missile hit anything
HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
;----------------------------------------------------
xtankstableL ;X positions of tanks (lower left point)
.DS [MaxPlayers]
@@ -239,22 +247,20 @@ temptankNr .DS 1
;----------------------------------------------------
;Variables from textproc.s65
; tables with numbers of weapons on the right lists
; to be honest - I do not know at the moment what the above
; comment was supposed to mean...
; tables with indexes of weapons on the right lists
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
NubersOfWeaponsL1
.ds 8*5 ; :(8*5) .by $ff
NubersOfWeaponsL2
.ds 8*2 ; :(8*2) .by $ff
IndexesOfWeaponsL1
.ds 8*5 ; max 40 offensive weapons. this is wrong, should be 48, still only 32 defined.
IndexesOfWeaponsL2
.ds 8*2 ; max 16 defensive weapons.
;----------------------------------------------------
; variables storing amount of weapons on the first and second
; list and pointer position
HowManyOnTheList1
HowManyOnTheListOff
.DS 1
HowManyOnTheList2
HowManyOnTheListDef
.DS 1
PositionOnTheList ; pointer position on the list being displayed
.DS 1
+382 -79
View File
@@ -33,7 +33,7 @@ ExplosionRoutines
.word VOID-1 ;napalm
.word VOID-1 ;hotnapalm
.word tracer-1
.word VOID-1 ;smoketracer
.word tracer-1 ;smoketracer
.word babyroller-1
.word roller-1
.word heavyroller-1
@@ -57,6 +57,7 @@ ExplosionRoutines
.word laser-1
VOID
tracer
rts
.endp
; ------------------------
@@ -102,14 +103,7 @@ VOID
jsr xmissile
; soil must fall down now! there is no other way...
;first clean the offensive text...
ldy TankNr
mva #0 plot4x4color
jsr DisplayOffensiveTextNr
; hide tanks or they fall down with soil
lda TankNr
pha
mva #1 Erase
@@ -130,6 +124,7 @@ VOID
mva LeapFrogAngle Angle
mva #sfx_funky_hit sfx_effect
sbw ytraj+1 #$05 ; next missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
jsr Flight
lda HitFlag
beq EndOfLeapping
@@ -159,6 +154,7 @@ VOID
ror Force
mva LeapFrogAngle Angle
mva #sfx_funky_hit sfx_effect
sbw ytraj+1 #$05 ; next missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
jsr Flight
lda HitFlag
beq EndOfLeapping
@@ -178,16 +174,12 @@ EndOfLeapping
.proc funkybomb ;
mva #sfx_baby_missile sfx_effect
mwa xtraj+1 xtrajfb
mwa ytraj+1 ytrajfb
sbw ytraj+1 #$05 ytrajfb ; funky missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
inc FallDown2
;central Explosion
mva #21 ExplosionRadius
jsr CalculateExplosionRange0
jsr xmissile
ldy TankNr
mva #0 plot4x4color
jsr DisplayOffensiveTextNr
lda TankNr
pha
@@ -273,10 +265,6 @@ NoLowerCircle
rts
.endp
; ------------------------
.proc tracer
rts
.endp
; ------------------------
.proc babyroller
inc FallDown2
mva #11 ExplosionRadius
@@ -663,12 +651,39 @@ DistanceCheckLoop
adc #1
:3 asl
tay
; check shields
lda ActiveDefenceWeapon,x
cmp #ind_Shield_________ ; one hit shield
beq UseShield
cmp #ind_Force_Shield___ ; shield with energy and parachute
beq UseShieldWithEnergy
cmp #ind_Heavy_Shield___ ; shield with energy
beq UseShieldWithEnergy
cmp #ind_Auto_Defense___ ; Auto Defence (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
beq UseShieldWithEnergy
cmp #ind_Mag_Deflector__ ; Mag deflector (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
beq UseShieldWithEnergy
jsr DecreaseEnergyX
jmp EndOfDistanceCheckLoop
UseShieldWithEnergy
jsr DecreaseShieldEnergyX
cpy #0 ; is necessary to reduce tenk energy ?
beq ShieldCoveredTank
jsr DecreaseEnergyX
ShieldCoveredTank
lda ShieldEnergy,x
jne EndOfDistanceCheckLoop
ShieldEnergy0 ; deactivate if no energy. it's like use one hit shield :)
UseShield
mva #1 Erase
phx
jsr DrawTankShield
plx
mva #0 ActiveDefenceWeapon,x ; deactivate defense weapons
TankIsNotWithinTheRange
EndOfDistanceCheckLoop
txa
bne DistanceCheckLoop
jne DistanceCheckLoop
mva #sfx_silencer sfx_effect
rts
.endp
@@ -740,7 +755,7 @@ UpNotYet
sbc #1
sta ydraw
;check tank collision prior to PLOT
sty HitFlag
sty HitFlag ; set to 0
jsr CheckCollisionWithTank
@@ -1007,13 +1022,11 @@ ContinueToCheckMaxForce2
; $f3 - shift+key
notpressed
lda TRIG0S
beq notpressed
lda SKSTAT
cmp #$ff
beq checkJoy
jeq checkJoy
cmp #$f7 ; SHIFT
beq checkJoy
jeq checkJoy
lda kbcode
and #%10111111 ; SHIFT elimination
@@ -1026,6 +1039,23 @@ notpressed
;---esc pressed-quit game---
rts
@
cmp #$0d ; I
bne @+
callInventory
; Hide all tanks - after inventory they may have other shapes
mva #1 Erase
jsr DrawTanks
mva #0 Erase
;
mva #$ff isInventory
jsr Purchase
mva #0 escFlag
jsr DisplayStatus
jsr SetMainScreen
jsr DrawTanks
jsr WaitForKeyRelease
jmp BeforeFire
@
cmp #$8e
jeq CTRLPressedUp
@@ -1048,6 +1078,10 @@ jumpFromStick
jeq pressedSpace
cmp #$2c
jeq pressedTAB
cmp #$25 ; M
jeq pressedM
cmp #$3e ; S
jeq pressedS
jmp notpressed
checkJoy
;------------JOY-------------
@@ -1064,10 +1098,17 @@ notpressedJoy
;fire
lda TRIG0S
jeq pressedSpace
mva #$ff pressTimer ; stop counting frames
jmp notpressed
;
pressedUp
lda pressTimer
spl:mva #0 pressTimer ; if >128 then reset to 0
cmp #25 ; 1/2s
bcs CTRLPressedUp
;force increaseeee!
ldx TankNr
inc ForceTableL,x
@@ -1104,6 +1145,11 @@ CTRLPressedUp
pressedDown
lda pressTimer
spl:mva #0 pressTimer ; if >128 then reset to 0
cmp #25 ; 1/2s
bcs CTRLPressedDown
mva #sfx_set_power_1 sfx_effect
ldx TankNr
@@ -1193,10 +1239,33 @@ CTRLpressedTAB
jsr WaitForKeyRelease
jmp BeforeFire
pressedM
; have you tried turning the music off and on again?
lda #$ff
eor:sta noMusic
lda #song_ingame
jsr RmtSongSelect
jsr WaitForKeyRelease
jmp BeforeFire
pressedS
; have you tried turning sfx off and on again?
lda #$ff
eor:sta noSfx
jsr WaitForKeyRelease
jmp BeforeFire
pressedSpace
;=================================
;we shoot here!!!
mva #0 pressTimer ; reset
jsr WaitForKeyRelease
lda pressTimer
cmp #25 ; 1/2s
bcc fire
jmp callInventory
fire
RTS
.endp
@@ -1225,7 +1294,7 @@ RandomizeOffensiveText
ldx TankNr
lda ActiveWeapon,x
cmp #$20 ; laser
cmp #ind_Laser__________ ; laser
bne NotStrongShoot
mva #0 color
lda #7
@@ -1269,9 +1338,20 @@ AfterStrongShoot
sbc #$00
sta ytraj+2
; checking if the shot is underground (no Flight but Hit :) )
ldy #0
adw xtraj+1 #mountaintable temp
lda ytraj+1
cmp (temp),y ; check collision witch mountains
bcs ShotUnderGround
jsr Flight
mva #1 color
rts
ShotUnderGround
mwa xtraj+1 xdraw ; but why not XHit and YHit !!!???
mwa ytraj+1 ydraw
mva #$ff HitFlag
rts
.endp
@@ -1285,9 +1365,15 @@ AfterStrongShoot
sta Parachute
; let's check if the given tank has got the parachute
lda #$35 ; parachute
jsr HowManyBullets
beq TankFallsX
ldx TankNr
lda ActiveDefenceWeapon,x
cmp #ind_Parachute______ ; parachute
beq ParachuteActive
cmp #ind_StrongParachute ; strong parachute
beq ParachuteActive
cmp #ind_Force_Shield___ ; shield witch energy and parachute
bne TankFallsX
ParachuteActive
inc Parachute
TankFallsX
; coordinates of the first pixel under the tank
@@ -1355,6 +1441,44 @@ ItStillFalls
FallDiagonally
NoFallingDown
ParachutePresent
; check parachute type
lda ActiveDefenceWeapon,x
cmp #ind_StrongParachute ; strong parachute
bne OneTimeParachute
; decreasing energy of parachute - if the vertical fall, substract 2
; and if at an angle then substract 1
ldy #1 ; how much energy to substract
lda IfFallDown
and #1
beq NoFallingDown2
ldx TankNr
jsr DecreaseShieldEnergyX
cpy #0 ; is necessary to reduce tenk energy ?
beq @+
jsr DecreaseEnergyX
@
ldy #1
lda IfFallDown
and #6
bne FallDiagonally2
ldx TankNr
jsr DecreaseShieldEnergyX
cpy #0 ; is necessary to reduce tenk energy ?
beq @+
jsr DecreaseEnergyX
@
; check energy of parachute
lda ShieldEnergy,x
bne OneTimeParachute
mva #0 Parachute
mva #0 ActiveDefenceWeapon,x ; deactivate defence weapon (parachute)
; and now we must clear parachute symbol
mva #1 Erase
jsr DrawTankParachute
FallDiagonally2
NoFallingDown2
OneTimeParachute
; we must set flag meaning that the tank was falling down
; because later maybe the number of parachutes will decrease
; (if there were parachutes and they were ON)
@@ -1362,7 +1486,7 @@ ParachutePresent
lda Parachute
ora #2 ; we set bit nr 1 (nr 0 means that parachute is present)
sta Parachute
testowanie
; storing last direction of falling
; (it is not necessarily the direction from the previous
; iteraction, so we must check directional bits before storing)
@@ -1410,17 +1534,7 @@ NotRightEdge
beq DoNotClearParachute
; here we clear the parachute
ldx TankNr
lda #$34
sta CharCode
lda Ytankstable,x
sec
sbc #8
sta ydraw
lda XtanksTableL,x
sta xdraw
lda XtanksTableH,x
sta xdraw+1
jsr TypeChar
jsr DrawTankParachute
DoNotClearParachute
mva #0 Erase
ldx TankNr
@@ -1463,17 +1577,7 @@ DoesNotFallRight
; here we draw parachute
ldx TankNr
lda #$34
sta CharCode
lda Ytankstable,x
sec
sbc #8
sta ydraw
lda XtanksTableL,x
sta xdraw
lda XtanksTableH,x
sta xdraw+1
jsr TypeChar
jsr DrawTankParachute
DoNotDrawParachute
lda EndOfTheFallFlag
jeq TankFallsX
@@ -1489,7 +1593,25 @@ EndOfFall
; first we clear parachute on the screen
mva #1 Erase
ldx TankNr
lda #$34
lda ActiveDefenceWeapon,x
cmp #ind_Parachute______ ; deactivate weapon only if parachute (54)
bne NoParachuteWeapon
mva #0 ActiveDefenceWeapon,x ; deactivate defence weapon (parachute)
NoParachuteWeapon
jsr DrawTankParachute
mva #0 Erase
ldx TankNr
jsr DrawTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) )
ThereWasNoParachute
mva #sfx_silencer sfx_effect
rts
.endp
;--------------------------------------------------
.proc DrawTankParachute
;Tank number in X
;--------------------------------------------------
lda #$34 ; parachute symbol
sta CharCode
lda Ytankstable,x
sec
@@ -1500,16 +1622,8 @@ EndOfFall
lda XtanksTableH,x
sta xdraw+1
jsr TypeChar
mva #0 Erase
; now we can deduct one parachute from the list of weapons
lda #$35 ; parachute
jsr DecreaseWeapon
ThereWasNoParachute
mva #sfx_silencer sfx_effect
rts
rts
.endp
;--------------------------------------------------
.proc Flight ; Force(byte.byte), Wind(0.word)
; Angle(byte) 128=0, 255=maxright, 0=maxleft
@@ -1536,7 +1650,8 @@ ThereWasNoParachute
noSmokeTracer
sty SmokeTracerFlag
RepeatIfSmokeTracer
RepeatIfSmokeTracer
RepeatFlight
mwa ytraj+1 Ytrajold+1
mwa xtraj+1 Xtrajold+1
mva #%01000000 drawFunction
@@ -1775,8 +1890,6 @@ EndOfFlight
jsr unPlot
mwa xcircle xdraw
mwa ycircle ydraw
; mwa XHit xdraw
; mva YHit ydraw
ldy SmokeTracerFlag
beq EndOfFlight2
@@ -1785,7 +1898,71 @@ EndOfFlight
jmp SecondFlight
EndOfFlight2
mva #0 tracerflag ; don't know why
rts
; and now check for defensive-aggressive weapon
lda HitFlag
jeq NoHitAtEndOfFight ; RTS only !!!
jmi NoTankHitAtEndOfFight
; tank hit - check defensive weapon of this tank
tax
dex ; index of tank in X
lda ActiveDefenceWeapon,x
cmp #ind_Auto_Defense___ ; Auto Defence
beq AutoDefence
cmp #ind_Mag_Deflector__ ; Mag Deflector
bne NoDefence
MagDeflector
; now run defensive-aggressive weapon - Mag Deflector!
; get tank position
clc
lda xtankstableL,x
adc #$04 ; almost in tak center :)
sta XHit
lda xtankstableH,x
adc #$00
sta XHit+1
lda #$ff ; change to ground hit (we hope)
sta HitFlag
bit random ; left or right deflection ?
bpl RightDeflection
LeftDeflection
sbw XHit #18 ; 18 pixels to right and explode...
bit XHit+1 ; if off-screen ...
bpl EndOfMagDeflector ; hit of course but we need RTS
adw XHit #36 ; change to right :)
jmp EndOfMagDeflector
RightDeflection
adw XHit #18 ; 18 pixels to right and explode...
cpw XHit screenwidth ; if off-screen ...
bcs EndOfMagDeflector ; hit of course but we need RTS
sbw XHit #36 ; change to left
EndOfMagDeflector
mwa XHit xdraw ; why? !!!
NoTankHitAtEndOfFight
NoHitAtEndOfFight
NoDefence
rts ; END !!!
AutoDefence
; now run defensive-aggressive weapon - Auto Defence!
sbb #255 LeapFrogAngle Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
lsrw Force ; Force = Force / 2 - becouse earlier we multiplied by 2
mva #1 Erase ; now erase shield
phx
jsr DrawTankShield
jsr DrawTankShieldHorns
plx
lda #$00
sta Erase
sta ActiveDefenceWeapon,x ; deactivate used Auto Defence
sta ShieldEnergy,x
sta xtraj ; prepare coordinates
sta ytraj
sta xtraj+2
sta ytraj+2
mwa XHit xtraj+1
sbw YHit #5 ytraj+1
mva #1 color
jmp RepeatFlight ; and repeat Fight
.endp
.proc SecondFlight
@@ -2157,18 +2334,108 @@ MIRValreadyAll
mva tempor2 TankNr
mva #0 Erase
jsr SoilDown2
mva #1 HitFlag
mva #$ff HitFlag ; but why ??
;jsr drawtanks
rts
.endp
; -------------------------------------------------
.proc WhiteFlag
; -------------------------------------------------
; This routine is run from inside of the main loop
; and replaces Shoot and Flight routines
; X and TankNr - index of shooting tank
; -------------------------------------------------
mva #sfx_death_begin sfx_effect
jsr FlashTank ; first we flash tank
mva #1 Erase
jsr DrawTankNr ; and erase tank
mva #0 Erase
ldx TankNr
sta Energy,x ; clear tank energy
sta eXistenZ,x ; erase from existence
sta LASTeXistenZ,x ; to prevent explosion
sta ActiveDefenceWeapon,x ; deactivate White Flag
jsr PMoutofScreen
jsr drawtanks ; for restore PM
mva #sfx_silencer sfx_effect
rts
.endp
; -------------------------------------------------
.proc NuclearWinter
; -------------------------------------------------
; This routine is run from inside of the main loop
; and replaces Shoot and Flight routines
; X and TankNr - index of shooting tank
; -------------------------------------------------
mva #sfx_sandhog sfx_effect
ldy #0 ; byte counter (from 0 to 39)
NextColumn
; big loop - we repat internal loops for each column of bytes
sty magic
ldx #120 ; line counter (from 0 to 60 )
; first loop - inverse column of bytes for a while
ldy magic
NextLine1
jsr InverseScreenByte
dex
dex
bpl NextLine1
;
wait ; wait uses A and Y
; second loop - inverse again and put random "snow" to column of bytes
ldx #120
ldy magic
mva #$55 magic+1
NextLine2
jsr InverseScreenByte
lda random
ora magic+1
and (temp),y
sta (temp),y
lda magic+1
eor #$ff
sta magic+1
dex
dex
bpl NextLine2
; and go to next column
iny
cpy #40
bne NextColumn
; and we have "snow" :)
lda #0
ldx TankNr
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
sta RangeLeft ; whole screen in range of soil down
sta RangeLeft+1
mwa #screenwidth RangeRight
jsr SoilDown2
jsr drawtanks ; for restore PM
rts
; in order to optimize the fragment repeated in both internal loops
; we save 15 bytes :)
InverseScreenByte
lda LineTableL,x
sta temp
lda LineTableH,x
sta temp+1
lda (temp),y
eor #$ff
sta (temp),y
rts
.endp
; -------------------------------------------------
.proc CheckCollisionWithTank
; -------------------------------------------------
; Check collision with Tank :)
; xdraw , ydraw - coordinates of the checked point
; results:
; HitFlag - 1 - hit, 0 - no hit
; HitFlag - $ff - hit ground, 0 - no hit, 1-6 - hit tank (index+1)
; XHit , YHit - coordinates of hit
; X - index of the hit tank
@@ -2176,31 +2443,40 @@ MIRValreadyAll
CheckCollisionWithTankLoop
lda eXistenZ,x
beq DeadTank
; first we test top and bottom (same with and without shield!)
lda ytankstable,x
cmp ydraw ; check range
bcc BelowTheTank ;(ytankstable,ytankstable+3)
sbc #4 ; we must rewrite EndOfTheBarrelY table or remove Y correction completely to "bold" tank !!!
cmp ydraw
bcs OverTheTank
; with or without shield ?
lda ShieldEnergy,x
bne CheckCollisionWithShieldedTank ; tank with shield is bigger :)
lda xtankstableH,x
cmp xdraw+1
bne Condition01
bne @+
lda xtankstableL,x
cmp xdraw
Condition01
@
bcs LeftFromTheTank ;add 8 double byte
; now we use Y as low byte and A as high byte of checked position (right edge of tank)
; it is tricky but fast and much shorter
clc
adc #8
tay
lda xtankstableH,x
adc #0
cmp xdraw+1
bne Condition02
bne @+
cpy xdraw
Condition02
@
bcc RightFromTheTank
lda ytankstable,x
cmp ydraw ; check range
bcc BelowTheTank ;(ytankstable,ytankstable+3)
sbc #4
cmp ydraw
bcs OverTheTank
mva #1 HitFlag
TankHit
inx
stx HitFlag ; index of hit tank+1
dex
mwa xdraw XHit
mwa ydraw YHit
rts ; in X there is an index of the hit tank
@@ -2213,6 +2489,33 @@ DeadTank
cpx NumberOfPlayers
bne CheckCollisionWithTankLoop
rts
CheckCollisionWithShieldedTank
; now we use Y as low byte and A as high byte of checked position (left right edgs of shield)
; it is tricky but fast and much shorter
lda xtankstableL,x
sec
sbc #4 ; 5 pixels more on left side
tay
lda xtankstableH,x
sbc #0
; bmi ShieldOverLeftEdge ; I do not know whether to check it. Probably not :) !!!
cmp xdraw+1
bne @+
cpy xdraw
@
bcs LeftFromTheTank
tya ;add 16 double byte
clc
adc #16
tay
lda xtankstableH,x
adc #0
cmp xdraw+1
bne @+
cpy xdraw
@
bcc RightFromTheTank
bcs TankHit
.endp
;--------------------------------------------------
CalculateExplosionRange0