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Author SHA1 Message Date
Pirx ea6c621d79 Merge pull request #90 from pkali/develop
build 143
2022-06-06 00:23:46 -04:00
Pirx afd81c08c3 build 143 2022-06-06 00:23:02 -04:00
Pirx a9703609b6 bad tanksequence fix #47 2022-06-06 00:01:02 -04:00
Pirx d8bfda28a0 code size opts 2022-06-05 21:36:38 -04:00
Pirx 743114fd0d some code size optimizations 2022-06-05 09:33:28 -04:00
Pirx 079abc062f done for now #74 2022-06-05 03:17:34 -04:00
Pirx 853a597daf almost done #74 2022-06-05 02:40:07 -04:00
Pirx 1eadc7f63e minor edits 2022-06-04 17:54:15 -04:00
Pirx 081cf282c8 forgot about MIRV #82 2022-06-04 16:15:43 -04:00
Pirx 4c3203854c letting winds #82 2022-06-04 16:07:01 -04:00
Pecusx bf11a9967f Atract mode only for human players 2022-06-03 21:46:04 +02:00
Pecusx 0d7403d1c0 Laser is working properly.
But why!!!
Where do xdraw and ydraw come from in laser procedure!
2022-06-03 11:59:11 +02:00
Pecusx 777f5c341a Additional check for 0 bullets in DecreaseWeapon proc #56 2022-06-03 10:48:08 +02:00
Pecusx 8f0bd8ca81 Liquid Dirt bug and little optimization 2022-06-03 10:30:02 +02:00
Pecusx c12049d0d7 Sometimes no explosion - solved!
A small change after a long analysis of the procedures "Fly" and "draw" - very hard work :)
2022-06-02 23:38:52 +02:00
Pecusx 6013986e51 Minor changes 2022-06-02 21:40:09 +02:00
Pecusx 0fbe3de569 Improved checking collision with the tank.
And other optimizations.
2022-06-02 15:01:49 +02:00
Pecusx 9569b3365a First attempt to 2 bytes Y
Not everywhere yet, but in the most important procedures.
2022-06-02 10:01:06 +02:00
Pecusx 6d9b2907c5 Flight procedure optimization
3 bytes variable (Result) now is unnecessary.
The code is a bit shorter.
2022-06-02 09:12:00 +02:00
Pecusx 94e6caebed MIRV bullets over the screen now are visible 2022-06-01 11:44:53 +02:00
Pecusx 532ee7dc88 MIRV hit procedure completely rewritten.
Now wthout bugs :) and much clearer.
2022-06-01 11:19:14 +02:00
Pecusx 17e653b37d Flashing before tank explodes #84 2022-05-31 10:44:47 +02:00
Pecusx bef3c0f080 MIRV bugfix #66
I think so.
2022-05-30 22:41:45 +02:00
Pirx 7ff3858433 Merge pull request #83 from pkali/develop
build 142
2022-05-30 09:05:04 -04:00
Pirx eae8cb08d8 build 142 2022-05-30 09:04:09 -04:00
Pirx f13d7ac801 death weapons fix 2022-05-30 08:36:30 -04:00
Pecusx 0ddbe41005 Hit one pixel over ground 2022-05-30 14:34:58 +02:00
Pecusx 7cd31450c7 Better ground hit handling and small bugfix
But.... no effect in #66 :(
2022-05-30 14:17:46 +02:00
Pirx a556e50e53 seppuku fix 2022-05-30 07:12:10 -04:00
Pirx 9f1720e970 work in progress... 2022-05-30 05:54:00 -04:00
Pirx 2df28af79c WIP: hunting for #47 2022-05-29 08:00:23 -04:00
Pirx defbde5b87 cosmetics 2022-05-29 00:25:19 -04:00
Pirx 0820124f9f LimitForce added #70 2022-05-28 21:43:55 -04:00
Pirx aa74cf133b draw jmp(indirect) ellimination 2022-05-28 13:42:42 -04:00
Pirx 2c640c370a Shooter shooting too strong #70 2022-05-28 09:42:38 -04:00
Pirx 636e121bf7 funkybomb traces deleted #5 2022-05-28 08:38:46 -04:00
Pirx 3c1b0a02aa cosmetic edits 2022-05-28 01:50:59 -04:00
Pirx be5652074a font4x4 xy check removed 2022-05-27 21:40:15 -04:00
Pirx a425500d4e seppuku turbo mode 2022-05-27 21:26:18 -04:00
Pirx a721b82944 chmod fix 2022-05-27 21:12:46 -04:00
Pirx 762b56567b chmod fix 2022-05-27 21:10:35 -04:00
Pecusx b11d22d1bb Correct x position of 4x4 characters 2022-05-26 09:43:12 +02:00
Pirx c68ba09103 blinking seppuku 2022-05-25 20:47:09 -04:00
Pecusx e399754e0c One unified procedure for 4x4 fonts 2022-05-25 20:36:15 +02:00
Pecusx 381495fb5a Sepuku error :)
4x4 texts were drawn 4 pixels too high
2022-05-25 19:31:09 +02:00
Pecusx 17b57d1ed2 Better (and faster!) 4x4 char handling.
New PutChar4x4FULL proc.
2022-05-25 12:05:24 +02:00
Pecusx 2fb04cabff Description of the EndOfTheBarrel arrays.
Description only. No code changes.
2022-05-23 08:59:45 +02:00
Pirx 457af6d6b9 Merge pull request #78 from pkali/develop
README updt
2022-05-22 22:01:11 -04:00
Pirx bdf0f10cc0 README updt 2022-05-22 22:00:24 -04:00
Pirx 347e59d5a2 Merge pull request #77 from pkali/develop
build 141
2022-05-22 21:55:20 -04:00
Pirx 61ff5e47e1 build 141 2022-05-22 21:54:34 -04:00
Pirx 2d8c71e9ff smalls and #13 2022-05-22 21:23:56 -04:00
Pirx fd1a61c1f9 display fix 2022-05-22 14:14:23 -04:00
Pecusx 571b3c137e Revert "First attempt to 2 bytes Y"
This reverts commit 7e24e44f1b.
2022-05-22 19:17:17 +02:00
Pecusx bd8ecad2dd Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2022-05-22 19:11:19 +02:00
Pecusx 7e24e44f1b First attempt to 2 bytes Y 2022-05-22 19:10:52 +02:00
Pirx eb8360dcd0 Merge branch 'develop' of github.com:pkali/scorch_src into develop 2022-05-22 13:09:04 -04:00
Pirx 3d8ec72da0 glich #55 2022-05-22 13:08:42 -04:00
Pecusx 2f099897c7 Cleanup 2022-05-22 18:25:31 +02:00
Pirx 26f82b59c1 code cleanup 2022-05-22 11:25:40 -04:00
Pirx 9a3cf1251f ESC updt #74 2022-05-22 10:59:06 -04:00
Pirx ec5838ebaf ESCape from menus #74 2022-05-22 10:12:52 -04:00
Pirx 491dc2861c speed up when [START] #73 2022-05-22 09:39:17 -04:00
Pirx 5e476eb742 [SHIFT] bug #61 2022-05-21 19:21:42 -04:00
Pirx 661d4776c7 cosinus angle fix #65 2022-05-21 18:50:13 -04:00
Pirx 3701accfc9 glitches when switches #72 2022-05-21 18:29:56 -04:00
Pirx fb54230ea7 white flag #62 2022-05-21 13:19:55 -04:00
Pirx fb86876d9f cos table removed #65 2022-05-21 13:12:54 -04:00
Pirx 80bc302689 too much force for AI #70 2022-05-21 11:20:16 -04:00
Pirx d9645b9c37 post intro glitch fix #67 2022-05-21 08:45:26 -04:00
Pecusx 620bcf5aa8 Small bugfix and optymalisation
Bugfix in drawnountains (now ground 0 is possible: ) )
Otymized flight proc - explosions no wrap around screen - why? :)
2022-05-18 20:00:27 +02:00
Pirx d0a9fb0fbe Merge pull request #60 from pkali/develop
build 140
2022-05-15 23:22:19 -04:00
Pirx 68bf4a9541 build 140 2022-05-15 23:21:47 -04:00
Pecusx 7dd3ecd2bf Merge pull request #59 from pkali/develop
Colors on tanks names screen
2022-05-14 20:33:59 +02:00
Pecusx 08f7680563 Colors on tanks names screen 2022-05-14 20:28:14 +02:00
Pirx d9322221a3 Merge pull request #58 from pkali/develop
master reconciliation
2022-05-14 08:14:25 -04:00
Pirx d766088b66 colors upd+weapon change sfx 2022-05-14 08:13:32 -04:00
Pecusx de5bfab2a8 Tank colors bugfix & new DLI for purchase screen
He, he.
The tank colors were not taken from the table :)
2022-05-13 09:18:50 +02:00
Pecusx 91b39e736b Minor optimizations
LiquidDirt and TypeChar (8x8 on graphics screen - like tanks) are little faster now.
2022-05-12 19:45:42 +02:00
Pecusx 572bee982a Test
I'am in develop branch :)
2022-05-12 19:02:26 +02:00
Pirx b37dc73f52 WIP: colors test 2022-05-12 09:53:56 -04:00
Pecusx 11ddf69de9 Merge branch 'master' of https://github.com/pkali/scorch_src 2022-05-11 19:03:42 +02:00
Pecusx 0ba4594712 Playfield in niverse
Playfield is now drawn in inverse for better color control (in future ;) )
Problems in DLI!
2022-05-11 19:03:35 +02:00
Pirx 8556dfe0d7 joytest for real hardware 2022-05-11 10:51:22 -04:00
Pecusx 860d0917ad Fixed bugs in LiqudDirt and Roller
Correct operation of dirt at the edges of the screen, and now dirt counter is two bytes (more and more dirt is possible).
Correction of the roller's (and LiquidDirtoperation on the right side of the screen. (old stiupid error)
2022-05-09 17:58:07 +02:00
Pecusx 2de2c24373 Very old bug fixed!
In the second (and next) round, the ground was drawn one pixel lower than it should have been.
2022-05-09 11:20:42 +02:00
Pirx a6382c5dc0 README UPDT 2022-05-09 01:32:02 -04:00
26 changed files with 1317 additions and 1295 deletions
+2
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@@ -0,0 +1,2 @@
*.bak
Executable → Regular
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Executable → Regular
+57 -14
View File
@@ -8,14 +8,15 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
Contributors:
Kaz - splash screen, ideas
Adam - font, ideas
Emkay - splash screen music
Miker - game sfx, ideas
Bocianu - important ideas, FujiNet implementation
- Kaz - splash screen, ideas
- Miker (@mikerro) - game sfx, ideas, QA
- Adam (@6502adam) - font, ideas, QA
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
- Emkay - splash screen music
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert
You can contact us at pecus@poczta.fm or pirx@5oft.pl
home page of this project is https://github.com/pkali/scorch_src
This source code was originally compiled under [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
@@ -31,12 +32,12 @@ Game source code is split into 5+4 parts:
- display.asm - display lists and text screen definitions
- ai.asm - artificial stupidity of computer opponents
- weapons.asm - general arsenal of tankies
- definitions.asm - label definitions, moved to make it work better with Altirra debug.
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
We were trying to use as much macros and pseudo-ops as possible.
They are defined in atari.hea and macro.hea files together with many atari constants. This way it should be relatively easy to port this code to e.g. C64
We were trying to use macros, pseudo-ops and simple graphics primitives as much as possible.
This way it should be relatively easy to port this code to e.g. C64
After those N years of working on this piece of code we are sure it would be much wiser to write it in C, Action! or MadPascal but on the other hand it is so much fun to type 150 chars where all you want to have y=ax+b :)
After those N years of working on this piece of code we are sure it would be much wiser to write it in C, Action! or MadPascal but on the other hand it is so much fun to type 150 chars where all you want to have y=a*x+b :)
Originally most variables were in Polish, comments were sparse, but we wanted to release this piece of code to public.
Because of being always short of time/energy (to finish the game) we decided it must go in 'English' to let other people work on it.
@@ -46,10 +47,52 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
## Changes:
###### Build 138
###### Build 143
2022-06-05
Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
Only visible changes listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say good bye properly!
- https://github.com/pkali/scorch_src/issues/74 - Press [ESC] to quit the game at any point, with a confirmation when the round has already started. Please note the keyboard is not checked all the time, so press it for a while, especially when AI tanks are ru(i/n)ning the show.
- https://github.com/pkali/scorch_src/issues/56 - there should be no occurrences of frivolous weapon purchases. Please report all tanks getting their munitions from uncertified sources!
- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. Fix is trivial, finding the culprit - far from it. Please pay special attention to fairness of shooting in case the fix is still longing for the fjords.
- ATTRACT mode works how it should - screensaver saves screen only when HUMAN should input something.
###### Build 142
2022-05-30
Late build. The bugs we tried to squelch turned out to be more difficult than usual. Some progress has been made though even if it is not yet visible.
- 4x4 font rewritten by @Pecusx as a prep for Y standarization. It makes the messages to appear faster. This is a good change.
- https://github.com/pkali/scorch_src/issues/5 and #80 fixed (again) - no funkybomb traces staying on the screen
- https://github.com/pkali/scorch_src/issues/70 too strong Shooters fixed
- https://github.com/pkali/scorch_src/issues/63 - tank say goodbye when (mostly) visible
- several other small changes and improvements that will pay off in the following releases.
###### Build 141
2022-05-22
Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment.
- https://github.com/pkali/scorch_src/issues/73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
- https://github.com/pkali/scorch_src/issues/72 Screen glitches improved
- https://github.com/pkali/scorch_src/issues/70 AI shoot with more force than their energy allows. We might still have to revise this one
- https://github.com/pkali/scorch_src/issues/69 Explosions wrapping around the screen
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after intro
- https://github.com/pkali/scorch_src/issues/65 Saved ~90 bytes by removing cosinus table
- https://github.com/pkali/scorch_src/issues/62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
- https://github.com/pkali/scorch_src/issues/61 [SHIFT] was repeating the last key
- https://github.com/pkali/scorch_src/issues/57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
- https://github.com/pkali/scorch_src/issues/55 Glitches in the status bar. This one was surprisingly tough.
###### Build 140
2022-05-15
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now background color, "sky" and empty areas are in fact pixels. This allowed for introducing better tank colorization, fully devised and lead by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
- few new sfx added (end of round, weapon change, soil eating weapons)
- added colors to tank name and level selection screen
- Bug https://github.com/pkali/scorch_src/issues/57 possibly alleviated by using TRIG0S instead of TRIG0. Please test - it did not show for me.
Other unlisted minor bugs and typos fixed.
"Nightly" version moved to `develop` branch. `master` will be updated with stablish and playablish builds only.
###### Build 139
2022-05-09
The post midnight release with great, heavy new features:
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to Miker we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it from directly from the weapon store!
- (fix) https://github.com/pkali/scorch_src/issues/53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices
- (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now
@@ -91,7 +134,7 @@ Other small fixes:
2022-04-10
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when missile is out of the screen
- https://github.com/pkali/scorch_src/issues/33 - Poor AIs do not purchase non-working weapons
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing from zero page LZSS routine by @dmsc
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from zero page
- https://github.com/pkali/scorch_src/issues/31 - STA WSYNC removed from missile flight delay
- https://github.com/pkali/scorch_src/issues/30 - player level remembered between rounds, thx @KrzysRog
- https://github.com/pkali/scorch_src/issues/5 - funkybomb smoke stays on the edges of the screen
@@ -102,7 +145,7 @@ Other small fixes:
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to purchase screen. Still room to improvement!
- enhancement: https://github.com/pkali/scorch_src/issues/22 Redesign information panel (top 2 lines of the game screen). Now game might make some sense for a newcomer :)
- change: https://github.com/pkali/scorch_src/issues/28 remove white lines around out-of-the-screen point tracker. Now it is visible and looks better!
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @miker for the hint. Speed of the shell is configurable now, 5 speeds available.
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. Speed of the shell is configurable now, 5 speeds available.
- enhancement: https://github.com/pkali/scorch_src/issues/27 Remember game settings between games.
- enhancement: https://github.com/pkali/scorch_src/issues/24 Remember player names between games. Thanks @bocianu
-90
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@@ -1,90 +0,0 @@
MOVED TO: https://github.com/pkali/scorch_src/issues
TODO and BUGS file
---------------------------------------------------------
Known bugs (+ means bug is fixed)
004. when parachute is on and the tank dies (e.g. hit by a powerful
weapon) the dead (invisible) tank falls on parachute
(and uses one parachute more than necessary)
005. tank stands still on a one pixel spike - it should fall
(possibly all that is necessary is adjust of WhereToSlideTable)
017: Observed MIRV loops - it shoots and shoots MIRV all over the screen. Very rare.
020: sometimes leftmost or rightmost remains of the funkybomb smoke do not get cleared
I think it happens when one of the bombs goes out of the screen
023: NEW BUG. After the last change (bug 007) now the last shell of any weapon gets removed and
the game switches to Baby missile.
Fixed:
+001. when bullet goes straight down very fast it misses the tank
it happens only when tank is standing on the bottom of
the screen (no ground below)
+002. points after the round are not calculated correctly
+003. if death's head explodes low, the lowest explosion wraps
and appears on the top of the screen
+006. After some attacks (like MIRV and leapfrog the OffensiveText
stays on the screen (and becomes a static decoration)
It possibly happens when a tank kills itself with mirv or leapfrog.
+008. After a round the last tank sprite stays on the screen.
This hurts only when the last tank is under the table with results!
+010. Even MORONS shoot their feet too often - increase min. randomised energy.
+011. High flying bullets sometimes cause brief screen garbage - like a DL damaged
for a fraction of a frame.
Update - these are NOT high flying bullets - it just happens during bullet flight
+012. (newly introduced) Death explosions are offset right and possibly up.
+013. sometimes demo mode does not work (it stops on results display)
+014: FunkyBomb shoots with too high angle
+015: Only first shoot of FunkyBomb is correct (with smoke and fast),
the next are like missiles
+016: Additional explosions after Frogger do not have falling soil (?)
-018: MINOR: ydraw, yhit, ybyte variable is sometimes treated as WORD, sometimes as BYTE.
Making it consistent would save both time and space (not much)
REJECTED: too much work - different routines depend on checking high byte.
+019: AI menu does not recognize keyboard up (prints "-" in tank name)
+021: check MWA, ADW, SBW macros - bad modifications of bytes found!!!
+009. When result in points is >99 then only 2 first digits are displayed
-022: shooting funkybomb decreases number of bombs too much! (2 instead of 1?)
+007. Decreasing of number of bullets after a shoot does not work correctly
(e.g. 2 bullets are deducted instead of 1) FUNKYBOMB!!!
it looks like it is fixed, although what I did was moving decreasing before jsr shoot
+000, Game crashes from time to time, code and/or screen gets corrupted
---------------------------------------------------------
To do
*004. The game has no end!!! Add ending!!!
A good idea for an ending - a TIP pic - Red Army taking Berlin :)
Another - vector tanks like in BattleZone
Another - stickman tankmen
006. Add sound effects (maybe sampled? or mp0 (sound based on fft))
007. There is no defensive weapon handling (only parachute works,
but also provisionally
009. Make AI in the existing framework (ongoing)
010. It is impossible to look up a number of parachutes left.
018. Speed up soil down after soil eating weapons - correctly calculate
ranges as now range is very broad even when very little soil is eaten.
019. Purchase impossible with joystick only. Add buy on e.g. joystick right.
020. Not a bug per se, but ydraw variable is word, possibly it can be switched to byte
021. Add player colors to purchase screen
022. Make colors more contrasting
024. no visual indication of using defensive weapons
Done:
+001. Start each round with a)worst tank or b)random tank
(Worst tank starts first)
+002. Start each round with random angles (not always 45 degrees left)
+003. Add colour of the given tank to the screen
E.g. when a given tank is shooting it's colour could be behind
tank name on the text screen
+005. Add number of rounds to the options menu
+008. No computer operated opponents - make a framework for AI!!!
+011. Colouring the top status lines in a colour of the active tank.
+014. Demo mode - when all tanks are CPUs let them play non-stop!
(replace waiting for a key-press after a round with a small delay)
+015. Switch to mads for easier development (mads speeds it up, no doubt)
+016. Speed up death's head (e.g.: draw each second circle)
-017. Wide screen mode (with scroll?)
+012. Decreased number of bullets should be displayed just after the shoot.
+013. Check LineTable - possibly it is unnecessarily long. Checked. It is OK
+023. Make not implemented weapons raise NotImplementedError :] Done by making it impossible to purchase free weapons (price == $0)
Executable → Regular
+17 -17
View File
@@ -33,7 +33,7 @@ loop
ArtificialIntelligence .proc ;
; A - skill of the TankNr
; returns shoot energy and angle in
; EnergyTable/L/H and AngleTable
; ForceTable/L/H and AngleTable
;----------------------------------------------
asl
tax
@@ -77,24 +77,22 @@ Shooter .proc
lda PreviousAngle,x
clc
adc #5
bmi leftQuadrant
bmi @+
cmp #90
bcc continue
bcc @+
lda #(-90)
bne continue
leftQuadrant
continue
@
sta NewAngle
sec
lda PreviousEnergyL,x
sta EnergyTableL,x
lda PreviousEnergyH,x
sta EnergyTableH,x
sbc #5
sta ForceTableL,x
lda PreviousEnergyH,x
sbc #0
sta ForceTableH,x
jmp endo
firstShoot
; compare the x position with the middle of the screen
lda xTanksTableL,x
@@ -108,7 +106,6 @@ firstShoot
and #$1F
clc
adc #5
;lda #45
sta NewAngle
jmp forceNow
@@ -123,15 +120,17 @@ tankIsOnTheRight
forceNow
mwa #100 RandBoundaryLow
mwa #800 RandBoundaryHigh
ldx TankNr ;this is possibly not necessary
jsr RandomizeForce
endo
ldx TankNr ;this is possibly not necessary
jsr RandomizeForce.LimitForce
lda NewAngle
sta PreviousAngle,x
lda EnergyTableL,x
lda ForceTableL,x
sta PreviousEnergyL,x
lda EnergyTableH,x
lda ForceTableH,x
sta PreviousEnergyH,x
; choose the best weapon
@@ -214,6 +213,7 @@ skipThisPlayer
forceNow
mwa #300 RandBoundaryLow
mwa #700 RandBoundaryHigh
ldx TankNr
jsr RandomizeForce
endo
+28 -3
View File
@@ -45,11 +45,16 @@ regX .ds 1
regY .ds 1
; --- MAIN PROGRAM
org $2000
ant dta $F0
ant dta $80
dta $42,a(scr),$02,$02,$02,$02,$02,$02,$02,$02,$02,$82,$02,$02,$02,$02,$82
dta $02,$02,$02,$82,$82,$82,$02,$82,$02,$02,$02,$82,$70
dta $02,$02,$02,$82,$82,$82,$02,$82,$02,$02,$02,$82
dta $42,a(verline)
dta $41,a(ant)
verline
:37 dta d" "
build
scr ins "HIMARS14.scr"
.ds 2*40
@@ -202,6 +207,19 @@ main
lda:cmp:req $14 ;wait 1 frame
; copy system font to $a000
ldx #0
@ lda $e000,x
sta $a000,x
;lda $e100,x ; i need digits only :]
;sta $a100,x
;lda $e200,x
;sta $a200,x
;lda $e300,x
;sta $a300,x
inx
bne @-
sei ;stop IRQ interrupts
mva #$00 nmien ;stop NMI interrupts
sta dmactl
@@ -249,6 +267,11 @@ stop
@ sta POKEY,x
dex
bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
rts ;return to ... DOS
; --- DLI PROGRAM
@@ -339,8 +362,10 @@ dli7
dli11
sta regA
lda #$01
lda #>$a000 ; system font
sta wsync ;line=232
sta chbase
lda #$01
sta gtictl
lda regA
Executable → Regular
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Executable → Regular
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Executable → Regular
View File

Before

Width:  |  Height:  |  Size: 190 B

After

Width:  |  Height:  |  Size: 190 B

+20
View File
@@ -0,0 +1,20 @@
icl '../lib/atari.hea'
org $2000
joytest
mva #0 dmactls
@
lda trig0
beq pressed
mva #0 colbak
beq @-
pressed
lda #$0f
;ora jstick0
sta colbak
jmp @-
run joytest
Binary file not shown.
Executable → Regular
View File
Executable → Regular
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Executable → Regular
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Executable → Regular
View File
+46 -137
View File
@@ -5,18 +5,24 @@
;===================================================================================
;==========================CONSTANT TABLES, do not erase!===========================
;===================================================================================
TankColoursTable .BYTE $52,$32,$72,$92,$B2,$02
TankColoursTable .BYTE $88,$cc,$38,$1c,$6a,$02
TankStatusColoursTable .BYTE $80,$c0,$30,$10,$60,$00
dliColorsBack
:10 .by $02,$00
dliColorsFore
.by $0a
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0c
CashOptionL ;(one zero less than on the screen)
.by 0,<200,<500,<800,<1000
CashOptionH
.by 0,>200,>500,>800,>1000
GravityTable .by 10,20,25,30,40
MaxWindTable .by 5,20,40,60,80
MaxWindTable .by 5,20,40,70,99
RoundsTable .by 10,20,30,40,50
flyDelayTable .by 255,150,75,35,1
seppukuTable .by 255, 45,25,15,9
;------------------------------------------------
LevelNameBeginL ; begins of level names
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
.by <(NamesOfLevels+32),<(NamesOfLevels+42),<(NamesOfLevels+52)
@@ -30,31 +36,25 @@ TanksWeaponsTableL
.by <TanksWeapon1,<TanksWeapon2,<TanksWeapon3,<TanksWeapon4,<TanksWeapon5,<TanksWeapon6
TanksWeaponsTableH
.by >TanksWeapon1,>TanksWeapon2,>TanksWeapon3,>TanksWeapon4,>TanksWeapon5,>TanksWeapon6
;-----4x4 texts-----
;-----4x4 texts-----
LineTop
dta d"(%%%%%%%%%%%%)"
.byte $ff
dta d"(%%%%%%%%%%%%)", $ff
;# - vertical, () * +, % - horizontal
LineBottom
dta d"*%%%%%%%%%%%%+"
.byte $ff
dta d"*%%%%%%%%%%%%+", $ff
LineEmpty
dta d"# #"
.byte $ff
dta d"# #", $ff
LineHeader2
dta d"# RESULTS #"
.byte $ff
dta d"# RESULTS #", $ff
LineGameOver
dta d"# GAME OVER #"
.byte $ff
dta d"# GAME OVER #", $ff
seppukuText
dta d"# SEPPUKU! #"
.byte $ff
dta d"# SEPPUKU! #", $ff
areYouSureText
dta d"# SURE? Y/N #", $ff
lineClear
dta d" "
.byte $ff
dta d" ", $ff
;-----------
pmtableL ; addressess of the P/M memory for 5 tanks (6th is without P/M background)
@@ -189,99 +189,6 @@ sintable
.by 255
.by 255 ;anti self destruction byte
costable
.by 255 ;anti self destruction byte
.by 255
.by 255
.by 255
.by 255
.by 255
.by 254
.by 254
.by 253
.by 252
.by 252
.by 251
.by 250
.by 249
.by 248
.by 247
.by 246
.by 244
.by 243
.by 242
.by 240
.by 238
.by 237
.by 235
.by 233
.by 232
.by 230
.by 228
.by 226
.by 223
.by 221
.by 219
.by 217
.by 214
.by 212
.by 209
.by 207
.by 204
.by 201
.by 198
.by 196
.by 193
.by 190
.by 187
.by 184
.by 181
.by 177
.by 174
.by 171
.by 167
.by 164
.by 161
.by 157
.by 154
.by 150
.by 146
.by 143
.by 139
.by 135
.by 131
.by 128
.by 124
.by 120
.by 116
.by 112
.by 108
.by 104
.by 100
.by 95
.by 91
.by 87
.by 83
.by 79
.by 74
.by 70
.by 66
.by 61
.by 57
.by 53
.by 48
.by 44
.by 40
.by 35
.by 31
.by 26
.by 22
.by 17
.by 13
.by 8
.by 4
.by 0
linetableL
:screenheight+1 .by <(display+screenBytes*#)
linetableH
@@ -569,6 +476,7 @@ WhereToSlideTable
.BY %000 ; 11111111
EndOfTheBarrelX
; right angles from 0 (vertically up) to 90 (horizontally to the right)
.by 4,4,4,4,4,4,4,4,4,4,4
.by 5,5,5,5,5,5,5,5,5,5
.by 6,6,6,6,6,6,6,6,6
@@ -578,15 +486,16 @@ EndOfTheBarrelX
.by 7,7,7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0 ; not used
; left angles from 90 (horizontally to the left) to 1 (vertically up)
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
@@ -597,6 +506,7 @@ EndOfTheBarrelX
.by 3,3,3,3,3,3,3,3,3,3,3
EndOfTheBarrelY
; right angles from 0 (vertically up) to 90 (horizontally to the right)
.by 7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7
@@ -606,15 +516,16 @@ EndOfTheBarrelY
.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
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0 ; not used
; left angles from 90 (horizontally to the left) to 1 (vertically up)
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
.by 5,5,5,5,5,5,5,5,5,5
@@ -623,8 +534,8 @@ EndOfTheBarrelY
.by 7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7
;-------------------------------------------------
TanksNamesDefault
dta d"1st.Tank"
dta d"2nd.Tank"
@@ -633,7 +544,6 @@ TanksNamesDefault
dta d"5th.Tank"
dta d"6th.Tank"
WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Baby_Missile___
.by >price_Missile________
@@ -698,7 +608,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Auto_Defense___
.by >price_Fuel_Tank______
.by >price_Contact_Trigger
.by >price______________63
.by >price_White_Flag_____
WeaponPriceL
.by <price_Baby_Missile___
@@ -764,7 +674,7 @@ WeaponPriceL
.by <price_Auto_Defense___
.by <price_Fuel_Tank______
.by <price_Contact_Trigger
.by <price______________63
.by <price_White_Flag_____
;-------------------------------------------------
; how many units (bulletd) of a given weapon we get for a given price
@@ -836,7 +746,7 @@ WeaponUnits
.by 1 ;Auto_Defense___
.by 10 ;Fuel_Tank______
.by 25 ;Contact_Trigger
.by 0 ;_____________63
.by 1 ;_____________63
PurchaseMeTable ;weapons good to be purchased by the robot
;the comment is an index in the tables
@@ -968,9 +878,10 @@ NamesOfWeapons ;the comment is an index in the tables
dta d"Auto Defense " ; 60
dta d"Fuel Tank " ; 61
dta d"Contact Trigger " ; 62
dta d"----------------" ; 63
dta d"White Flag " ; 63
weaponsOfDeath
dta 0,1,2,3,7,8,9,15,16,17,18,19,20,21,22,23,24,25,26,27
dta 1,2,3,7,15,16,17,18,19,20,21,22,23,24,25,26,27
weaponsOfDeathEnd
joyToKeyTable
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
@@ -989,7 +900,5 @@ scrcodes
dta d"qrstuvwx"
dta d"yz123456"
dta d"7890." ; "-"
dliColors
:10 .by $02,$00
.endif
+29 -29
View File
@@ -74,35 +74,35 @@ price_Super_Mag______ = $ffff ;_59
price_Auto_Defense___ = $ffff ;_60
price_Fuel_Tank______ = $ffff ;_61
price_Contact_Trigger = $ffff ;_62
price______________63 = $ffff
price_White_Flag_____ = $0 ;_63
;--------------------------------
; names of RMT instruments (sfx)
;--------------------------------
sfx_set_power_1 = $00
sfx_set_power_2 = $01
sfx_lightning = $02
sfx_dunno = $03
sfx_nuke = $04
sfx_baby_missile= $05
sfx_death_begin = $06
sfx_plasma_1_2 = $07
sfx_plasma_2_2 = $08
sfx_napalm = $09
sfx_dirt_charge = $0a
sfx_missile_hit = $0b
sfx_funky_hit = $0c
sfx_shield_on = $0d
sfx_shield_off = $0e
sfx_parachute = $0f
sfx_smoke_cloud = $10
sfx_riot_blast = $11
sfx_sandhog = $12
sfx_dirt_chrg_s = $13
sfx_digger = $14
sfx_silencer = $15
sfx_next_player = $16
sfx_purchase = $17
sfx_keyclick = $18
sfx_shoot = $19
sfx_seppuku = $1a
sfx_liquid_dirt = $1b
sfx_set_power_1 = $00 ;A
sfx_set_power_2 = $01 ;b
sfx_lightning = $02 ;c
sfx_dunno = $03 ;d
sfx_nuke = $04 ;e
sfx_baby_missile= $05 ;f
sfx_death_begin = $06 ;g
sfx_plasma_1_2 = $07 ;h
sfx_plasma_2_2 = $08 ;i
sfx_napalm = $09 ;j
sfx_dirt_charge = $0a ;k
sfx_missile_hit = $0b ;l
sfx_funky_hit = $0c ;m
sfx_shield_on = $0d ;n
sfx_shield_off = $0e ;o
sfx_parachute = $0f ;p
sfx_smoke_cloud = $10 ;q
sfx_riot_blast = $11 ;r
sfx_sandhog = $12 ;s
sfx_dirt_chrg_s = $13 ;t
sfx_digger = $14 ;u
sfx_silencer = $15 ;v
sfx_next_player = $16 ;w
sfx_purchase = $17 ;x
sfx_keyclick = $18 ;y
sfx_shoot = $19 ;z
sfx_seppuku = $1a ;1
sfx_liquid_dirt = $1b ;2
Executable → Regular
+7 -7
View File
@@ -40,8 +40,8 @@ NameDL
.byte $42
.word NameScreen
.byte $30
.byte $02,$30,$2
.byte $10,2,2,2,$30,2,2
.byte $02,$30+$80,$02
.byte $10,$02,$02,$02,$30,$02,$02
.byte $41
.word NameDL
; -------------------------------------------------
@@ -142,7 +142,7 @@ WeaponsDescription
EmptyLine
dta d" "
LastLine
:40 dta $ff
:40 dta $00
; -------------------------------------------------
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
NameScreen
@@ -154,7 +154,7 @@ NameAdr
dta d" "
NamesOfLevels
dta d" HUMAN Moron Shooter "
dta d" Poolshark Toosser Chooser "
dta d" Poolshark Tosser Chooser "
dta d" Spoiler Cyborg Unknown "
dta d" "
dta d"Tab"*
@@ -166,10 +166,10 @@ NamesOfLevels
textbuffer
; 0123456789012345678901234567890123456789
dta d"Player: "
dta d"Energy: 99 Angle: <99> Force: 9999 "
dta d" Round: 99 Wind: <99> "
dta d"Energy: Angle: Force: "
dta d" Round: Wind: "
textbuffer2
dta d"Player: ******** Cash: 99990 "
dta d"Player: Cash: "
dta d"----------------------------------------"
Executable → Regular
+276 -266
View File
@@ -4,7 +4,7 @@
;--------------------------------------------------
draw .proc ;;fuxxing good draw :)
.proc draw ;;fuxxing good draw :)
;--------------------------------------------------
;creditz to Dr Jankowski / MIM U.W.
; (xi,yi)-----(xk,yk)
@@ -43,9 +43,9 @@ draw .proc ;;fuxxing good draw :)
;cpw ybyte #screenheight
;bcc DrawOnTheScreen
lda ydraw+1
bne DrawOutOfTheScreen
bmi DrawOutOfTheScreen
lda ybyte+1
beq DrawOnTheScreen
bpl DrawOnTheScreen
DrawOutOfTheScreen
;jsr DrawJumpPad
rts
@@ -214,9 +214,62 @@ LineGoesLeft
; line goes left - we are reversing X
sbw xtempDRAW temp xdraw ; XI
PutPixelinDraw
jsr DrawJumpPad
; end of the special PLOT for DRAW
; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
bit drawFunction
bpl @+
inw LineLength
bne ContinueDraw ; ==jmp
@
bvc @+
DrawCheck
lda tracerflag
ora SmokeTracerFlag
yestrace
beq notrace
jsr plot
notrace
;aftertrace
;key
lda HitFlag
bne StopHitChecking
CheckCollisionDraw
; checking collision!
lda ydraw+1
bmi StopHitChecking
jsr CheckCollisionWithTank
lda HitFlag
bne StopHitChecking
clc
lda xdraw
adc #<mountaintable
sta temp
lda xdraw+1
adc #>mountaintable
sta temp+1
ldy #0
lda ydraw
cmp (temp),y
bcc StopHitChecking
mwa xdraw XHit
lda (temp),y
sec
sbc #1
sta YHit
sty YHit+1
;mwa ydraw YHit
mva #1 HitFlag
StopHitChecking
jmp ContinueDraw
@
jsr plot
ContinueDraw
; XI=XI+1
; UNTIL XI=XK
inw XI
@@ -225,59 +278,12 @@ PutPixelinDraw
EndOfDraw
mwa xtempDRAW xdraw
mva ytempDRAW ydraw
mwa ytempDRAW ydraw
rts
.endp
;-------------JumpPad-------------
DrawJumpPad
jmp (DrawJumpAddr)
Drawplot
jmp plot
DrawLen
inw LineLength
rts
;-------------JumpPad-------------
DrawCheck .proc
lda tracerflag
ora SmokeTracerFlag
yestrace
beq notrace
jsr plot
notrace
;aftertrace
lda HitFlag
bne StopHitChecking
CheckCollisionDraw
; checking collision!
lda ydraw+1
bne StopHitChecking
jsr CheckCollisionWithTank
lda HitFlag
bne StopHitChecking
mwa xdraw temp
adw temp #mountaintable
ldy #0
lda ydraw
cmp (temp),y
bcc StopHitChecking
mva #1 HitFlag
mwa xdraw XHit
mwa ydraw YHit
StopHitChecking
rts
.endp
;--------------------------------------------------
circle .proc ;fxxxing good circle drawing :)
.proc circle ;fxxxing good circle drawing :)
;--------------------------------------------------
;Turbo Basic source
; R=30
@@ -298,7 +304,7 @@ circle .proc ;fxxxing good circle drawing :)
; splot8
mwa xdraw xcircle
mva ydraw ycircle
mwa ydraw ycircle
mwa #0 xc
mva radius yc
@@ -354,7 +360,7 @@ endcircleloop
jsr splot8
mwa xcircle xdraw
mva ycircle ydraw
mwa ycircle ydraw
rts
.endp
;----
@@ -381,12 +387,19 @@ splot8 .proc
adc YC
sta ydraw
sta tempcir
lda ycircle+1
adc #$00
sta ydraw+1
sta tempcir+1
jsr plot
sec
lda ycircle
sbc YC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
jsr plot
sec
@@ -400,6 +413,8 @@ splot8 .proc
lda tempcir
sta ydraw
lda tempcir+1
sta ydraw+1
jsr plot
;---
clc
@@ -414,12 +429,19 @@ splot8 .proc
adc xC
sta ydraw
sta tempcir
lda ycircle+1
adc #$00
sta ydraw+1
sta tempcir+1
jsr plot
sec
lda ycircle
sbc xC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
jsr plot
sec
@@ -433,6 +455,8 @@ splot8 .proc
lda tempcir
sta ydraw
lda tempcir+1
sta ydraw+1
jsr plot
RTS
@@ -441,8 +465,9 @@ splot8 .proc
;--------------------------------------------------
clearscreen .proc
;--------------------------------------------------
lda #0
tax
lda #$ff
ldx #0
@
:31 sta display+($100*#),x
sta display+$1e50,x ; this is so no space outside of the screen is cleared
@@ -559,11 +584,10 @@ UnequalTanks
bpl CheckNextTank
rts
.endp
;-------------------------------------------------
drawtanks
;-------------------------------------------------
;-------------------------------------------------
.proc drawtanks
;-------------------------------------------------
lda tanknr
pha
ldx #$00
@@ -580,9 +604,10 @@ DrawNextTank
sta tankNr
rts
.endp
;---------
drawtanknr
ldx tanknr
.proc DrawTankNr
ldx tankNr
; let's check the energy
lda eXistenZ,x
bne SkipRemovigPM ; if energy=0 then no tank
@@ -629,7 +654,7 @@ DrawTankNrX
rorw xbyte ; divide by 2 (carry does not matter)
lda xbyte
clc
adc #$24 ; P/M to graphics offser
adc #$24 ; P/M to graphics offset
cpx #$4 ; 5th tank are joined missiles and offset is defferent
bne NoMissile
clc
@@ -669,25 +694,50 @@ ZeroesToGo
NoPlayerMissile
DoNotDrawTankNr
rts
.endp
; -------------------------------------
.proc FlashTank
; -------------------------------------
; number of blinking tank in TankNr
mva #18 fs ; temp, how many times flash the tank
tankflash_loop
lda CONSOL ; turbo mode
cmp #6 ; START
sne:mva #1 fs ; finish it
mva #1 Erase
ldx TankNr
jsr DrawTankNr.SkipRemovigPM ; it's necessary becouse DrawTankNr skips tanks with no energy !
PAUSE 2
mva #0 Erase
ldx TankNr
jsr DrawTankNr.SkipRemovigPM
PAUSE 2
dec fs
jne tankflash_loop
rts
.endp
;--------------------------------------------------
drawmountains .proc
.proc drawmountains
;--------------------------------------------------
mwa #0 xdraw
mwa #mountaintable modify
mva #1 color
drawmountainsloop
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
jsr DrawLine
NoMountain
inw modify
inw xdraw
cpw xdraw #screenwidth
bne drawmountainsloop
rts
;--------------------------------------------------
drawmountainspixel
@@ -700,6 +750,7 @@ drawmountainspixelloop
ldy #0
lda (modify),y
sta ydraw
sty ydraw+1
jsr plot
inw modify
inw xdraw
@@ -709,7 +760,7 @@ drawmountainspixelloop
rts
.endp
;--------------------------------------------------
SoilDown2 .proc
.proc SoilDown2
;--------------------------------------------------
; how it is supposed to work:
@@ -746,7 +797,7 @@ SoilDown2 .proc
adw RangeLeft #mountaintable2 tempor2
NextColumn1
mva #0 ydraw
mwa #0 ydraw
NextPoint1
jsr point
beq StillNothing
@@ -837,8 +888,9 @@ ColumnIsReady
mva #sfx_silencer sfx_effect
rts
.endp
;--------------------------------------------------
calculatemountains .proc
.proc calculatemountains
;--------------------------------------------------
mwa #0 xdraw
@@ -940,15 +992,15 @@ EndDrawing
.endp
; ****************************************************
;--------------------------------------------------
calculatemountains0 .proc
; Only for testing - makes ground flat (one pixel)
.proc calculatemountains0
; Only for testing - makes ground flat (0 pixels)
; and places tanks on it
; remember to remove in final compilation :)
;--------------------------------------------------
mwa #0 xdraw
nextPointDrawing
adw xdraw #mountaintable modify
lda #screenheight-1
lda #screenheight
ldy #0
sta (modify),y
inw xdraw
@@ -957,15 +1009,16 @@ nextPointDrawing
ldx NumberOfPlayers
dex
SetYofNextTank
lda #screenheight-2
lda #screenheight-1
sta ytankstable,x
dex
bpl SetYofNextTank
rts
.endp
; ****************************************************
; -----------------------------------------
unPlot .proc
.proc unPlot
; plots a point and saves the plotted byte, reverts the previous plot.
; -----------------------------------------
ldx #0 ; only one pixel
@@ -1021,7 +1074,7 @@ MakeUnPlot
lda color
beq ClearUnPlot
bne ClearUnPlot
;plotting here
lda (xbyte),y
@@ -1033,7 +1086,7 @@ ClearUnPlot
lda (xbyte),y
sta OldOraTemp
and bittable2,x
; sta (xbyte),y
sta (xbyte),y
ContinueUnPlot
ldx WhichUnPlot
lda OldOraTemp
@@ -1068,8 +1121,9 @@ SkipThisPlot
EndOfUnPlot
rts
.endp
; -----------------------------------------
plot .proc ;plot (xdraw, ydraw, color)
.proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel
; color == 0 --> erase pixel
; this is one of the most important routines in the whole
@@ -1102,11 +1156,7 @@ MakePlot
lsr
lsr
tay ;save
;---
;---
ldx ydraw
lda linetableL,x
sta xbyte
@@ -1115,7 +1165,7 @@ MakePlot
ldx ybit
lda color
beq ClearPlot
bne ClearPlot
lda (xbyte),y
ora bittable,x
@@ -1128,17 +1178,16 @@ ClearPlot
sta (xbyte),y
rts
.endp
; -----------------------------------------
point .proc
.proc point
; -----------------------------------------
; checks state of the pixel (coordinates in xdraw and ydraw)
; result is in A (zero or appropriate bit is set)
; let's calculate coordinates from xdraw and ydraw
mwa xdraw xbyte
lda xbyte
and #$7
sta ybit
@@ -1150,9 +1199,7 @@ point .proc
lsr
lsr
tay ;save
;---
;---
ldx ydraw
lda linetableL,x
sta xbyte
@@ -1163,37 +1210,36 @@ point .proc
lda (xbyte),y
and bittable,x
eor bittable,x
rts
.endp
;--------------------------------------------------
DrawLine .proc
.proc DrawLine
;--------------------------------------------------
mva #0 ydraw+1
lda #screenheight
sec
sbc ydraw
sta tempbyte01
jsr plot
jsr plot.MakePlot
;rts
jmp IntoDraw ; jumps inside Draw routine
; because one pixel is already plotted
; because one pixel is already plotted
loopdraw
lda (xbyte),y
ora bittable,x
sta (xbyte),y
IntoDraw adw xbyte #screenBytes
dec tempbyte01
bne loopdraw
@
lda (xbyte),y
and bittable2,x
sta (xbyte),y
IntoDraw
adw xbyte #screenBytes
dec tempbyte01
bne @-
rts
.endp
;
; ------------------------------------------
TypeChar .proc
.proc TypeChar
; puts char on the graphics screen
; in: CharCode
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
@@ -1214,8 +1260,9 @@ TypeChar .proc
ldy #7
CopyChar
lda (fontind),y
eor #$ff
sta char1,y
lda #$00
lda #$ff
sta char2,y
dey
bpl CopyChar
@@ -1224,8 +1271,9 @@ CopyChar
ldy #7
CopyMask
lda (fontind),y
eor #$ff
sta mask1,y
lda #$ff
lda #$00
sta mask2,y
dey
bpl CopyMask
@@ -1240,7 +1288,6 @@ CopyMask
lsrw xbyte ; div 8
rorw xbyte
rorw xbyte
;---
ldy xbyte
@@ -1257,53 +1304,22 @@ CopyMask
ldx ybit
beq MaskOK00
MakeMask00
sec
ror mask1
ror mask2
sec
ror mask1+1
ror mask2+1
sec
ror mask1+2
ror mask2+2
sec
ror mask1+3
ror mask2+3
sec
ror mask1+4
ror mask2+4
sec
ror mask1+5
ror mask2+5
sec
ror mask1+6
ror mask2+6
sec
ror mask1+7
ror mask2+7
lsr char1
ror char2
ror char1+1
ror char2+1
ror char1+2
ror char2+2
ror char1+3
ror char2+3
ror char1+4
ror char2+4
ror char1+5
ror char2+5
ror char1+6
ror char2+6
ror char1+7
ror char2+7
.rept 8
lsr mask1+#
ror mask2+#
.endr
sec
.rept 8
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
ror char2+#
.endr
dex
bne MakeMask00
MaskOK00
; here x=0
lda Erase
beq CharLoopi ; it works, because x=0
lda #0
lda #$ff
ldx #7
EmptyChar
sta char1,x
@@ -1313,145 +1329,139 @@ EmptyChar
ldx #0
CharLoopi
lda (xbyte),y
and mask1,x
ora char1,x
ora mask1,x
and char1,x
sta (xbyte),y
iny
lda (xbyte),y
and mask2,x
ora char2,x
ora mask2,x
and char2,x
sta (xbyte),y
dey
adw xbyte #screenBytes
inx
cpx #8
bne CharLoopi
EndPutChar
rts
.endp
; ------------------------------------------
PutChar4x4 .proc ;puts 4x4 pixels char on the graphics screen
; in: xdraw, ydraw (upper left corner of the char)
.proc PutChar4x4
; puts 4x4 pixels char on the graphics screen
; in: xdraw, ydraw (LOWER left corner of the char)
; in: CharCode4x4 (.sbyte)
; in: plot4x4color (0/1)
; all pixels are being drawn
; (empty and not empty)
;--------------------------------------------------
lda plot4x4color
sta color
; calculating address of the first byte
mva #4 LoopCounter4x4
; cpw ydraw #(screenheight-4)
; jcs TypeChar.EndPutChar ;nearest RTS
; cpw xdraw #(screenwidth-4)
; jcs TypeChar.EndPutChar ;nearest RTS
; checks ommited.
lda plot4x4color
beq FontColor0
lda #$ff ; better option to check (plot4x4color = $00 or $ff)
sta plot4x4color
FontColor0
; char to the table
lda CharCode4x4
and #1
beq Upper4bits
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
Upper4bits
sta nibbler4x4
lda CharCode4x4
ror
; in carry there is which nibble of the byte is to be taken
clc
adc #(3*32)
sta y4x4
nextline4x4
mva #4 Xcounter4x4
ldy y4x4
lda font4x4,y ;there was a problem with OMC here, but it works now
lsr
sta fontind
lda #$00
sta fontind+1
adw fontind #font4x4
ldx nibbler4x4
beq uppernibble
; and 4 bytes to the table
ldy #0
ldx #3
CopyChar
lda (fontind),y ; Y must be 0 !!!!
bit nibbler4x4
bpl GetUpper4bits
:4 rol
GetUpper4bits
ora #$0f
sta char1,x
lda #$ff
sta char2,x
; and 4 bytes as a mask
lda #$f0
sta mask1,x
lda #$00
sta mask2,x
adw fontind #32 ; next byte of 4x4 font
dex
bpl CopyChar
asl
asl
asl
asl
uppernibble
rol
sta StoreA4x4
bcs EmptyPixel ; the font I drawn is in inverse ...
;lda plot4x4color ;these lines are not necessary
;sta color ;if a plots are one color only
jsr plot
;jmp Loop4x4Continued
EmptyPixel
;lda #1 ;reverse color (color==1-color)
;sec
;sbc plot4x4color
;sta color
;jsr plot
;this is turned off for speed
;anyway we assume the text is being drawn
;over an empty space
Loop4x4Continued
inw xdraw
lda StoreA4x4
dec Xcounter4x4
ldx Xcounter4x4
bne uppernibble
; here we have on screen one line of the char
inw ydraw
sbw xdraw #4
sbw y4x4 #32
dec:lda LoopCounter4x4
bne nextline4x4
; calculating coordinates from xdraw and ydraw
mwa xdraw xbyte
rts
.endp
; ------------------------------------------
PutChar4x4FULL .proc;
;this routine works just like PutChar4x4,
;but this time all pixels are being drawn
;(empty and not empty)
;--------------------------------------------------
lda xbyte
and #$7
sta ybit
; calculating address of the first byte
mva #4 LoopCounter4x4
lda CharCode4x4
and #1
sta nibbler4x4
lda CharCode4x4
ror
; in carry there is which nibble of the byte is to be taken clc
clc
adc #(3*32)
sta y4x4
nextline4x4FULL
mva #4 Xcounter4x4
ldy y4x4
lda font4x4,y
ldx nibbler4x4
beq uppernibbleFULL
asl
asl
asl
asl
uppernibbleFULL
rol
sta StoreA4x4
bcs EmptyPixelFULL
lda plot4x4color ;these lines are not necessary
sta color ;if a plots are one color only
jsr plot
jmp Loop4x4ContinuedFULL
EmptyPixelFULL
lda #1 ;reverse color (color==1-color)
lsrw xbyte ; div 8
rorw xbyte
rorw xbyte
;---
ldy xbyte
lda ydraw ; y = y - 3 because left lower.
sec
sbc plot4x4color
sta color
jsr plot
;this is turned on now
;of course it is slower
Loop4x4ContinuedFULL
inw xdraw
lda StoreA4x4
dec Xcounter4x4
ldx Xcounter4x4
bne uppernibbleFULL
; here we have on screen one line of the char
inw ydraw
sbw xdraw #4
sbw y4x4 #32 ; why? possibly because of width of the 4x4 font
dec:lda LoopCounter4x4
bne nextline4x4FULL
sbc #3
tax
lda linetableL,x
sta xbyte
lda linetableH,x
sta xbyte+1
; mask preparation and character shifting
ldx ybit
beq MaskOK01
MakeMask01
.rept 4
lsr mask1+#
ror mask2+#
.endr
sec
.rept 4
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
ror char2+#
.endr
dex
bne MakeMask01
MaskOK01
ldx #0
CharLoopi4x4
lda (xbyte),y
ora mask1,x
bit plot4x4color
bpl PutInColor0_1 ; only mask - no char
and char1,x
PutInColor0_1
sta (xbyte),y
iny
lda (xbyte),y
ora mask2,x
bit plot4x4color
bpl PutInColor0_2 ; only mask - no char
and char2,x
PutInColor0_2
sta (xbyte),y
dey
adw xbyte #screenBytes
inx
cpx #4
bne CharLoopi4x4
EndPut4x4
rts
.endp
+1
View File
@@ -147,6 +147,7 @@ NMIST = $D40F ; rejestr statusu przerwa NMI
;-------------------------------------
;additional system variables
;-------------------------------------
ATRACT = $004D
COLPM0S = $02C0 ;- - shadow register COLPM0
COLPM1S = $02C1 ;- - shadow register COLPM1
COLPM2S = $02C2 ;- - shadow register COLPM2
+4
View File
@@ -76,6 +76,9 @@
.MACRO WAIT
; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
lda CONSOL
cmp #6 ; START KEY
beq ?nowait
LDA VCOUNT
ldy vcount
?WA cpy VCOUNT
@@ -83,6 +86,7 @@
?wframe
cmp vcount
bne ?wframe
?nowait
.ENDM
;-------------------------------------
.macro negw
+268 -220
View File
@@ -3,7 +3,7 @@
;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000,2001,2002,2003,2009,2012,2013
;Miami 2022
;Miami&Warsaw 2022
;you can contact us at pecus@poczta.fm or pirx@5oft.pl
;home page of this project is https://github.com/pkali/scorch_src
@@ -36,7 +36,7 @@
;we decided it must go in 'English' to let other people work on it
.macro build
dta d"139" ; number of this build (3 bytes)
dta d"143" ; number of this build (3 bytes)
.endm
icl 'definitions.asm'
@@ -98,6 +98,7 @@
icl 'lib/atari.hea'
icl 'lib/macro.hea'
;splash screen and musix
icl 'artwork/HIMARS14.asm'
;Game loading address
ORG $3000
@@ -116,54 +117,39 @@ START
; Startup sequence
jsr Initialize
VMAIN VBLinterrupt,6 ; jsr SetVBL
mwa #OptionsDL dlptrs
lda dmactls
and #$fc
ora #$02 ; normal screen width
sta dmactls
jsr Options ;startup screen
lda escFlag
bne START
;entering names of players
mwa #NameDL dlptrs
lda dmactls
and #$fc
ora #$01 ; narrow screen (32 chars)
sta dmactls
mva #0 TankNr
@ jsr EnterPlayerName
inc TankNr
lda TankNr
cmp NumberOfPlayers
bne @-
mwa #dl dlptrs
lda dmactls
and #$fc
ora #$02 ; normal screen width
sta dmactls
jsr EnterPlayerNames
lda escFlag
bne START
jsr RandomizeSequence
; for the round #1 shooting sequence is random
MainGameLoop
VDLI DLIinterrupt ; jsr SetDLI
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
jsr CallPurchaseForEveryTank
mwa #dl dlptrs
; issue #72 (glitches when switches)
mva #0 dmactl
lda dmactls
and #$fc
ora #$02 ; 2=normal, 3 = wide screen width
;ora #$02 ; 2=normal, 3 = wide screen width, 0 = no screen
sta dmactls
jsr GetRandomWind
jsr Round
jsr RoundInit
jsr MainRoundLoop
lda escFlag
bne START
mva #0 TankNr ;
jsr SortSequence
@@ -180,15 +166,7 @@ MainGameLoop
; Results are number of other deaths
; before the player dies itself
; add gains and substract losses
; gain is what player gets for lost energy of opponents
; energy lost by opponents is added during Round and
; little below in source, multiplied by 2 to get "dollars".
; By analogy, loss is energy that given player losses during
; each Round.
; Important! If player has 10 energy and gets a central hit
; from nuke that would take 90 energy points, his loss
; is 90, not 10
jsr DisplayResults
;check demo mode
@@ -209,6 +187,16 @@ noKey
ldx NumberOfPlayers
dex
CalculateGains
; add gains and substract losses
; gain is what player gets for lost energy of opponents
; energy lost by opponents is added during Round and
; little below in source, multiplied by 2 to get "dollars".
; By analogy, loss is energy that given player losses during
; each Round.
; Important! If player has 10 energy and gets a central hit
; from nuke that would take 90 energy points, his loss
; is 90, not 10
; add gain * 2
asl gainL,x
rol gainH,x
@@ -249,13 +237,14 @@ skipzeroing
lda GameIsOver
jne START
inc CurrentRoundNr
mva #0 dmactl ; issue #72
mva #sfx_silencer sfx_effect
jmp MainGameLoop
;--------------------------------------------------
Round .proc ;
.proc RoundInit
;--------------------------------------------------
; at the beginning of each Round we set energy
; of all players to 99
@@ -264,71 +253,76 @@ Round .proc ;
; the shooting angle is randomized
; of course gains an looses are zeroed
jsr StatusDisplay
lda #0
tax
@
sta previousAngle,x
inx
cpx #(singleRoundVarsEnd-PreviousAngle)
@ sta singleRoundVars,x
inx
cpx #(singleRoundVarsEnd-singleRoundVars)
bne @-
ldx #5
ldx #(MaxPlayers-1)
SettingEnergies
lda #$00
sta gainL,x
sta gainH,x
sta looseL,x
sta looseH,x
lda #99
sta Energy,x
sta eXistenZ,x
sta LASTeXistenZ,x
; anything in eXistenZ table means that this tank exist
; in the given round
lda #232
sta MaxEnergyTableL,x
lda #3
sta MaxEnergyTableH,x
lda #94
sta EnergyTableL,x
lda #1
sta EnergyTableH,x
;lda #(255-45)
;it does not look good when all tanks have
;barrels pointing the same direction
;so it would be nice to have more or less random
;angles
jsr RandomizeAngle
sta AngleTable,x
dex
lda #$00
sta gainL,x
sta gainH,x
sta looseL,x
sta looseH,x
lda #99
sta Energy,x
sta eXistenZ,x
sta LASTeXistenZ,x
; anything in eXistenZ table means that this tank exist
; in the given round
lda #<1000
sta MaxForceTableL,x
lda #>1000
sta MaxForceTableH,x
lda #<350
sta ForceTableL,x
lda #>350
sta ForceTableH,x
;lda #(255-45)
;it does not look good when all tanks have
;barrels pointing the same direction
;so it would be nice to have more or less random
;angles
jsr RandomizeAngle
sta AngleTable,x
dex
bpl SettingEnergies
mva #0 CurrentResult
;generating the new landscape
jsr PMoutofScreen ;let P/M disappear
jsr clearscreen ;let the screen be clean
jsr placetanks ;let the tanks be evenly placed
jsr calculatemountains ;let mountains be nice for the eye
; jsr calculatemountains0 ;only fort tests - makes mountains flat and one pixel height
jsr calculatemountains ;let mountains be easy for the eye
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
mwa #dl dlptrs ; issue #72 (glitches when switches)
lda dmactls
and #$fc
ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls
jsr drawmountains ;draw them
jsr drawtanks ;finally draw tanks
.endp ; not really end of the procedure, but just for now. TODO: revisit.
;--------------------round screen is ready---------
mva #0 TankSequencePointer
;--------------------round screen is ready---------
rts
.endp
MainRoundLoop
;--------------------------------------------------
.proc MainRoundLoop
; here we must check if by a chance there is only one
; tank with energy greater than 0 left
ldy #0 ; in Y - number of tanks with energy greater than zero
sty ATRACT ; reset atract mode
ldx NumberOfPlayers
dex
CheckingIfRoundIsFinished
@@ -350,8 +344,7 @@ WhichTankWonLoop
bne ThisOneWon
dex
bpl WhichTankWonLoop
;error here!!!
;stop
;error was here!!!
; somehow I believed program will be never here
; but it was a bad assumption
; god knows when there is such a situation
@@ -361,7 +354,6 @@ WhichTankWonLoop
; second tank explodes and kills the first one.
; and code lands here...
; looks like no one won!
rts
ThisOneWon
@@ -383,7 +375,6 @@ DoNotFinishTheRound
jsr DisplaySeppuku
jmp Seppuku
;ldx TankNr
@
ldx TankSequencePointer
lda TankSequence,x
@@ -395,18 +386,26 @@ DoNotFinishTheRound
mva #1 color ;to display flying point
lda TankColoursTable,x
lda TankStatusColoursTable,x
sta colpf2s ; set color of status line
lda SkillTable,x
beq ManualShooting
RoboTanks
RoboTanks
; robotanks shoot here
jsr ArtificialIntelligence
jsr MoveBarrelToNewPosition
jsr StatusDisplay ;all digital values like force, angle, wind, etc.
jsr DisplayStatus ;all digital values like force, angle, wind, etc.
jsr PutTankNameOnScreen
lda kbcode
cmp #28 ; ESC
bne @+
jsr AreYouSure
lda escFlag
seq:rts
@
; let's move the tank's barrel so it points the right
; direction
jmp AfterManualShooting
@@ -415,12 +414,14 @@ ManualShooting
jsr WaitForKeyRelease
jsr BeforeFire
lda escFlag
seq:rts
AfterManualShooting
inc noDeathCounter
jsr DecreaseWeaponBeforeShoot
jsr StatusDisplay
jsr DisplayStatus
ldx TankNr
dec Energy,x ; lower energy to eventually let tanks commit suicide
@@ -444,6 +445,7 @@ continueMainRoundLoopAfterSeppuku
AfterExplode
; TODO: IS IT OK??? possibly a fix here needed for #56
ldy WeaponDepleted
bne @+
ldx TankNr
@@ -481,23 +483,19 @@ missed
jsr DisplayOffensiveTextNr
NextPlayerShoots
mva #1 Erase
jsr drawtanks
;before it shoots, the eXistenZ table must be updated
;accordingly to actual energy (was forgotten, sorry to ourselves)
;before it shoots, the eXistenZ table must be
;updated accordingly to actual energy (was forgotten, sorry to ourselves)
ldx #5
ldx #(MaxPlayers-1)
SeteXistenZ
lda Energy,x
sta eXistenZ,x
sta L1
;DATA L1,L2
;RESULT WH*256+L1
;Multiplication 8bit*8bit,
;result 16bit
;this algiorithm is a little longer than in Ruszczyc 6502 book
;this algiorithm is a little longer than one in Ruszczyc 6502 book
;but it is faster
LDy #8
@@ -508,32 +506,22 @@ LP0
ROR L1
BCC B0
CLC
ADC #10 ; multiplication by 10
ADC #10 ; (L2) multiplication by 10
B0 DEY
BNE LP0
ror
ROR L1
STA MaxEnergyTableH,x
STA MaxForceTableH,x
lda L1
sta MaxEnergyTableL,x
sta MaxForceTableL,x
dex
bpl SeteXistenZ
;was setup of maximum energy for players
mva #0 Erase
jsr drawtanks
;inc TankNr
;lda TankNr
inc:lda TankSequencePointer
cmp NumberOfPlayers
bne PlayersAgain
;mva 0 TankNr
mva #0 TankSequencePointer
PlayersAgain .proc
PlayersAgain
; In LASTeXistenZ there are values of eXistenZ before shoot
; from the next tank.
@@ -563,21 +551,16 @@ NoPlayerNoDeath
dex
bpl CheckingPlayersDeath
; if processor is here it means there are no more explosions
inc:lda TankSequencePointer
cmp NumberOfPlayers
sne:mva #0 TankSequencePointer
jmp MainRoundLoop
.endp
.endp
;---------------------------------
.proc Seppuku
lda #0
sta FallDown1
sta FallDown2
lda #1
jsr ExplosionDirect
jmp continueMainRoundLoopAfterSeppuku
.endp
;---------------------------------
PlayerXdeath .proc
.proc PlayerXdeath
; this tank should not explode anymore:
; there is 0 in A, and Tank Number in X, so...
@@ -600,27 +583,27 @@ PlayerXdeath .proc
adc ResultsTable,x
sta ResultsTable,x
inc CurrentResult
.endp
mva #sfx_death_begin sfx_effect
;RandomizeDeffensiveText
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
sta TextNumberOff
ldy TankTempY
mva #1 plot4x4color
jsr DisplayOffensiveTextNr
; tank flash
ldy TankTempY
mva TankNr temp2 ; not elegant, and probably unnecessary
sty TankNr
jsr FlashTank ; blinking and pausing (like PAUSE 72 - 18x(2+2) )
mva temp2 TankNr
PAUSE 75
;Deffensive text cleanup
;here we clear Deffensive text (after a shoot)
ldy TankTempY
mva #0 plot4x4color
jsr DisplayOffensiveTextNr
; calculate position of the explosion (the post-death one)
ldx TankTempY
clc
@@ -635,7 +618,7 @@ PlayerXdeath .proc
sbc #4
sta ydraw
lda #0
sta ydraw+1 ; there is 0 left in A, so... TODO: bad code above. revisit when transitioning ydraw to byte
sta ydraw+1 ; there is 0 left in A, so... TODO: bad code above. revisit
;cleanup of the soil fall down ranges (left and right)
sta RangeRight
@@ -644,33 +627,28 @@ PlayerXdeath .proc
sta FallDown2
mwa #screenwidth RangeLeft
; We are randomizing the weapon now.
; jumping into the middle of the explosion
; routine
MetodOfDeath
lda random
and #%00011111 ; range 0-31
cmp #20 ; we have 20 weapons in table (from 0 to 19)
cmp #(weaponsOfDeathEnd-weaponsOfDeath) ; we have 20 weapons in table (from 0 to 19)
bcs MetodOfDeath
tay
lda weaponsOfDeath,y
jsr ExplosionDirect
mva #$15 sfx_effect
mva #sfx_silencer sfx_effect
; jump to after explosion routines (soil fallout, etc.)
; After going through these routines we are back
; to checking if a tank exploded and maybe we have
; a deadly shot here again.
jmp AfterExplode
jmp MainRoundLoop.AfterExplode
.endp
;--------------------------------------------------
DecreaseEnergyX .proc
.proc DecreaseEnergyX
;Decreases energy of player nr X
;increases his financial loss
;increases gain of tank TankNr
@@ -709,20 +687,52 @@ NotNegativeEnergy
rts
.endp
;---------------------------------
.proc Seppuku
lda #0
sta FallDown1
sta FallDown2
sta ydraw+1
; get position of the tank
ldx TankNr
lda xtankstableL,x
sta xdraw
lda xtankstableH,x
sta xdraw+1
lda yTanksTable,x
sta ydraw
lda #1 ; Missile
jsr ExplosionDirect
jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
.endp
;--------------------------------------------------
GetRandomWind .proc
;in: MaxWind (byte)
;out: Wind (word)
;uses: _
;--------------------------------------------------
lda random
cmp MaxWind
bcs GetRandomWind ; if more than MaxWind then randomize again
sta Wind
mva #$00 Wind+1
; multiply Wind by 16 and take it as a decimal part (0.Wind)
sta Wind+2
sta Wind+3
; multiply Wind by 16
; two bytes of Wind are treated as a decimal part of vx variable
:4 aslw Wind
; decide the direction
lda random
and #$01
sta WindOrientation
rts
beq @+
sec ; Wind = -Wind
.rept 4
lda #$00
sbc Wind+#
sta Wind+#
.endr
@ rts
.endp
;--------------------------------------------------
@@ -740,34 +750,28 @@ PMoutofScreen .proc
;--------------------------------------------------
ldx #$3f
lda #$0
loop05
sta TanksWeapon1,x
sta TanksWeapon2,x
sta TanksWeapon3,x
sta TanksWeapon4,x
sta TanksWeapon5,x
sta TanksWeapon6,x
dex
bne @+
lda #99
bne loop05
@ bpl loop05
@
sta TanksWeapon1,x
sta TanksWeapon2,x
sta TanksWeapon3,x
sta TanksWeapon4,x
sta TanksWeapon5,x
sta TanksWeapon6,x
dex
sne:lda #99
bpl @-
rts
.endp
;--------------------------------------------------
Initialize .proc
.proc Initialize
;Initialization sequence
;uses: temp, ...
;--------------------------------------------------
deletePtr = temp
lda #0
sta Erase
sta tracerflag
sta GameIsOver
; clean variables
lda #0
tay
mwa #variablesStart deletePtr
@ tya
@@ -784,8 +788,8 @@ deletePtr = temp
jsr WeaponCleanup
mva #$2 colpf2s
mva #12 colpf3s
mva #TextBackgroundColor colpf2s
mva #TextForegroundColor colpf3s
mva #>WeaponFont chbas
;parameter for old plot (unPlot) max 5 points
@@ -797,6 +801,7 @@ SetunPlots
sta oldplotH,x
lda #0
sta oldply,x
lda #$ff
sta oldora,x
dex
bpl SetunPlots
@@ -818,21 +823,21 @@ SetunPlots
lda #$10 ; P/M priorities (bit 4 joins missiles)
sta gtictls
jsr PMoutofScreen
lda #$50 ; temporary colours of sprites under tanks
sta $2c0
lda #$30
sta $2c1
lda #$70
sta $2c2
lda #$90
sta $2c3
LDA #$B0
STA COLPF3S
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 #5
ldx #(maxPlayers-1)
lda #1 ; tank is visible
MakeTanksVisible
sta eXistenZ,x
@@ -862,24 +867,38 @@ ClearResults
lda #0 ;starting song line 0-255 to A reg
jsr RASTERMUSICTRACKER ;Init
;
VMAIN VBLinterrupt,6 ;jsr SetVBL
rts
.endp
DLIinterrupt .proc
DLIinterruptGraph .proc
pha
phy
ldy dliCounter
lda dliColors,y
;lda #$02 ; color of playground
sta WSYNC
sta COLPF2
lda dliColorsBack,y
ldy dliColorsFore
nop
nop
nop
sta COLPF1
sty COLPF2
inc dliCounter
ply
pla
rti
.endp
DLIinterruptText .proc
pha
sta WSYNC
mva #TextBackgroundColor colpf2
mva #TextForegroundColor colpf3
pla
DLIinterruptNone
rti
.endp
VBLinterrupt .proc
pha
phx
@@ -906,7 +925,19 @@ lab2
jmp SYSVBV
.endp
;----------------------------------------------
RandomizeSequence .proc
.proc RandomizeSequence0
ldx #0
@ txa
sta TankSequence,x
inx
cpx #MaxPlayers
bne @-
rts
.endp
.proc RandomizeSequence
; in: NumberOfPlayers
; out: TankSequence
; how: get random number lower than NumberOfPlayers
@@ -979,7 +1010,7 @@ RandomizeAngle .proc ;
.endp
;----------------------------------------------
RandomizeForce .proc
; routine returns in EnergyTable/L/H
; routine returns in ForceTable/L/H
; valid force of shooting for TankNr
; in X must be TankNr
; low and high randomize boundary passed as word value
@@ -987,40 +1018,45 @@ RandomizeForce .proc
; RandBoundaryHigh
;----------------------------------------------
lda MaxEnergyTableL,x
sta temp
lda MaxEnergyTableH,x
sta temp+1
GetRandomAgain
lda RANDOM
; gets values in range(256,765)
sta temp2
lda RANDOM ; :)
lda RANDOM
and #%00000011 ;(0..1023)
sta temp2+1
cpw RandBoundaryLow temp2
bcs GetRandomAgain
bcs RandomizeForce
cpw RandBoundaryHigh temp2
bcc GetRandomAgain
bcc RandomizeForce
cpw temp temp2
bcs EnergyInRange
mwa temp temp2
EnergyInRange
lda temp2
sta EnergyTableL,x
sta ForceTableL,x
lda temp2+1
sta EnergyTableH,x
sta ForceTableH,x
;---------
LimitForce
; in X must be TankNr
; cuts force to MaxForceTable
lda MaxForceTableH,x
cmp ForceTableH,x
bne @+
lda MaxForceTableL,x
cmp ForceTableL,x
@ bcs @+
lda MaxForceTableL,x
sta ForceTableL,x
lda MaxForceTableH,x
sta ForceTableH,x
@
rts
.endp
;----------------------------------------------
MoveBarrelToNewPosition .proc
.proc MoveBarrelToNewPosition
jsr DrawTankNr
ldx TankNr
lda AngleTable,x
@@ -1038,14 +1074,14 @@ rotateRight;older is lower
bne MoveBarrelToNewPosition
mva #$30 CharCode ; if angle goes through 0 we clear the barrel
jsr drawtankNrX
jsr DrawTankNr.drawtankNrX
jmp MoveBarrelToNewPosition
rotateLeft
dec angleTable,x
bpl MoveBarrelToNewPosition
mva #$2e CharCode
jsr drawtankNrX
jsr DrawTankNr.drawtankNrX
jmp MoveBarrelToNewPosition
@@ -1055,7 +1091,7 @@ BarrelPositionIsFine
.endp
;----------------------------------------------
SortSequence .proc ;
.proc SortSequence ;
;----------------------------------------------
; here we try to get a sequence of tanks for two
; purposes:
@@ -1143,18 +1179,24 @@ nextishigher
.endp
;--------------------------------------------------
getkey .proc; waits for pressing a key and returns pressed value in A
.proc GetKey ; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set to 1
;--------------------------------------------------
jsr WaitForKeyRelease
@
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
mva #sfx_keyclick sfx_effect
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
rts
cmp #28 ; ESC
bne getkeyend
mvx #1 escFlag
bne getkeyend
checkJoyGetKey
;------------JOY-------------
;happy happy joy joy
@@ -1165,13 +1207,19 @@ checkJoyGetKey
beq notpressedJoyGetKey
tay
lda joyToKeyTable,y
rts
bne getkeyend
notpressedJoyGetKey
;fire
lda TRIG0
lda TRIG0S
bne @-
lda #$0c ;Return key
getkeyend
mvx #sfx_keyclick sfx_effect
rts
.endp
;--------------------------------------------------
getkeynowait .proc;
@@ -1188,7 +1236,7 @@ WaitForKeyRelease .proc
and #$0f
cmp #$0f
bne WaitForKeyRelease
lda TRIG0
lda TRIG0S
beq WaitForKeyRelease
lda SKSTAT
cmp #$ff
BIN
View File
Binary file not shown.
Executable → Regular
+206 -116
View File
@@ -16,13 +16,24 @@ Options .proc
; - money each player has on the beginning of the game (moneyL i moneyH)
; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight
mwa #OptionsDL dlptrs
lda dmactls
and #$fc
ora #$02 ; normal screen width
sta dmactls
VDLI DLIinterruptText.DLIinterruptNone ; jsr SetDLI for text screen without DLIs
mva #0 OptionsY
OptionsMainLoop
jsr OptionsInversion
jsr getkey
cmp #$f ;cursor down
ldx escFlag
seq:rts
cmp #$f ;cursor down
bne OptionsNoDown
inc:lda OptionsY
cmp #maxoptions
@@ -190,6 +201,7 @@ OptionsYLoop
;-------------------------------------------
; call of the purchase screens for each tank
.proc CallPurchaseForEveryTank
jsr PMoutofScreen
mwa #PurchaseDL dlptrs
lda dmactls
and #$fc
@@ -197,21 +209,22 @@ OptionsYLoop
sta dmactls
mva #0 TankNr
loop03
ldx TankNr
lda SkillTable,x
beq ManualPurchase
jsr PurchaseAI
jmp AfterManualPurchase
@
ldx TankNr
lda SkillTable,x
beq ManualPurchase
jsr PurchaseAI
jmp AfterManualPurchase
ManualPurchase
jsr Purchase
jsr Purchase
ldx escFlag
seq:rts
AfterManualPurchase
inc TankNr
lda TankNr
cmp NumberOfPlayers
bne loop03
inc:lda TankNr
cmp NumberOfPlayers
bne @-
rts
.endp
@@ -223,12 +236,10 @@ AfterManualPurchase
; Rest of the data is taken from appropriate tables
; and during the purchase these tables are modified.
mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
jsr PMoutofScreen
ldx tankNr
lda TankColoursTable,x
lda TankStatusColoursTable,x
sta colpf2s
; we are clearing list of the weapons
@@ -238,12 +249,9 @@ AfterManualPurchase
; there is a tank (player) number in tanknr
; we are displaying name of the player
tay ; from 0 to y
tay ; 0 to y
lda tanknr
asl
asl
asl ; 8 chars per name
:3 asl ; 8 chars per name
tax
NextChar03
lda tanksnames,x
@@ -550,19 +558,22 @@ ChoosingItemForPurchase
;--------------------------------------------------
jsr PutLitteChar ; Places pointer at the right position
jsr getkey
ldx escFlag
seq:rts
cmp #$2c ; Tab
jeq ListChange
cmp #$0c ; Return
beq EndOfPurchase
sne:rts
cmp #$e
beq PurchaseKeyUp
cmp #$f
beq PurchaseKeyDown
cmp #$21 ; Space
jeq PurchaseWeaponNow
cmp #$07 ; cursor right
jeq PurchaseWeaponNow
bne ChoosingItemForPurchase
jmp PurchaseWeaponNow
EndOfPurchase
rts
PurchaseKeyUp
lda WhichList
beq GoUp1
@@ -816,6 +827,29 @@ NoArrowDown
rts
.endp
; -----------------------------------------------------
.proc EnterPlayerNames
;entering names of players
mwa #NameDL dlptrs
lda dmactls
and #$fc
ora #$01 ; narrow screen (32 chars)
sta dmactls
VDLI DLIinterruptText ; jsr SetDLI for text (names) screen
mva #0 TankNr
@ tax
lda TankStatusColoursTable,x
sta colpf2s ; set color of player name line
jsr EnterPlayerName
lda escFlag
seq:rts
inc TankNr
lda TankNr
cmp NumberOfPlayers
bne @-
rts
.endp
; -----------------------------------------------------
.proc EnterPlayerName
; in: TankNr
; Out: TanksNames, SkillTable
@@ -867,6 +901,9 @@ endOfTankName
CheckKeys
jsr getkey
ldx escFlag
seq:rts
; is the char to be recorded?
ldx #keycodesEnd-keycodes ;table was 38 chars long
IsLetter
@@ -1309,11 +1346,9 @@ DOTNcharloop
ldy #0
sty LineCharNr
TypeLine4x4Loop
ldy LineCharNr
mwa LineAddress4x4 temp
lda (temp),y
cmp #$ff
@@ -1322,7 +1357,8 @@ TypeLine4x4Loop
sta CharCode4x4
mwa LineXdraw Xdraw
mva LineYdraw Ydraw
jsr PutChar4x4FULL ;type empty pixels as well!
mva #1 plot4x4color
jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4
inc LineCharNr
jmp TypeLine4x4Loop
@@ -1332,6 +1368,63 @@ EndOfTypeLine4x4
.endp
;--------------------------------
.proc AreYouSure
;using 4x4 font
;save vars (messed in TypeLine4x4)
mwa Xdraw xk
mva Ydraw yc
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;seppuku
mwa #areYouSureText LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom
jsr GetKey
cmp #$2b ; "Y"
bne @+
mva #1 escFlag
bne skip01
@ mva #0 escFlag
jsr WaitForKeyRelease
skip01
;clean
mva #3 dx
mva #4 ResultY
@
mva #1 plot4x4color
mwa #lineClear LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
dec dx
bne @-
quit_areyousure
;restore vars
mva yc Ydraw
mwa xk Xdraw
rts
.endp
;--------------------------------
.proc DisplaySeppuku
;using 4x4 font
@@ -1340,18 +1433,17 @@ EndOfTypeLine4x4
mwa Xdraw xk
mva Ydraw yc
mva #15 fs ; temp, how many times blink the billboard
@
lda fs
and #$01
sta plot4x4color
mva #20 fs ; temp, how many times blink the billboard
seppuku_loop
lda CONSOL ; turbo mode
cmp #6 ; START
sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mwa #LineTop LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
jsr TL4x4_top
adb ResultY #4 ;next line
;seppuku
@@ -1362,28 +1454,27 @@ EndOfTypeLine4x4
adb ResultY #4 ;next line
;bottom frame
mwa #LineBottom LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
dec fs
bne @-
jsr TL4x4_bottom ; just go
;clean seppuku
mva #3 fs
mva #3 dx
mva #4 ResultY
@
mva #1 plot4x4color
mwa #lineClear LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
dec fs
bne @-
dec dx
bne @-
dec fs
jne seppuku_loop
quit_seppuku
;restore vars
mva yc Ydraw
mwa xk Xdraw
@@ -1393,18 +1484,17 @@ EndOfTypeLine4x4
.proc DisplayResults ;
;displays results of the round
;using 4x4 font
mva #sfx_smoke_cloud sfx_effect
mva #1 plot4x4color
;centering the result screen
mwa #((ScreenWidth/2)-(8*4)) ResultX
mva #((ScreenHeight/2)-(8*4)) ResultY
;upper frame
mwa #LineTop LineAddress4x4
mwa ResultX LineXdraw
mva ResultY LineYdraw
mva #1 plot4x4color
jsr TypeLine4x4
jsr TL4x4_top
adb ResultY #4 ;next line
@@ -1419,17 +1509,15 @@ EndOfTypeLine4x4
jsr displaybyte ;decimal (byte), displayposition (word)
mwa #LineHeader1 LineAddress4x4
mwa ResultX LineXdraw
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw
mva #1 plot4x4color
jsr TypeLine4x4
beq @+ ;unconditional jump, because TypeLine4x4 ends with beq
GameOver4x4
mwa #LineGameOver LineAddress4x4
mwa ResultX LineXdraw
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw
mva #1 plot4x4color
jsr TypeLine4x4
mva #1 GameIsOver
@@ -1437,30 +1525,23 @@ GameOver4x4
adb ResultY #4 ;next line
;Empty line
mwa #LineEmpty LineAddress4x4
mwa ResultX LineXdraw
mva ResultY LineYdraw
mva #1 plot4x4color
jsr TypeLine4x4
jsr TL4x4_empty
adb ResultY #2 ;next line
;Header2
mwa #LineHeader2 LineAddress4x4
mwa ResultX LineXdraw
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw
mva #1 plot4x4color
jsr TypeLine4x4
adb ResultY #4 ;next line
;Empty line
mwa #LineEmpty LineAddress4x4
mwa ResultX LineXdraw
mva ResultY LineYdraw
mva #1 plot4x4color
jsr TypeLine4x4
jsr TL4x4_empty
sbb ResultY #2 ;next line (was empty)
@@ -1525,24 +1606,17 @@ TankNameCopyLoop
;result line display
mwa #ResultLineBuffer LineAddress4x4
mwa ResultX LineXdraw
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw
mva #1 plot4x4color
jsr TypeLine4x4
adb ResultY #4 ;next line
;Empty line
mwa #LineEmpty LineAddress4x4
mwa ResultX LineXdraw
mva ResultY LineYdraw
mva #1 plot4x4color
jsr TypeLine4x4
jsr TL4x4_empty
dec ResultOfTankNr
bmi FinishResultDisplay
sbb ResultY #2 ;distance between lines is smaller
@@ -1550,25 +1624,35 @@ TankNameCopyLoop
jmp ResultOfTheNextPlayer
FinishResultDisplay
mva ResultY LineYdraw
;jmp TL4x4_bottom ; just go
.endp
.proc TL4x4_bottom
;bottom of the frame
mwa #LineBottom LineAddress4x4
mwa ResultX LineXdraw
mva ResultY LineYdraw
mva #1 plot4x4color
jsr TypeLine4x4
rts
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
jmp TypeLine4x4 ; jsr:rts
.endp
.proc TL4x4_top
;bottom of the frame
mwa #LineTop LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
jmp TypeLine4x4 ; jsr:rts
.endp
.proc TL4x4_empty
;empty frame
mwa #LineEmpty LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
jmp TypeLine4x4 ; jsr:rts
.endp
;-------------------------------------------------
.proc StatusDisplay
.proc DisplayStatus
;-------------------------------------------------
;lda noDeathCounter
;sta decimal
;mwa #textbuffer+80+37 displayposition
;jsr displaybyte
;---------------------
;displaying symbol of the weapon
;---------------------
@@ -1581,15 +1665,6 @@ FinishResultDisplay
lda WeaponSymbols,y
sta TextBuffer+18
;---------------------
;displaying the energy of a tank
;---------------------
lda Energy,x
sta decimal
mwa #textbuffer+48 displayposition
jsr displaybyte
;---------------------
;displaying quantity of the given weapon
;---------------------
@@ -1608,28 +1683,39 @@ FinishResultDisplay
sta temp ;get back number of the weapon
mva #0 temp+1
; times 16 (because this is length of weapon name)
ldy #3 ; rotate 4 times
RotateDISP02
aslw temp
dey
bpl RotateDISP02
ldy #3 ; shift left 4 times
@
aslw temp
dey
bpl @-
adw temp #NamesOfWeapons
ldy #6 ; from 6th character
ldy #15
loop06
lda (temp),y
sta textbuffer+23,y
dey
bpl loop06
@
lda (temp),y
sta textbuffer+23,y
dey
bpl @-
;---------------------
;displaying the energy of a tank
;---------------------
lda Energy,x
sta decimal
mwa #textbuffer+48 displayposition
jsr displaybyte
;=========================
;display Force
;=========================
ldx TankNr
lda EnergyTableL,x
lda ForceTableL,x
sta decimal
lda EnergyTableH,x
lda ForceTableH,x
sta decimal+1
mwa #textbuffer+40+34 displayposition
jsr displaydec
@@ -1670,35 +1756,39 @@ AngleDisplay
mwa #textbuffer+40+21 displayposition
jsr displaybyte
;=========================
;display Wind
;=========================
lda WindOrientation
bne DisplayLeftWind
mwa Wind temp
lda Wind+3 ; highest byte of 4 byte wind
bmi DisplayLeftWind
lda #$7f ; (tab) char
sta textbuffer+80+28
lda #0 ;space
sta textbuffer+80+25
beq DisplayWindValue
DisplayLeftWind
sec ; Wind = -Wind
lda #$00
sbc temp
sta temp
lda #$00
sbc temp+1
sta temp+1
lda #$7e ;(del) char
sta textbuffer+80+25
lda #0 ;space
sta textbuffer+80+28
DisplayWindValue
mwa Wind temp
lsrw temp ;divide by 16 to have
lsrw temp ;a nice view on a screen
lsrw temp
lsrw temp
:4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp
sta decimal
mwa #textbuffer+80+26 displayposition
jsr displaybyte
;=========================
;display round number
;=========================
lda CurrentRoundNr
sta decimal
mwa #textbuffer+80+14 displayposition
Executable → Regular
+65 -58
View File
@@ -8,31 +8,29 @@
; compilation to e.g. cartridge
; zero page variables are declared in program.s65 module
;=====================================================
;--------------------------------------------------
;Variables
;--------------
TanksNames ; DO NOT ZERO - ticket #24
:6 dta d" "
;----------------------------
;----------------------------------------------------
;Options DO NOT ZERO - ticket #27
OptionsTable .by 0,0,2,2,0,1,4
OptionsTable .by 0,0,2,2,0,1,3
RoundsInTheGame .by 10 ;how many rounds in the current game
seppukuVal .by 75
;--------------------------------------------------
;----------------------------------------------------
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
.DS [MaxPlayers]
;-----------------------------------
;----------------------------------------------------
; 4x4 text buffer
ResultLineBuffer
dta d" "
.byte $ff
dta d" ", $ff
LineHeader1
dta d"# ROUND: "
RoundNrDisplay
dta d" #"
.byte $ff
dta d" #", $ff
;=====================================================
variablesStart ; zeroing starts here
;=====================================================
drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
;--------------
sfx_effect .ds 1
;--------------
@@ -43,29 +41,29 @@ flyDelay .ds 1
;--------------
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
GameIsOver .DS 1 ; 1 - it was the last round in the game
;-----------------------------------
GameIsOver .DS 1 ; 1 means it was the last round in the game
;----------------------------------------------------
moneyH ;we place zero at the end of prices and money
;and have range from 0 to 99990 (not too much)
;money players have (maybe one more byte is needed?)
.DS [MaxPlayers]
moneyL
.DS [MaxPlayers]
;-----------------------------------
;----------------------------------------------------
gainH ;how much money player gets after the round
;it is gathered during the round basing on energy
;opponents loose after player's shoots
.DS [MaxPlayers]
gainL
.DS [MaxPlayers]
;-----------------------------------
;----------------------------------------------------
looseH ;how much player looses after the round
;calculated from REAL energy loss
;(not only to zero energy)
.DS [MaxPlayers]
looseL
.DS [MaxPlayers]
;-----------------------------------
;----------------------------------------------------
Energy
.DS [MaxPlayers]
EnergyDecrease .DS 1
@@ -78,66 +76,65 @@ ResultsTable ;the results in the gameeeeee
.DS [MaxPlayers]
TempResults
.DS [MaxPlayers]
CurrentResult
.DS 1
;-----------------------------------
EnergyTableL ;shooting Force of the tank during the round
;----------------------------------------------------
ForceTableL ;shooting Force of the tank during the round
.DS [MaxPlayers]
EnergyTableH
ForceTableH
.DS [MaxPlayers] ;maxplayers=6
MaxEnergyTableL ;Energy of the tank during the round
MaxForceTableL ;Energy of the tank during the round
;(limes superior force of the Shoot)
.DS [MaxPlayers] ;1000 is the default
MaxEnergyTableH
MaxForceTableH
.DS [MaxPlayers]
;-----------------------------------
;----------------------------------------------------
AngleTable ;Angle of the barrel of each tank during the round
.DS [MaxPlayers]
NewAngle .DS 1
;-----------------------------------
;----------------------------------------------------
ActiveWeapon ;number of the selected weapon
.DS [MaxPlayers]
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
;-----------------------------------
;----------------------------------------------------
;format of the 3-byte static point number used in the game
; 20203.5 => 128 : <20203 : >20203
;-----------------------------------
;----------------------------------------------------
L1 .DS 1 ; variable used in multiplications (by 10:)
gravity .DS 1 ;only the decimal part (1/10 = 25)
;-----------------------------------
;----------------------------------------------------
Wind .ds 2 ;walue displayed on the screen
;multiplied by 16 (decimal part only)
;-----------------------------------
Wind .ds 4 ;format: 0000.hhll
;walue displayed on the screen is
;decimal portion divided by 16 (>>4)
;----------------------------------------------------
MaxWind .ds 1 ;
WindOrientation .DS 1 ;(0-right,1-left)
;-----------------------------------
;----------------------------------------------------
Counter .DS 1 ;temporary Counter for outside loops
HitFlag .DS 1 ;1 when missile hit anything
;-----------------------------------
;----------------------------------------------------
xtankstableL ;X positions of tanks (lower left point)
.DS [MaxPlayers]
xtankstableH
.DS [MaxPlayers]
ytankstable ;Y positions of tanks (lower left point)
.DS [MaxPlayers]
LowResDistances ; coarse stank positions divided by 4 (to be in just one byte)
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS [MaxPlayers]
;-----------------------------------
;----------------------------------------------------
Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
; on the graphics screen. if 0 character is printed normally
;-----------------------------------
;----------------------------------------------------
RangeLeft .DS 2 ;range of the soil to be fallen down
RangeRight .DS 2 ;it is being set by all Explosions
;-----------------------------------
;----------------------------------------------------
WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
WeaponRangeRight .DS 2
;--------------------------------------------------
;----------------------------------------------------
;xroller
HowMuchToFall .ds 1
HeightRol .DS 1
@@ -152,13 +149,12 @@ digtabyL .DS [8]
digtabyH .DS [8]
; liquiddirt
TempXfill .ds 2
FillCounter .ds 1
FillCounter .ds 2
;sandhog
sandhogflag .DS 1 ; (0 digger, 8 sandhog)
;ofdirt
magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
;draw
DrawJumpAddr .DS 2
HowToDraw .DS 1
; bits here mean
; 0 - negative X (go up)
@@ -171,14 +167,14 @@ LineLength .DS 2
;circle
radius .DS 1
xcircle .DS 2
ycircle .DS 1
ycircle .DS 2
tempcir .DS 2
;TankFalls
IfFallDown .DS 1
PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
Parachute .DS 1 ; are you insured with parachute?
; -------------------------------------------------
;----------------------------------------------------
;Flight
;variables for 5 missiles (used for mirv)
xtraj00 .DS [5] ; 3 bytes of xtraj times 5. Lowest byte
@@ -191,7 +187,9 @@ vx03 .DS [5]
MirvDown .DS [5] ; is given missile down?
MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
SmokeTracerFlag .DS 1 ; if Smoketracer
; -------------------------------------------------
XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen , %0100000 - under the screen)
;----------------------------------------------------
;CheckCollisionWithTank
vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
vy .ds 4 ;0,0,0,0
@@ -203,12 +201,11 @@ Angle .DS 1
Force .ds 3 ; 0,0,0
Multiplier .ds 3 ; 0,0,0
Multiplee .ds 2 ; 0,0
Result .ds 3 ; 0,0,0
goleft .DS 1 ;if 1 then flights left
;--------------------------------------------------
;----------------------------------------------------
;SoilDown2
IsEndOfTheFallFlag .DS 1
; -------------------------------------------------
;----------------------------------------------------
;unPlot
WhichUnPlot .DS 1
; max 5 concurrent unPlots
@@ -222,7 +219,7 @@ xtrajfb .DS 2
ytrajfb .DS 2
;
tracerflag .DS 1
; -------------------------------------------------
;----------------------------------------------------
;TypeChar
mask1 .DS [8]
mask2 .DS [8]
@@ -240,7 +237,7 @@ UpNdown .DS 1
temptankX .DS 2
temptankNr .DS 1
; -------------------------------------------------
;----------------------------------------------------
;Variables from textproc.s65
; tables with numbers of weapons on the right lists
; to be honest - I do not know at the moment what the above
@@ -250,7 +247,7 @@ NubersOfWeaponsL1
.ds 8*5 ; :(8*5) .by $ff
NubersOfWeaponsL2
.ds 8*2 ; :(8*2) .by $ff
; -------------------------------------------------
;----------------------------------------------------
; variables storing amount of weapons on the first and second
; list and pointer position
@@ -273,14 +270,14 @@ WhichList ; list currently on the screen
OffsetDL1 ; offset of the list screen (how many lines)....
.DS 1
; -------------------------------------------------
;----------------------------------------------------
;mark the level
PositionInName ; cursor position in name of the player when name input
.DS 1
DifficultyLevel ; Difficulty Level (human/cpu)
.DS 1
;-------------------------------------------------
;----------------------------------------------------
;displaydecimal
decimal .DS 2
decimalresult .DS 4
@@ -295,7 +292,7 @@ FallDown2 .DS 1
LeapFrogAngle .DS 1
;laser
LaserCoordinate .DS 8 ; 2,2,2,2
; -------------------------------------------------
;----------------------------------------------------
; Here go tables with weapons possesed by a given tank
; Index in the table means weapon type
; number entered means ammo for given weapon possessed (max 99)
@@ -322,7 +319,7 @@ mountaintable2 ;table of mountains (size=screenwidth)
.DS [screenwidth]
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
MountaintableEnd ;good for table clearing
;----------------------------------------------
;----------------------------------------------------
TextPositionX .DS 2
TextPositionY .DS 1
TextAddress .DS 2
@@ -331,7 +328,16 @@ TextNumberOff .DS 1
;--------------
TankTempY
.DS 1
;----------------------------------------------------
;-------------- single round variables --------------
;----------------------------------------------------
singleRoundVars
;--------------
escFlag .ds 1
;--------------
CurrentResult
.DS 1
;--------------
previousAngle
.DS [MaxPlayers]
previousEnergyL
@@ -349,9 +355,9 @@ RandBoundaryHigh
AngleTablePointer
.DS 1
singleRoundVarsEnd
;----------------------------------------------
;----------------------------------------------------
; 4x4 texts
;----------------------------------------------
;----------------------------------------------------
LineAddress4x4
.DS 2
LineCharNr
@@ -369,8 +375,9 @@ ResultY
ResultOfTankNr
.DS 1
;----------------------------
;----------------------------------------------------
;PutChar4x4
;----------------------------------------------------
LoopCounter4x4 .DS 1
y4x4 .DS 1
StoreA4x4 .DS 1
@@ -382,6 +389,6 @@ plot4x4color .DS 1 ;1-white, 0-background
variablesEnd
;----------------------------
;----------------------------------------------------
.endif
Executable → Regular
+291 -338
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