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Author SHA1 Message Date
Pirx acd3a6abe6 Merge pull request #101 from pkali/develop
build 146
2022-07-03 23:36:12 -04:00
Pirx bb70b2495a buld 146 2022-07-03 23:35:06 -04:00
Pirx 39433a8cf4 tosser upgr and deathshead fix 2022-07-03 22:35:47 -04:00
Pirx 1765489474 weapon price balance 2022-07-03 14:36:16 -04:00
Pirx 97c01d2c61 Shooter fix 2022-07-03 14:01:51 -04:00
Pirx 3fb83583c3 AI fix and optimization 2022-07-03 13:22:44 -04:00
Pecusx 2a5595f3c9 New AI tank - Toosser and angle bugfixex 2022-07-03 16:43:43 +02:00
Pecusx a860c4dfa1 AI decreases defensive weapon used 2022-07-03 15:34:23 +02:00
Pecusx 7bd7105374 AI uses defensives 2022-07-03 15:16:58 +02:00
Pirx 00099f4c27 tank font fix 2022-07-03 00:09:23 -04:00
Pirx 4caed19cd1 new angles #87 2022-07-03 00:05:03 -04:00
Pirx e9a59b1475 sensible angles work! 2022-07-03 00:02:06 -04:00
Pecusx 011364cbeb Parachute is only shown if tank is really falling 2022-07-02 15:07:01 +02:00
Pecusx 279a47b29f Dead tanks don't fall :)
Lonely parachute bug.
2022-07-02 14:47:27 +02:00
Pirx 6ece26237c laser update 2022-07-02 08:20:32 -04:00
Pecusx 3d159f8439 Small parachute bug in falling procedure 2022-07-02 11:34:53 +02:00
Pecusx 6ac4bbe0cd Falling sfx only if Tank really falls 2022-07-02 11:29:18 +02:00
Pecusx 4583641207 Completly new tank falling procedure (70bytes saved!)
And now the tank loses 2 units of energy per pixel (vertical only)
2022-07-02 00:47:56 +02:00
Pecusx 4a32abdc83 New method of checking the tank falling direction.
New table "SlideLeftTable" (8 bytes) instead "WhereToSlideTable" (256 bytes)
But procedure is not optimal - we need to write a new version.

And now, falling diagonally doesn't take any more energy.
2022-06-28 20:01:24 +02:00
Pecusx d5c1e1e397 Battery activation bug
If you had a different defensive weapon, its energy was gone.
2022-06-28 09:02:58 +02:00
Pirx 4fe360d63c Merge pull request #100 from pkali/develop
build 145
2022-06-26 22:19:22 -04:00
Pirx c9ceb58117 build 145 2022-06-26 22:18:16 -04:00
Pirx e10514debd forgot about rounds... #76 2022-06-26 21:48:46 -04:00
Pirx 2907fe7a91 whiter color of pale #76 2022-06-26 21:26:22 -04:00
Pirx a0d5d22e74 small musique fixum-dyrdum 2022-06-26 11:21:35 -04:00
Pirx 1ea62798c8 sonico a musica nueva 2022-06-25 18:02:50 -04:00
Pirx 42facad64e wrong inventory position fix 2022-06-25 10:29:12 -04:00
Pecusx 2c98d73877 Nuclear Winter optimization - we save 4 bytes
:)
2022-06-22 17:28:31 +02:00
Pecusx 4ae4403448 Battery added! 2022-06-21 13:11:07 +02:00
Pecusx 242bc4586c Optimization - we save 15 bytes 2022-06-21 12:51:49 +02:00
Pecusx eda0e65189 Small bugfix 2022-06-21 12:38:17 +02:00
Pecusx 8613854f80 cosmetics 2022-06-21 11:34:05 +02:00
Pecusx 1c277b0e6f Nuclear Winter added. 2022-06-21 11:25:45 +02:00
Pecusx 623c9c9583 White Flag works! 2022-06-20 21:01:01 +02:00
Pecusx ce55bf0d97 Wrong parachute symbol :) 2022-06-20 14:34:36 +02:00
Pecusx 537f88e4c6 Deactivate defensive weapon now possible.
If you activate previously activated White Flag, you deactivate defensive weapons.
2022-06-20 14:07:53 +02:00
Pecusx 9aaa4fec69 Displaying White Flag and inverse reaction to fire button. 2022-06-20 13:23:36 +02:00
Pecusx 67b5dfb110 Strong Parachute (with energy) added!
and defensive (really all) weapons indexes (numbers) as constans.
2022-06-20 10:43:16 +02:00
Pirx 4200e60d47 Merge pull request #96 from pkali/develop
Develop
2022-06-19 20:23:25 -04:00
Pirx 7324203925 README 2022-06-19 20:23:05 -04:00
Pirx 634c2f83e9 README 2022-06-19 20:21:14 -04:00
Pirx 18f88705e5 Merge pull request #95 from pkali/develop
new xex
2022-06-19 20:05:32 -04:00
Pirx fe6bd17a66 new xex 2022-06-19 20:04:08 -04:00
Pirx 1d8f26d562 Merge pull request #94 from pkali/develop
inflation and supply chains distuption causes weapon price increase
2022-06-19 20:01:20 -04:00
Pirx 2bb8a743e1 inflation and supply chains distuption causes weapon price increase 2022-06-19 20:00:54 -04:00
Pirx 708a7b4aa9 Merge pull request #93 from pkali/develop
Develop
2022-06-19 14:43:03 -04:00
Pirx 8153670711 build 144 2022-06-19 14:42:24 -04:00
Pirx ab140ed5ca short fire - inventory, long fire - fire #75 2022-06-19 14:22:54 -04:00
Pirx cc3e2d1845 power timer 1/2s to speed up #75 2022-06-19 12:02:48 -04:00
Pirx 98e866abdd elaborate fix of a simple issue... #92 2022-06-18 20:17:16 -04:00
Pirx ffa748fb68 font update #26 2022-06-18 11:22:04 -04:00
Pirx de047779ce looks like inventory works... #26 2022-06-18 10:40:00 -04:00
Pirx 3c685b2811 infinite money when purchasing Baby Missile fix #26 2022-06-18 07:07:24 -04:00
Pecusx c86dcd7c59 cosmetics 2022-06-16 18:34:00 +02:00
Pecusx f924868459 Better (not best) collision with tank check
.... and corrected two defensive weapon numbers - Mag Deflector and Auto Defence are working.
2022-06-16 17:52:34 +02:00
Pirx 2992bd40b3 no shoot after inventory select #26 2022-06-15 07:48:57 -04:00
Pirx b19d218670 decrease activated defensives #26 2022-06-15 00:11:01 -04:00
Pirx 8ab450ff48 WIP: almost working... #26 2022-06-14 10:33:01 -04:00
Pirx 5e2ab7f206 defensives activate #26 2022-06-14 09:26:38 -04:00
Pecusx cd69bf22db Shield energy table added.
... for easier activation.
Defensive weapon numbering revised.
2022-06-13 09:18:05 +02:00
Pirx ff8c4d9329 number of shells in inventory #26 2022-06-13 01:35:57 -04:00
Pirx 83e128a1b5 no prices in inventory #26 2022-06-13 01:21:27 -04:00
Pirx cc8688263a Purchase/Activate texts in shop #26 2022-06-12 10:18:13 -04:00
Pirx b5bf6ecc30 joy left change offensive/deffensive #26 2022-06-12 09:48:10 -04:00
Pirx e2c85c98c2 inventory offensive weapons selection #26 2022-06-12 00:39:19 -04:00
Pirx c47a22a833 wip: purchase does not show active weapon #26 2022-06-11 20:08:25 -04:00
Pirx cd4275226a wip: inventory shows active weapon #26 2022-06-11 18:08:25 -04:00
Pirx cb270be865 wip: inventory shows weapons #26 2022-06-11 14:53:28 -04:00
Pirx 7df1d5eff9 isInventory var 2022-06-11 13:08:49 -04:00
Pirx c3f6e2399d to be as it was 2022-06-11 10:04:29 -04:00
Pirx 598860b7d0 infinite purchases fix #26 2022-06-11 09:43:08 -04:00
Pirx c1aa177767 WIP: press I for inventory #26 2022-06-11 05:51:13 -04:00
Pecusx eb7f6369de Collision with tank now checks the shield
We must rewvite CheckCollisionWithTank procedure !!!!
In future :)
2022-06-10 19:37:52 +02:00
Pecusx 41900d7671 Mag Deflector added
Only for test.
Now all players has active Mag Deflector with energy (99) before game.
2022-06-10 18:48:19 +02:00
Pecusx 6a6689b9b7 Auto Defence added
Only for test.
Now all players has active Auto Defence with energy (99) before game.
2022-06-10 11:13:20 +02:00
Pecusx 836c67afcf cosmetics 2022-06-09 20:32:37 +02:00
Pecusx 1b983b8d92 Index of hit tank in HitFlag
For future use.
Easier to check whether the hit tank or ground.
2022-06-09 18:06:31 +02:00
Pecusx 53e9f89012 Shield "horns" drawing.
For future use (defensive but aggressive :) ) weapons.
2022-06-09 14:40:48 +02:00
Pecusx cf40bf905d Slight change. 2022-06-09 12:57:50 +02:00
Pecusx 91b613f166 Shield witch parachute added
Only for test.
Now all players has active Shield with energy (99) and witch parachute before game.
Alo added display name of active defensive weapon on statusbar, and some fixes.
2022-06-09 09:46:09 +02:00
Pecusx eace9eb5cf Shield with energy added
Only for test.
Now all players has active Shield with energy (99) before game.
2022-06-08 21:52:19 +02:00
Pecusx 4c6b56a1e2 Now shield is displayed on a tank without PM
Small bugfix.
2022-06-08 14:40:29 +02:00
Pecusx 7b86fc98cd Simple shield added
Only for test.
Now all players has active Shield before game.
2022-06-08 11:14:03 +02:00
Pecusx 186cacf5ba The first attempt at handling defensive weapons
Only for test.
Now all players has active Parachute berore round.
2022-06-07 10:25:23 +02:00
Pecusx 031416b8e6 "Underground" shot fixed. 2022-06-06 17:59:43 +02:00
Pecusx 1394524a26 FunkyBomb and LeapFrog bugfix #89
Problem was due to the better accuracy of the collision with tank check procedure.
2022-06-06 09:42:22 +02:00
16 changed files with 1880 additions and 1121 deletions
+49
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@@ -47,6 +47,55 @@ 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 ###### Build 143
2022-06-05 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 :) 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 :)
+186 -66
View File
@@ -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
@@ -89,42 +103,36 @@ Shooter .proc
sbc #5 sbc #5
sta ForceTableL,x sta ForceTableL,x
lda PreviousEnergyH,x lda PreviousEnergyH,x
sbc #0 sbc #0
sta ForceTableH,x sta ForceTableH,x
jmp endo jmp endo
firstShoot firstShoot
; compare the x position with the middle of the screen ; compare the x position with the middle of the screen
lda xTanksTableH,x
cmp #>(screenwidth/2)
bne @+
lda xTanksTableL,x lda xTanksTableL,x
sta temp cmp #<(screenwidth/2)
lda xTanksTableH,x @ bcc tankIsOnTheRight
sta temp+1
cpw temp #(screenwidth/2)
bcs tankIsOnTheRight
lda RANDOM
and #$1F
clc
adc #5
; 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
+2 -2
View File
@@ -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.
+166 -384
View File
@@ -14,9 +14,9 @@ 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
@@ -70,32 +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
@@ -210,330 +184,100 @@ 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
.by 7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
.by 6,6,6,6,6,6,6,6,6
.by 5,5,5,5,5,5,5,5,5,5
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
.by 0,0,0,0,0,0,0,0,0,0 ; not used ; one pixel Up for fix problems with colision check
.by 0,0,0,0,0,0,0,0,0,0 ; not used ;.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 4,4,4,4,4,4,4,4,4,4,
.by 0,0,0,0,0,0,0,0,0,0 ; not used .by 4,4,4,4,4,4,4,4,4,4,
.by 0,0,0,0,0,0,0,0,0,0 ; not used .by 4,4,4,4,4,4,4,5,5,5,
.by 0,0,0,0,0,0,0,0,0,0 ; not used .by 5,5,5,5,5,5,5,6,6,6,
.by 0,0,0,0,0,0,0,0,0,0 ; not used .by 6,6,6,6,6,6,7,7,7,7,
.by 0,0,0,0 ; not used .by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
.by 7,7,7,7,7,7,7,7,7,7,
;.by 7,
; 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
; 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
@@ -593,13 +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___
@@ -607,8 +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___
@@ -659,13 +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___
@@ -673,8 +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
@@ -685,18 +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_____
@@ -708,9 +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
@@ -731,13 +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___
@@ -745,8 +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
@@ -798,6 +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
;------------------------------------------------- ;-------------------------------------------------
@@ -809,8 +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
@@ -861,26 +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
@@ -900,5 +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
View File
@@ -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 = $0b
+14 -6
View File
@@ -104,7 +104,7 @@ OptionsScreen
OptionsHere OptionsHere
; 0123456789012345678901234567890123456789 ; 0123456789012345678901234567890123456789
dta d"Players : 2 3 4 5 6 " dta d"Players : 2 3 4 5 6 "
dta d"Cash : none 2K 5K 8K 10K " dta d"Cash : none 2K 8K 12K 20K "
dta d"Gravity : 0.2G 0.5G 1G 2G 4G " dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
dta d"Wind : 1B 3B 5B 7B 9B " dta d"Wind : 1B 3B 5B 7B 9B "
dta d"Rounds : 10 20 30 40 50 " dta d"Rounds : 10 20 30 40 50 "
@@ -136,7 +136,9 @@ WeaponsDescription
dta d" - Defensive/Offensive weapon " dta d" - Defensive/Offensive weapon "
dta d" " dta d" "
dta d"Space"* dta d"Space"*
dta d" - Purchase " dta d" - "
purchaseActivate
dta d"Purchase "
dta d"Return"* dta d"Return"*
dta d" - Finish " dta d" - Finish "
EmptyLine EmptyLine
@@ -166,11 +168,17 @@ NamesOfLevels
textbuffer textbuffer
; 0123456789012345678901234567890123456789 ; 0123456789012345678901234567890123456789
dta d"Player: " dta d"Player: "
dta d"Energy: Angle: Force: " dta d"Energy: Angle: Force: "
dta d" Round: Wind: " dta d"Round: Wind: "
textbuffer2 textbuffer2
dta d"Player: Cash: " dta d"Player: Cash: 0 " ; ZERO TO MAKE YOU RICHER ON THE SCREEN
dta d"----------------------------------------" dta d"----------------------------------------"
;---------------------------------------------------
activateText
dta d"Activate"
activateTextEnd
purchaseText
dta d"Purchase"
purchaseTextEnd
.endif .endif
+149 -32
View File
@@ -262,8 +262,7 @@ CheckCollisionDraw
sbc #1 sbc #1
sta YHit sta YHit
sty YHit+1 sty YHit+1
;mwa ydraw YHit mva #$ff HitFlag
mva #1 HitFlag
StopHitChecking StopHitChecking
jmp ContinueDraw jmp ContinueDraw
@ @
@@ -364,7 +363,7 @@ endcircleloop
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
@@ -463,7 +462,7 @@ splot8 .proc
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
clearscreen .proc .proc clearscreen
;-------------------------------------------------- ;--------------------------------------------------
lda #$ff lda #$ff
@@ -477,7 +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
@@ -588,20 +587,20 @@ 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
@@ -610,29 +609,18 @@ DrawNextTank
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
@@ -642,6 +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
@@ -654,11 +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
@@ -690,10 +679,45 @@ 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 .endp
; ------------------------------------- ; -------------------------------------
@@ -707,17 +731,99 @@ tankflash_loop
sne:mva #1 fs ; finish it sne:mva #1 fs ; finish it
mva #1 Erase mva #1 Erase
ldx TankNr ldx TankNr
jsr DrawTankNr.SkipRemovigPM ; it's necessary becouse DrawTankNr skips tanks with no energy ! jsr DrawTankNr.SkipHidingPM ; it's necessary becouse DrawTankNr skips tanks with no energy !
PAUSE 2 PAUSE 2
mva #0 Erase mva #0 Erase
ldx TankNr ldx TankNr
jsr DrawTankNr.SkipRemovigPM jsr DrawTankNr.SkipHidingPM
PAUSE 2 PAUSE 2
dec fs dec fs
jne tankflash_loop jne tankflash_loop
rts rts
.endp .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 .proc drawmountains
;-------------------------------------------------- ;--------------------------------------------------
@@ -1349,7 +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
@@ -1403,7 +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 #$7
@@ -1414,7 +1520,7 @@ GetUpper4bits
rorw xbyte rorw xbyte
;--- ;---
ldy xbyte ldy xbyte
lda ydraw ; y = y - 3 because left lower. lda dy ; y = y - 3 because left lower.
sec sec
sbc #3 sbc #3
tax tax
@@ -1465,4 +1571,15 @@ EndPut4x4
rts rts
.endp .endp
.proc SetMainScreen
mva #0 dmactl
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
mwa #dl dlptrs ; issue #72 (glitches when switches)
lda dmactls
and #$fc
ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls
rts
.endp
.endif .endif
+3
View File
@@ -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
+188 -107
View File
@@ -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"143" ; 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
@@ -103,7 +113,7 @@
;Game loading address ;Game loading address
ORG $3000 ORG $3000
WeaponFont WeaponFont
ins 'artwork/weapons_AW5.fnt' ; 'artwork/weapons.fnt' ins 'artwork/weapons_AW5_mod.fnt' ; 'artwork/weapons.fnt'
;----------------------------------------------- ;-----------------------------------------------
;Screen displays go here to avoid crossing 4kb barrier ;Screen displays go here to avoid crossing 4kb barrier
;----------------------------------------------- ;-----------------------------------------------
@@ -128,19 +138,13 @@ START
jsr RandomizeSequence jsr RandomizeSequence
; for the round #1 shooting sequence is random ; for the round #1 shooting sequence is random
MainGameLoop MainGameLoop
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
jsr CallPurchaseForEveryTank jsr CallPurchaseForEveryTank
; issue #72 (glitches when switches) ; issue #72 (glitches when switches)
mva #0 dmactl mva #0 dmactl
lda dmactls
and #$fc
;ora #$02 ; 2=normal, 3 = wide screen width, 0 = no screen
sta dmactls
jsr GetRandomWind jsr GetRandomWind
jsr RoundInit jsr RoundInit
@@ -166,7 +170,8 @@ MainGameLoop
; Results are number of other deaths ; Results are number of other deaths
; before the player dies itself ; before the player dies itself
lda #song_end_round
jsr RmtSongSelect
jsr DisplayResults jsr DisplayResults
;check demo mode ;check demo mode
@@ -239,6 +244,7 @@ skipzeroing
inc CurrentRoundNr inc CurrentRoundNr
mva #0 dmactl ; issue #72 mva #0 dmactl ; issue #72
jsr RmtSongSelect
mva #sfx_silencer sfx_effect mva #sfx_silencer sfx_effect
jmp MainGameLoop jmp MainGameLoop
@@ -253,6 +259,9 @@ skipzeroing
; the shooting angle is randomized ; the shooting angle is randomized
; of course gains an looses are zeroed ; of course gains an looses are zeroed
lda #song_ingame
jsr RmtSongSelect
lda #0 lda #0
tax tax
@ sta singleRoundVars,x @ sta singleRoundVars,x
@@ -300,19 +309,18 @@ SettingEnergies
jsr calculatemountains ;let mountains be easy for the eye jsr calculatemountains ;let mountains be easy for the eye
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height ;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen jsr SetMainScreen
mwa #dl dlptrs ; issue #72 (glitches when switches) jsr ColorsOfSprites
lda dmactls lda #0
and #$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
@@ -372,6 +380,7 @@ 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
@@ -418,6 +427,22 @@ ManualShooting
seq:rts 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
@@ -428,6 +453,10 @@ AfterManualShooting
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
@@ -439,9 +468,9 @@ 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
@@ -454,24 +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
@@ -649,7 +679,7 @@ MetodOfDeath
;-------------------------------------------------- ;--------------------------------------------------
.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
;-------------------------------------------------- ;--------------------------------------------------
@@ -687,6 +717,33 @@ NotNegativeEnergy
rts rts
.endp .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 .proc Seppuku
lda #0 lda #0
@@ -695,6 +752,9 @@ NotNegativeEnergy
sta ydraw+1 sta ydraw+1
; get position of the tank ; get position of the tank
ldx TankNr ldx TankNr
lda #0 ; turn off defense weapons when hara-kiring
sta ActiveDefenceWeapon,x
sta ShieldEnergy,x
lda xtankstableL,x lda xtankstableL,x
sta xdraw sta xdraw
lda xtankstableH,x lda xtankstableH,x
@@ -707,7 +767,7 @@ NotNegativeEnergy
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
GetRandomWind .proc .proc GetRandomWind
;in: MaxWind (byte) ;in: MaxWind (byte)
;out: Wind (word) ;out: Wind (word)
;uses: _ ;uses: _
@@ -736,31 +796,50 @@ GetRandomWind .proc
.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
@ cpx #48 ; White Flag
sta TanksWeapon1,x bne @+
lda #99
@ sta TanksWeapon1,x
sta TanksWeapon2,x sta TanksWeapon2,x
sta TanksWeapon3,x sta TanksWeapon3,x
sta TanksWeapon4,x sta TanksWeapon4,x
sta TanksWeapon5,x sta TanksWeapon5,x
sta TanksWeapon6,x sta TanksWeapon6,x
dex dex
sne:lda #99 beq setBmissile
bpl @- bpl @-1
rts rts
setBmissile
lda #99
bne @-
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
@@ -823,18 +902,6 @@ SetunPlots
lda #$10 ; P/M priorities (bit 4 joins missiles) lda #$10 ; P/M priorities (bit 4 joins missiles)
sta gtictls sta gtictls
jsr PMoutofScreen jsr PMoutofScreen
lda TankColoursTable ; temporary colours of sprites under tanks
sta COLPM0S
lda TankColoursTable+1
sta COLPM1S
lda TankColoursTable+2
sta COLPM2S
lda TankColoursTable+3
sta COLPM3S
LDA TankColoursTable+4
STA COLPF3S ; joined missiles (5th tank)
mva #0 hscrol
;let the tanks be visible! ;let the tanks be visible!
ldx #(maxPlayers-1) ldx #(maxPlayers-1)
@@ -854,7 +921,8 @@ ClearResults
bne ClearResults bne ClearResults
mva #1 CurrentRoundNr ;we start from round 1 mva #1 CurrentRoundNr ;we start from round 1
mva #6 NTSCcounter
; RMT INIT ; RMT INIT
lda #$f0 ;initial value lda #$f0 ;initial value
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240) sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
@@ -862,18 +930,18 @@ ClearResults
lda #$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
@@ -884,41 +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
@@ -934,9 +1024,7 @@ lab2
bne @- bne @-
rts rts
.endp .endp
;--------------------------------------------------
.proc RandomizeSequence .proc RandomizeSequence
; in: NumberOfPlayers ; in: NumberOfPlayers
; out: TankSequence ; out: TankSequence
@@ -986,7 +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
@@ -1002,14 +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
@@ -1054,41 +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 ;
@@ -1218,19 +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
@@ -1244,7 +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'
;---------------------------------------------- ;----------------------------------------------
@@ -1262,10 +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
@@ -1274,14 +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
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+421 -206
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+19 -13
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@@ -12,13 +12,15 @@ 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" ", $ff dta d" ", $ff
@@ -30,6 +32,8 @@ RoundNrDisplay
;===================================================== ;=====================================================
variablesStart ; zeroing starts here variablesStart ; zeroing starts here
;===================================================== ;=====================================================
isInventory .ds 1 ; 0 - purchase, $ff - inventory
;--------------
drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V) drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
;-------------- ;--------------
sfx_effect .ds 1 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) ;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
@@ -66,6 +70,8 @@ looseL
;---------------------------------------------------- ;----------------------------------------------------
Energy Energy
.DS [MaxPlayers] .DS [MaxPlayers]
ShieldEnergy
.DS [MaxPlayers]
EnergyDecrease .DS 1 EnergyDecrease .DS 1
eXistenZ eXistenZ
.DS [MaxPlayers] .DS [MaxPlayers]
@@ -95,6 +101,8 @@ 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
;---------------------------------------------------- ;----------------------------------------------------
@@ -114,7 +122,7 @@ 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]
@@ -170,7 +178,7 @@ xcircle .DS 2
ycircle .DS 2 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?
@@ -239,22 +247,20 @@ 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
+578 -274
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