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Author SHA1 Message Date
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
25 changed files with 794 additions and 830 deletions
+2
View File
@@ -0,0 +1,2 @@
*.bak
Executable → Regular
View File
Executable → Regular
+47 -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 Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
Contributors: Contributors:
Kaz - splash screen, ideas - Kaz - splash screen, ideas
Adam - font, ideas - Miker (@mikerro) - game sfx, ideas, QA
Emkay - splash screen music - Adam (@6502adam) - font, ideas, QA
Miker - game sfx, ideas - Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
Bocianu - important ideas, FujiNet implementation - 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 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). 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 - display.asm - display lists and text screen definitions
- ai.asm - artificial stupidity of computer opponents - ai.asm - artificial stupidity of computer opponents
- weapons.asm - general arsenal of tankies - 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. We were trying to use macros, pseudo-ops and simple graphics primitives as much 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 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. 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. 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 +47,42 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
## Changes: ## Changes:
###### Build 138 ###### 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 2022-05-09
The post midnight release with great, heavy new features: 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! - 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/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 - (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now
@@ -91,7 +124,7 @@ Other small fixes:
2022-04-10 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/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/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/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/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 - https://github.com/pkali/scorch_src/issues/5 - funkybomb smoke stays on the edges of the screen
@@ -102,7 +135,7 @@ 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/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 :) - 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! - 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/27 Remember game settings between games.
- enhancement: https://github.com/pkali/scorch_src/issues/24 Remember player names between games. Thanks @bocianu - 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 ; ArtificialIntelligence .proc ;
; A - skill of the TankNr ; A - skill of the TankNr
; returns shoot energy and angle in ; returns shoot energy and angle in
; EnergyTable/L/H and AngleTable ; ForceTable/L/H and AngleTable
;---------------------------------------------- ;----------------------------------------------
asl asl
tax tax
@@ -77,24 +77,22 @@ Shooter .proc
lda PreviousAngle,x lda PreviousAngle,x
clc clc
adc #5 adc #5
bmi leftQuadrant bmi @+
cmp #90 cmp #90
bcc continue bcc @+
lda #(-90) lda #(-90)
bne continue @
leftQuadrant
continue
sta NewAngle sta NewAngle
sec
lda PreviousEnergyL,x lda PreviousEnergyL,x
sta EnergyTableL,x sbc #5
lda PreviousEnergyH,x sta ForceTableL,x
sta EnergyTableH,x lda PreviousEnergyH,x
sbc #0
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 xTanksTableL,x lda xTanksTableL,x
@@ -108,7 +106,6 @@ firstShoot
and #$1F and #$1F
clc clc
adc #5 adc #5
;lda #45
sta NewAngle sta NewAngle
jmp forceNow jmp forceNow
@@ -123,15 +120,17 @@ tankIsOnTheRight
forceNow forceNow
mwa #100 RandBoundaryLow mwa #100 RandBoundaryLow
mwa #800 RandBoundaryHigh mwa #800 RandBoundaryHigh
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
lda NewAngle lda NewAngle
sta PreviousAngle,x sta PreviousAngle,x
lda EnergyTableL,x lda ForceTableL,x
sta PreviousEnergyL,x sta PreviousEnergyL,x
lda EnergyTableH,x lda ForceTableH,x
sta PreviousEnergyH,x sta PreviousEnergyH,x
; choose the best weapon ; choose the best weapon
@@ -214,6 +213,7 @@ skipThisPlayer
forceNow forceNow
mwa #300 RandBoundaryLow mwa #300 RandBoundaryLow
mwa #700 RandBoundaryHigh mwa #700 RandBoundaryHigh
ldx TankNr
jsr RandomizeForce jsr RandomizeForce
endo endo
+28 -3
View File
@@ -45,11 +45,16 @@ regX .ds 1
regY .ds 1 regY .ds 1
; --- MAIN PROGRAM ; --- MAIN PROGRAM
org $2000 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 $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) dta $41,a(ant)
verline
:37 dta d" "
build
scr ins "HIMARS14.scr" scr ins "HIMARS14.scr"
.ds 2*40 .ds 2*40
@@ -202,6 +207,19 @@ main
lda:cmp:req $14 ;wait 1 frame 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 sei ;stop IRQ interrupts
mva #$00 nmien ;stop NMI interrupts mva #$00 nmien ;stop NMI interrupts
sta dmactl sta dmactl
@@ -249,6 +267,11 @@ stop
@ sta POKEY,x @ sta POKEY,x
dex dex
bpl @- bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
rts ;return to ... DOS rts ;return to ... DOS
; --- DLI PROGRAM ; --- DLI PROGRAM
@@ -339,8 +362,10 @@ dli7
dli11 dli11
sta regA sta regA
lda #$01 lda #>$a000 ; system font
sta wsync ;line=232 sta wsync ;line=232
sta chbase
lda #$01
sta gtictl sta gtictl
lda regA lda regA
Executable → Regular
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Executable → Regular
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Executable → Regular
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Before

Width:  |  Height:  |  Size: 190 B

After

Width:  |  Height:  |  Size: 190 B

+20
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@@ -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
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Executable → Regular
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Executable → Regular
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Executable → Regular
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+35 -118
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@@ -5,13 +5,20 @@
;=================================================================================== ;===================================================================================
;==========================CONSTANT TABLES, do not erase!=========================== ;==========================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) CashOptionL ;(one zero less than on the screen)
.by 0,<200,<500,<800,<1000 .by 0,<200,<500,<800,<1000
CashOptionH CashOptionH
.by 0,>200,>500,>800,>1000 .by 0,>200,>500,>800,>1000
GravityTable .by 10,20,25,30,40 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 RoundsTable .by 10,20,30,40,50
flyDelayTable .by 255,150,75,35,1 flyDelayTable .by 255,150,75,35,1
seppukuTable .by 255, 45,25,15,9 seppukuTable .by 255, 45,25,15,9
@@ -189,99 +196,6 @@ sintable
.by 255 .by 255
.by 255 ;anti self destruction byte .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 linetableL
:screenheight+1 .by <(display+screenBytes*#) :screenheight+1 .by <(display+screenBytes*#)
linetableH linetableH
@@ -569,6 +483,7 @@ WhereToSlideTable
.BY %000 ; 11111111 .BY %000 ; 11111111
EndOfTheBarrelX 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 4,4,4,4,4,4,4,4,4,4,4
.by 5,5,5,5,5,5,5,5,5,5 .by 5,5,5,5,5,5,5,5,5,5
.by 6,6,6,6,6,6,6,6,6 .by 6,6,6,6,6,6,6,6,6
@@ -578,15 +493,16 @@ 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
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7 .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 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0 .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 0,0,0,0,0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0
@@ -597,6 +513,7 @@ EndOfTheBarrelX
.by 3,3,3,3,3,3,3,3,3,3,3 .by 3,3,3,3,3,3,3,3,3,3,3
EndOfTheBarrelY 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 7,7,7,7,7,7,7,7,7,7,7
.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 .by 7,7,7,7,7,7,7,7,7
@@ -606,15 +523,16 @@ EndOfTheBarrelY
.by 4,4,4,4,4,4,4,4,4,4,4,4,4 .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 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 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 .by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0 .by 0,0,0,0 ; not used
; left angles from 90 (horizontally to the left) to 1 (vertically up)
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3 .by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
.by 4,4,4,4,4,4,4,4,4,4,4,4,4 .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 5,5,5,5,5,5,5,5,5,5
@@ -698,7 +616,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Auto_Defense___ .by >price_Auto_Defense___
.by >price_Fuel_Tank______ .by >price_Fuel_Tank______
.by >price_Contact_Trigger .by >price_Contact_Trigger
.by >price______________63 .by >price_White_Flag_____
WeaponPriceL WeaponPriceL
.by <price_Baby_Missile___ .by <price_Baby_Missile___
@@ -764,7 +682,7 @@ WeaponPriceL
.by <price_Auto_Defense___ .by <price_Auto_Defense___
.by <price_Fuel_Tank______ .by <price_Fuel_Tank______
.by <price_Contact_Trigger .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 ; how many units (bulletd) of a given weapon we get for a given price
@@ -836,7 +754,7 @@ WeaponUnits
.by 1 ;Auto_Defense___ .by 1 ;Auto_Defense___
.by 10 ;Fuel_Tank______ .by 10 ;Fuel_Tank______
.by 25 ;Contact_Trigger .by 25 ;Contact_Trigger
.by 0 ;_____________63 .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
@@ -968,9 +886,10 @@ NamesOfWeapons ;the comment is an index in the tables
dta d"Auto Defense " ; 60 dta d"Auto Defense " ; 60
dta d"Fuel Tank " ; 61 dta d"Fuel Tank " ; 61
dta d"Contact Trigger " ; 62 dta d"Contact Trigger " ; 62
dta d"----------------" ; 63 dta d"White Flag " ; 63
weaponsOfDeath 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 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
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff .by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
@@ -989,7 +908,5 @@ scrcodes
dta d"qrstuvwx" dta d"qrstuvwx"
dta d"yz123456" dta d"yz123456"
dta d"7890." ; "-" dta d"7890." ; "-"
dliColors
:10 .by $02,$00
.endif .endif
+29 -29
View File
@@ -74,35 +74,35 @@ price_Super_Mag______ = $ffff ;_59
price_Auto_Defense___ = $ffff ;_60 price_Auto_Defense___ = $ffff ;_60
price_Fuel_Tank______ = $ffff ;_61 price_Fuel_Tank______ = $ffff ;_61
price_Contact_Trigger = $ffff ;_62 price_Contact_Trigger = $ffff ;_62
price______________63 = $ffff price_White_Flag_____ = $0 ;_63
;-------------------------------- ;--------------------------------
; names of RMT instruments (sfx) ; names of RMT instruments (sfx)
;-------------------------------- ;--------------------------------
sfx_set_power_1 = $00 sfx_set_power_1 = $00 ;A
sfx_set_power_2 = $01 sfx_set_power_2 = $01 ;b
sfx_lightning = $02 sfx_lightning = $02 ;c
sfx_dunno = $03 sfx_dunno = $03 ;d
sfx_nuke = $04 sfx_nuke = $04 ;e
sfx_baby_missile= $05 sfx_baby_missile= $05 ;f
sfx_death_begin = $06 sfx_death_begin = $06 ;g
sfx_plasma_1_2 = $07 sfx_plasma_1_2 = $07 ;h
sfx_plasma_2_2 = $08 sfx_plasma_2_2 = $08 ;i
sfx_napalm = $09 sfx_napalm = $09 ;j
sfx_dirt_charge = $0a sfx_dirt_charge = $0a ;k
sfx_missile_hit = $0b sfx_missile_hit = $0b ;l
sfx_funky_hit = $0c sfx_funky_hit = $0c ;m
sfx_shield_on = $0d sfx_shield_on = $0d ;n
sfx_shield_off = $0e sfx_shield_off = $0e ;o
sfx_parachute = $0f sfx_parachute = $0f ;p
sfx_smoke_cloud = $10 sfx_smoke_cloud = $10 ;q
sfx_riot_blast = $11 sfx_riot_blast = $11 ;r
sfx_sandhog = $12 sfx_sandhog = $12 ;s
sfx_dirt_chrg_s = $13 sfx_dirt_chrg_s = $13 ;t
sfx_digger = $14 sfx_digger = $14 ;u
sfx_silencer = $15 sfx_silencer = $15 ;v
sfx_next_player = $16 sfx_next_player = $16 ;w
sfx_purchase = $17 sfx_purchase = $17 ;x
sfx_keyclick = $18 sfx_keyclick = $18 ;y
sfx_shoot = $19 sfx_shoot = $19 ;z
sfx_seppuku = $1a sfx_seppuku = $1a ;1
sfx_liquid_dirt = $1b sfx_liquid_dirt = $1b ;2
Executable → Regular
+7 -7
View File
@@ -40,8 +40,8 @@ NameDL
.byte $42 .byte $42
.word NameScreen .word NameScreen
.byte $30 .byte $30
.byte $02,$30,$2 .byte $02,$30+$80,$02
.byte $10,2,2,2,$30,2,2 .byte $10,$02,$02,$02,$30,$02,$02
.byte $41 .byte $41
.word NameDL .word NameDL
; ------------------------------------------------- ; -------------------------------------------------
@@ -142,7 +142,7 @@ WeaponsDescription
EmptyLine EmptyLine
dta d" " dta d" "
LastLine LastLine
:40 dta $ff :40 dta $00
; ------------------------------------------------- ; -------------------------------------------------
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!! .ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
NameScreen NameScreen
@@ -154,7 +154,7 @@ NameAdr
dta d" " dta d" "
NamesOfLevels NamesOfLevels
dta d" HUMAN Moron Shooter " dta d" HUMAN Moron Shooter "
dta d" Poolshark Toosser Chooser " dta d" Poolshark Tosser Chooser "
dta d" Spoiler Cyborg Unknown " dta d" Spoiler Cyborg Unknown "
dta d" " dta d" "
dta d"Tab"* dta d"Tab"*
@@ -166,10 +166,10 @@ NamesOfLevels
textbuffer textbuffer
; 0123456789012345678901234567890123456789 ; 0123456789012345678901234567890123456789
dta d"Player: " dta d"Player: "
dta d"Energy: 99 Angle: <99> Force: 9999 " dta d"Energy: Angle: Force: "
dta d" Round: 99 Wind: <99> " dta d" Round: Wind: "
textbuffer2 textbuffer2
dta d"Player: ******** Cash: 99990 " dta d"Player: Cash: "
dta d"----------------------------------------" dta d"----------------------------------------"
Executable → Regular
+205 -243
View File
@@ -214,37 +214,20 @@ LineGoesLeft
; line goes left - we are reversing X ; line goes left - we are reversing X
sbw xtempDRAW temp xdraw ; XI sbw xtempDRAW temp xdraw ; XI
PutPixelinDraw PutPixelinDraw
jsr DrawJumpPad
; end of the special PLOT for DRAW
; XI=XI+1
; UNTIL XI=XK
inw XI
cpw XI XK
jne DrawLoop
EndOfDraw
mwa xtempDRAW xdraw
mva ytempDRAW ydraw
rts
.endp
;-------------JumpPad-------------
DrawJumpPad
jmp (DrawJumpAddr)
Drawplot
jmp plot
DrawLen
inw LineLength
rts
;-------------JumpPad-------------
DrawCheck .proc ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
lda tracerflag bit drawFunction
ora SmokeTracerFlag bpl @+
inw LineLength
bne ContinueDraw ; ==jmp
@
bvc @+
DrawCheck
lda tracerflag
ora SmokeTracerFlag
yestrace yestrace
beq notrace beq notrace
jsr plot jsr plot
notrace notrace
;aftertrace ;aftertrace
lda HitFlag lda HitFlag
@@ -267,17 +250,34 @@ CheckCollisionDraw
cmp (temp),y cmp (temp),y
bcc StopHitChecking bcc StopHitChecking
mva #1 HitFlag
mwa xdraw XHit mwa xdraw XHit
mwa ydraw YHit lda (temp),y
sec
sbc #1
sta YHit
mva #0 YHit+1
;mwa ydraw YHit
mva #1 HitFlag
StopHitChecking StopHitChecking
jmp ContinueDraw
@
jsr plot
ContinueDraw
; XI=XI+1
; UNTIL XI=XK
inw XI
cpw XI XK
jne DrawLoop
EndOfDraw
mwa xtempDRAW xdraw
mva ytempDRAW ydraw
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
circle .proc ;fxxxing good circle drawing :) .proc circle ;fxxxing good circle drawing :)
;-------------------------------------------------- ;--------------------------------------------------
;Turbo Basic source ;Turbo Basic source
; R=30 ; R=30
@@ -441,8 +441,9 @@ splot8 .proc
;-------------------------------------------------- ;--------------------------------------------------
clearscreen .proc clearscreen .proc
;-------------------------------------------------- ;--------------------------------------------------
lda #0
tax lda #$ff
ldx #0
@ @
:31 sta display+($100*#),x :31 sta display+($100*#),x
sta display+$1e50,x ; this is so no space outside of the screen is cleared sta display+$1e50,x ; this is so no space outside of the screen is cleared
@@ -559,11 +560,10 @@ UnequalTanks
bpl CheckNextTank bpl CheckNextTank
rts rts
.endp .endp
;-------------------------------------------------
drawtanks
;-------------------------------------------------
;-------------------------------------------------
.proc drawtanks
;-------------------------------------------------
lda tanknr lda tanknr
pha pha
ldx #$00 ldx #$00
@@ -580,8 +580,9 @@ DrawNextTank
sta tankNr sta tankNr
rts rts
.endp
;--------- ;---------
drawtanknr .proc DrawTankNr
ldx tanknr ldx tanknr
; let's check the energy ; let's check the energy
lda eXistenZ,x lda eXistenZ,x
@@ -629,7 +630,7 @@ 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 offser adc #$24 ; 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
@@ -669,25 +670,27 @@ ZeroesToGo
NoPlayerMissile NoPlayerMissile
DoNotDrawTankNr DoNotDrawTankNr
rts rts
.endp
;-------------------------------------------------- ;--------------------------------------------------
drawmountains .proc .proc drawmountains
;-------------------------------------------------- ;--------------------------------------------------
mwa #0 xdraw mwa #0 xdraw
mwa #mountaintable modify mwa #mountaintable modify
mva #1 color
drawmountainsloop drawmountainsloop
ldy #0 ldy #0
lda (modify),y lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw sta ydraw
jsr DrawLine jsr DrawLine
NoMountain
inw modify inw modify
inw xdraw inw xdraw
cpw xdraw #screenwidth cpw xdraw #screenwidth
bne drawmountainsloop bne drawmountainsloop
rts rts
;-------------------------------------------------- ;--------------------------------------------------
drawmountainspixel drawmountainspixel
@@ -709,7 +712,7 @@ drawmountainspixelloop
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
SoilDown2 .proc .proc SoilDown2
;-------------------------------------------------- ;--------------------------------------------------
; how it is supposed to work: ; how it is supposed to work:
@@ -837,8 +840,9 @@ ColumnIsReady
mva #sfx_silencer sfx_effect mva #sfx_silencer sfx_effect
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
calculatemountains .proc .proc calculatemountains
;-------------------------------------------------- ;--------------------------------------------------
mwa #0 xdraw mwa #0 xdraw
@@ -940,15 +944,15 @@ EndDrawing
.endp .endp
; **************************************************** ; ****************************************************
;-------------------------------------------------- ;--------------------------------------------------
calculatemountains0 .proc .proc calculatemountains0
; Only for testing - makes ground flat (one pixel) ; Only for testing - makes ground flat (0 pixels)
; and places tanks on it ; and places tanks on it
; remember to remove in final compilation :) ; remember to remove in final compilation :)
;-------------------------------------------------- ;--------------------------------------------------
mwa #0 xdraw mwa #0 xdraw
nextPointDrawing nextPointDrawing
adw xdraw #mountaintable modify adw xdraw #mountaintable modify
lda #screenheight-1 lda #screenheight
ldy #0 ldy #0
sta (modify),y sta (modify),y
inw xdraw inw xdraw
@@ -957,15 +961,16 @@ nextPointDrawing
ldx NumberOfPlayers ldx NumberOfPlayers
dex dex
SetYofNextTank SetYofNextTank
lda #screenheight-2 lda #screenheight-1
sta ytankstable,x sta ytankstable,x
dex dex
bpl SetYofNextTank bpl SetYofNextTank
rts rts
.endp .endp
; **************************************************** ; ****************************************************
; ----------------------------------------- ; -----------------------------------------
unPlot .proc .proc unPlot
; plots a point and saves the plotted byte, reverts the previous plot. ; plots a point and saves the plotted byte, reverts the previous plot.
; ----------------------------------------- ; -----------------------------------------
ldx #0 ; only one pixel ldx #0 ; only one pixel
@@ -1021,7 +1026,7 @@ MakeUnPlot
lda color lda color
beq ClearUnPlot bne ClearUnPlot
;plotting here ;plotting here
lda (xbyte),y lda (xbyte),y
@@ -1033,7 +1038,7 @@ ClearUnPlot
lda (xbyte),y lda (xbyte),y
sta OldOraTemp sta OldOraTemp
and bittable2,x and bittable2,x
; sta (xbyte),y sta (xbyte),y
ContinueUnPlot ContinueUnPlot
ldx WhichUnPlot ldx WhichUnPlot
lda OldOraTemp lda OldOraTemp
@@ -1068,8 +1073,9 @@ SkipThisPlot
EndOfUnPlot EndOfUnPlot
rts rts
.endp .endp
; ----------------------------------------- ; -----------------------------------------
plot .proc ;plot (xdraw, ydraw, color) .proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel ; color == 1 --> put pixel
; color == 0 --> erase pixel ; color == 0 --> erase pixel
; this is one of the most important routines in the whole ; this is one of the most important routines in the whole
@@ -1102,11 +1108,7 @@ MakePlot
lsr lsr
lsr lsr
tay ;save tay ;save
;--- ;---
ldx ydraw ldx ydraw
lda linetableL,x lda linetableL,x
sta xbyte sta xbyte
@@ -1115,7 +1117,7 @@ MakePlot
ldx ybit ldx ybit
lda color lda color
beq ClearPlot bne ClearPlot
lda (xbyte),y lda (xbyte),y
ora bittable,x ora bittable,x
@@ -1128,17 +1130,16 @@ ClearPlot
sta (xbyte),y sta (xbyte),y
rts rts
.endp .endp
; ----------------------------------------- ; -----------------------------------------
point .proc .proc point
; ----------------------------------------- ; -----------------------------------------
; checks state of the pixel (coordinates in xdraw and ydraw) ; checks state of the pixel (coordinates in xdraw and ydraw)
; result is in A (zero or appropriate bit is set) ; result is in A (zero or appropriate bit is set)
; let's calculate coordinates from xdraw and ydraw ; let's calculate coordinates from xdraw and ydraw
mwa xdraw xbyte mwa xdraw xbyte
lda xbyte lda xbyte
and #$7 and #$7
sta ybit sta ybit
@@ -1150,9 +1151,7 @@ point .proc
lsr lsr
lsr lsr
tay ;save tay ;save
;---
;---
ldx ydraw ldx ydraw
lda linetableL,x lda linetableL,x
sta xbyte sta xbyte
@@ -1163,37 +1162,36 @@ point .proc
lda (xbyte),y lda (xbyte),y
and bittable,x and bittable,x
eor bittable,x
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
DrawLine .proc .proc DrawLine
;-------------------------------------------------- ;--------------------------------------------------
mva #0 ydraw+1 mva #0 ydraw+1
lda #screenheight lda #screenheight
sec sec
sbc ydraw sbc ydraw
sta tempbyte01 sta tempbyte01
jsr plot jsr plot.MakePlot
;rts ;rts
jmp IntoDraw ; jumps inside Draw routine jmp IntoDraw ; jumps inside Draw routine
; because one pixel is already plotted ; because one pixel is already plotted
@
loopdraw lda (xbyte),y
and bittable2,x
lda (xbyte),y sta (xbyte),y
ora bittable,x IntoDraw
sta (xbyte),y adw xbyte #screenBytes
IntoDraw adw xbyte #screenBytes dec tempbyte01
bne @-
dec tempbyte01
bne loopdraw
rts rts
.endp .endp
;
; ------------------------------------------ ; ------------------------------------------
TypeChar .proc .proc TypeChar
; puts char on the graphics screen ; puts char on the graphics screen
; in: CharCode ; in: CharCode
; in: left LOWER corner of the char coordinates (xdraw, ydraw) ; in: left LOWER corner of the char coordinates (xdraw, ydraw)
@@ -1214,8 +1212,9 @@ TypeChar .proc
ldy #7 ldy #7
CopyChar CopyChar
lda (fontind),y lda (fontind),y
eor #$ff
sta char1,y sta char1,y
lda #$00 lda #$ff
sta char2,y sta char2,y
dey dey
bpl CopyChar bpl CopyChar
@@ -1224,8 +1223,9 @@ CopyChar
ldy #7 ldy #7
CopyMask CopyMask
lda (fontind),y lda (fontind),y
eor #$ff
sta mask1,y sta mask1,y
lda #$ff lda #$00
sta mask2,y sta mask2,y
dey dey
bpl CopyMask bpl CopyMask
@@ -1240,7 +1240,6 @@ CopyMask
lsrw xbyte ; div 8 lsrw xbyte ; div 8
rorw xbyte rorw xbyte
rorw xbyte rorw xbyte
;--- ;---
ldy xbyte ldy xbyte
@@ -1257,53 +1256,22 @@ CopyMask
ldx ybit ldx ybit
beq MaskOK00 beq MaskOK00
MakeMask00 MakeMask00
sec .rept 8
ror mask1 lsr mask1+#
ror mask2 ror mask2+#
sec .endr
ror mask1+1 .rept 8
ror mask2+1 sec
sec ror char1+#
ror mask1+2 ror char2+#
ror mask2+2 .endr
sec
ror mask1+3
ror mask2+3
sec
ror mask1+4
ror mask2+4
sec
ror mask1+5
ror mask2+5
sec
ror mask1+6
ror mask2+6
sec
ror mask1+7
ror mask2+7
lsr char1
ror char2
ror char1+1
ror char2+1
ror char1+2
ror char2+2
ror char1+3
ror char2+3
ror char1+4
ror char2+4
ror char1+5
ror char2+5
ror char1+6
ror char2+6
ror char1+7
ror char2+7
dex dex
bne MakeMask00 bne MakeMask00
MaskOK00 MaskOK00
; here x=0 ; here x=0
lda Erase lda Erase
beq CharLoopi ; it works, because x=0 beq CharLoopi ; it works, because x=0
lda #0 lda #$ff
ldx #7 ldx #7
EmptyChar EmptyChar
sta char1,x sta char1,x
@@ -1313,145 +1281,139 @@ EmptyChar
ldx #0 ldx #0
CharLoopi CharLoopi
lda (xbyte),y lda (xbyte),y
and mask1,x ora mask1,x
ora char1,x and char1,x
sta (xbyte),y sta (xbyte),y
iny iny
lda (xbyte),y lda (xbyte),y
and mask2,x ora mask2,x
ora char2,x and char2,x
sta (xbyte),y sta (xbyte),y
dey dey
adw xbyte #screenBytes adw xbyte #screenBytes
inx inx
cpx #8 cpx #8
bne CharLoopi bne CharLoopi
EndPutChar
rts rts
.endp .endp
; ------------------------------------------ ; ------------------------------------------
PutChar4x4 .proc ;puts 4x4 pixels char on the graphics screen .proc PutChar4x4
; in: xdraw, ydraw (upper left corner of the char) ; puts 4x4 pixels char on the graphics screen
; in: xdraw, ydraw (LOWER left corner of the char)
; in: CharCode4x4 (.sbyte) ; in: CharCode4x4 (.sbyte)
; in: plot4x4color (0/1)
; all pixels are being drawn
; (empty and not empty)
;-------------------------------------------------- ;--------------------------------------------------
lda plot4x4color ; cpw ydraw #(screenheight-4)
sta color ; jcs TypeChar.EndPutChar ;nearest RTS
; cpw xdraw #(screenwidth-4)
; jcs TypeChar.EndPutChar ;nearest RTS
; calculating address of the first byte ; checks ommited.
mva #4 LoopCounter4x4 lda plot4x4color
beq FontColor0
lda #$ff ; better option to check (plot4x4color = $00 or $ff)
sta plot4x4color
FontColor0
; char to the table
lda CharCode4x4 lda CharCode4x4
and #1 and #1
beq Upper4bits
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
Upper4bits
sta nibbler4x4 sta nibbler4x4
lda CharCode4x4 lda CharCode4x4
ror lsr
; in carry there is which nibble of the byte is to be taken sta fontind
clc lda #$00
adc #(3*32) sta fontind+1
sta y4x4
nextline4x4 adw fontind #font4x4
mva #4 Xcounter4x4
ldy y4x4
lda font4x4,y ;there was a problem with OMC here, but it works now
ldx nibbler4x4 ; and 4 bytes to the table
beq uppernibble 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 ; calculating coordinates from xdraw and ydraw
asl mwa xdraw xbyte
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
rts lda xbyte
.endp and #$7
; ------------------------------------------ sta ybit
PutChar4x4FULL .proc;
;this routine works just like PutChar4x4,
;but this time all pixels are being drawn
;(empty and not empty)
;--------------------------------------------------
; calculating address of the first byte lsrw xbyte ; div 8
mva #4 LoopCounter4x4 rorw xbyte
lda CharCode4x4 rorw xbyte
and #1 ;---
sta nibbler4x4 ldy xbyte
lda CharCode4x4 lda ydraw ; y = y - 3 because left lower.
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)
sec sec
sbc plot4x4color sbc #3
sta color tax
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
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
.rept 4
sec
ror char1+#
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 rts
.endp .endp
+4
View File
@@ -76,6 +76,9 @@
.MACRO WAIT .MACRO WAIT
; WAIT ; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC)) ; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
lda CONSOL
cmp #6 ; START KEY
beq ?nowait
LDA VCOUNT LDA VCOUNT
ldy vcount ldy vcount
?WA cpy VCOUNT ?WA cpy VCOUNT
@@ -83,6 +86,7 @@
?wframe ?wframe
cmp vcount cmp vcount
bne ?wframe bne ?wframe
?nowait
.ENDM .ENDM
;------------------------------------- ;-------------------------------------
.macro negw .macro negw
+180 -144
View File
@@ -3,7 +3,7 @@
;--------------------------------------------------- ;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski ;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000,2001,2002,2003,2009,2012,2013 ;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 ;you can contact us at pecus@poczta.fm or pirx@5oft.pl
;home page of this project is https://github.com/pkali/scorch_src ;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 ;we decided it must go in 'English' to let other people work on it
.macro build .macro build
dta d"139" ; number of this build (3 bytes) dta d"142" ; number of this build (3 bytes)
.endm .endm
icl 'definitions.asm' icl 'definitions.asm'
@@ -116,54 +116,35 @@ START
; Startup sequence ; Startup sequence
jsr Initialize jsr Initialize
VMAIN VBLinterrupt,6 ; jsr SetVBL
mwa #OptionsDL dlptrs
lda dmactls
and #$fc
ora #$02 ; normal screen width
sta dmactls
jsr Options ;startup screen jsr Options ;startup screen
lda escFlag
bne START
;entering names of players jsr EnterPlayerNames
mwa #NameDL dlptrs
lda dmactls
and #$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 #$02 ; normal screen width
sta dmactls
jsr RandomizeSequence jsr RandomizeSequence
; for the round #1 shooting sequence is random ; for the round #1 shooting sequence is random
MainGameLoop MainGameLoop
VDLI DLIinterrupt ; jsr SetDLI VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
jsr CallPurchaseForEveryTank jsr CallPurchaseForEveryTank
mwa #dl dlptrs ; issue #72 (glitches when switches)
mva #0 dmactl
lda dmactls lda dmactls
and #$fc and #$fc
ora #$02 ; 2=normal, 3 = wide screen width ;ora #$02 ; 2=normal, 3 = wide screen width, 0 = no screen
sta dmactls sta dmactls
jsr GetRandomWind jsr GetRandomWind
jsr Round jsr RoundInit
jsr MainRoundLoop
mva #0 TankNr ;
jsr SortSequence jsr SortSequence
@@ -180,15 +161,7 @@ MainGameLoop
; Results are number of other deaths ; Results are number of other deaths
; before the player dies itself ; 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 jsr DisplayResults
;check demo mode ;check demo mode
@@ -209,6 +182,16 @@ noKey
ldx NumberOfPlayers ldx NumberOfPlayers
dex dex
CalculateGains 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 ; add gain * 2
asl gainL,x asl gainL,x
rol gainH,x rol gainH,x
@@ -249,13 +232,14 @@ skipzeroing
lda GameIsOver lda GameIsOver
jne START jne START
inc CurrentRoundNr inc CurrentRoundNr
mva #0 dmactl ; issue #72
mva #sfx_silencer sfx_effect
jmp MainGameLoop jmp MainGameLoop
;-------------------------------------------------- ;--------------------------------------------------
Round .proc ; .proc RoundInit
;-------------------------------------------------- ;--------------------------------------------------
; at the beginning of each Round we set energy ; at the beginning of each Round we set energy
; of all players to 99 ; of all players to 99
@@ -264,16 +248,16 @@ Round .proc ;
; the shooting angle is randomized ; the shooting angle is randomized
; of course gains an looses are zeroed ; of course gains an looses are zeroed
jsr StatusDisplay ;jsr StatusDisplay
lda #0 lda #0
tax tax
@ @
sta previousAngle,x sta singleRoundVars,x
inx inx
cpx #(singleRoundVarsEnd-PreviousAngle) cpx #(singleRoundVarsEnd-singleRoundVars)
bne @- bne @-
ldx #5 ldx #(MaxPlayers-1)
SettingEnergies SettingEnergies
lda #$00 lda #$00
sta gainL,x sta gainL,x
@@ -286,20 +270,20 @@ SettingEnergies
sta LASTeXistenZ,x sta LASTeXistenZ,x
; anything in eXistenZ table means that this tank exist ; anything in eXistenZ table means that this tank exist
; in the given round ; in the given round
lda #232 lda #<1000
sta MaxEnergyTableL,x sta MaxForceTableL,x
lda #3 lda #>1000
sta MaxEnergyTableH,x sta MaxForceTableH,x
lda #94 lda #<350
sta EnergyTableL,x sta ForceTableL,x
lda #1 lda #>350
sta EnergyTableH,x sta ForceTableH,x
;lda #(255-45) ;lda #(255-45)
;it does not look good when all tanks have ;it does not look good when all tanks have
;barrels pointing the same direction ;barrels pointing the same direction
;so it would be nice to have more or less random ;so it would be nice to have more or less random
;angles ;angles
jsr RandomizeAngle jsr RandomizeAngle
sta AngleTable,x sta AngleTable,x
@@ -313,18 +297,27 @@ SettingEnergies
jsr PMoutofScreen ;let P/M disappear jsr PMoutofScreen ;let P/M disappear
jsr clearscreen ;let the screen be clean jsr clearscreen ;let the screen be clean
jsr placetanks ;let the tanks be evenly placed jsr placetanks ;let the tanks be evenly placed
jsr calculatemountains ;let mountains be nice for the eye jsr calculatemountains ;let mountains be easy for the eye
; jsr calculatemountains0 ;only fort tests - makes mountains flat and one pixel height ;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
mwa #dl dlptrs ; issue #72 (glitches when switches)
lda dmactls
and #$fc
ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls
jsr drawmountains ;draw them jsr drawmountains ;draw them
jsr drawtanks ;finally draw tanks 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 mva #0 TankSequencePointer
;--------------------round screen is ready---------
rts
.endp
MainRoundLoop ;--------------------------------------------------
.proc MainRoundLoop
; here we must check if by a chance there is only one ; here we must check if by a chance there is only one
; tank with energy greater than 0 left ; tank with energy greater than 0 left
@@ -395,7 +388,7 @@ DoNotFinishTheRound
mva #1 color ;to display flying point mva #1 color ;to display flying point
lda TankColoursTable,x lda TankStatusColoursTable,x
sta colpf2s ; set color of status line sta colpf2s ; set color of status line
lda SkillTable,x lda SkillTable,x
@@ -481,20 +474,19 @@ missed
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
NextPlayerShoots NextPlayerShoots
mva #1 Erase ;mva #1 Erase
jsr drawtanks ;jsr drawtanks
;before it shoots, the eXistenZ table must be ;before it shoots, the eXistenZ table must be
;updated accordingly to actual energy (was forgotten, sorry to ourselves) ;updated accordingly to actual energy (was forgotten, sorry to ourselves)
ldx #5 ldx #(MaxPlayers-1)
SeteXistenZ SeteXistenZ
lda Energy,x lda Energy,x
sta eXistenZ,x sta eXistenZ,x
sta L1 sta L1
;DATA L1,L2 ;DATA L1,L2
;RESULT WH*256+L1
;Multiplication 8bit*8bit, ;Multiplication 8bit*8bit,
;result 16bit ;result 16bit
;this algiorithm is a little longer than in Ruszczyc 6502 book ;this algiorithm is a little longer than in Ruszczyc 6502 book
@@ -508,32 +500,29 @@ LP0
ROR L1 ROR L1
BCC B0 BCC B0
CLC CLC
ADC #10 ; multiplication by 10 ADC #10 ; (L2) multiplication by 10
B0 DEY B0 DEY
BNE LP0 BNE LP0
ror ror
ROR L1 ROR L1
STA MaxEnergyTableH,x STA MaxForceTableH,x
lda L1 lda L1
sta MaxEnergyTableL,x sta MaxForceTableL,x
dex dex
bpl SeteXistenZ bpl SeteXistenZ
;was setup of maximum energy for players ;was setup of maximum energy for players
mva #0 Erase ;mva #0 Erase
jsr drawtanks ;jsr drawtanks
;inc TankNr
;lda TankNr
inc:lda TankSequencePointer inc:lda TankSequencePointer
cmp NumberOfPlayers cmp NumberOfPlayers
bne PlayersAgain bne PlayersAgain
;mva 0 TankNr
mva #0 TankSequencePointer mva #0 TankSequencePointer
PlayersAgain .proc PlayersAgain
; In LASTeXistenZ there are values of eXistenZ before shoot ; In LASTeXistenZ there are values of eXistenZ before shoot
; from the next tank. ; from the next tank.
@@ -564,20 +553,28 @@ NoPlayerNoDeath
bpl CheckingPlayersDeath bpl CheckingPlayersDeath
; if processor is here it means there are no more explosions ; if processor is here it means there are no more explosions
jmp MainRoundLoop jmp MainRoundLoop
.endp .endp
;--------------------------------- ;---------------------------------
.proc Seppuku .proc Seppuku
lda #0 lda #0
sta FallDown1 sta FallDown1
sta FallDown2 sta FallDown2
lda #1 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 jsr ExplosionDirect
jmp continueMainRoundLoopAfterSeppuku jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
.endp .endp
;--------------------------------- ;---------------------------------
PlayerXdeath .proc .proc PlayerXdeath
; this tank should not explode anymore: ; this tank should not explode anymore:
; there is 0 in A, and Tank Number in X, so... ; there is 0 in A, and Tank Number in X, so...
@@ -600,11 +597,8 @@ PlayerXdeath .proc
adc ResultsTable,x adc ResultsTable,x
sta ResultsTable,x sta ResultsTable,x
inc CurrentResult inc CurrentResult
.endp
mva #sfx_death_begin sfx_effect mva #sfx_death_begin sfx_effect
;RandomizeDeffensiveText ;RandomizeDeffensiveText
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1) randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
sta TextNumberOff sta TextNumberOff
@@ -619,8 +613,6 @@ PlayerXdeath .proc
mva #0 plot4x4color mva #0 plot4x4color
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
; calculate position of the explosion (the post-death one) ; calculate position of the explosion (the post-death one)
ldx TankTempY ldx TankTempY
clc clc
@@ -653,12 +645,12 @@ PlayerXdeath .proc
MetodOfDeath MetodOfDeath
lda random lda random
and #%00011111 ; range 0-31 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 bcs MetodOfDeath
tay tay
lda weaponsOfDeath,y lda weaponsOfDeath,y
jsr ExplosionDirect jsr ExplosionDirect
mva #$15 sfx_effect mva #sfx_silencer sfx_effect
; jump to after explosion routines (soil fallout, etc.) ; jump to after explosion routines (soil fallout, etc.)
@@ -667,10 +659,11 @@ MetodOfDeath
; a deadly shot here again. ; a deadly shot here again.
jmp AfterExplode jmp MainRoundLoop.AfterExplode
.endp
;-------------------------------------------------- ;--------------------------------------------------
DecreaseEnergyX .proc .proc DecreaseEnergyX
;Decreases energy of player nr X ;Decreases energy of player nr X
;increases his financial loss ;increases his financial loss
;increases gain of tank TankNr ;increases gain of tank TankNr
@@ -756,7 +749,7 @@ loop05
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
Initialize .proc .proc Initialize
;Initialization sequence ;Initialization sequence
;-------------------------------------------------- ;--------------------------------------------------
deletePtr = temp deletePtr = temp
@@ -765,7 +758,7 @@ deletePtr = temp
sta Erase sta Erase
sta tracerflag sta tracerflag
sta GameIsOver sta GameIsOver
sta escFlag
; clean variables ; clean variables
tay tay
@@ -784,8 +777,8 @@ deletePtr = temp
jsr WeaponCleanup jsr WeaponCleanup
mva #$2 colpf2s mva #TextBackgroundColor colpf2s
mva #12 colpf3s mva #TextForegroundColor colpf3s
mva #>WeaponFont chbas mva #>WeaponFont chbas
;parameter for old plot (unPlot) max 5 points ;parameter for old plot (unPlot) max 5 points
@@ -797,6 +790,7 @@ SetunPlots
sta oldplotH,x sta oldplotH,x
lda #0 lda #0
sta oldply,x sta oldply,x
lda #$ff
sta oldora,x sta oldora,x
dex dex
bpl SetunPlots bpl SetunPlots
@@ -818,21 +812,21 @@ 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 #$50 ; temporary colours of sprites under tanks lda TankColoursTable ; temporary colours of sprites under tanks
sta $2c0 sta COLPM0S
lda #$30 lda TankColoursTable+1
sta $2c1 sta COLPM1S
lda #$70 lda TankColoursTable+2
sta $2c2 sta COLPM2S
lda #$90 lda TankColoursTable+3
sta $2c3 sta COLPM3S
LDA #$B0 LDA TankColoursTable+4
STA COLPF3S STA COLPF3S ; joined missiles (5th tank)
mva #0 hscrol mva #0 hscrol
;let the tanks be visible! ;let the tanks be visible!
ldx #5 ldx #(maxPlayers-1)
lda #1 ; tank is visible lda #1 ; tank is visible
MakeTanksVisible MakeTanksVisible
sta eXistenZ,x sta eXistenZ,x
@@ -862,24 +856,38 @@ ClearResults
lda #0 ;starting song line 0-255 to A reg lda #0 ;starting song line 0-255 to A reg
jsr RASTERMUSICTRACKER ;Init jsr RASTERMUSICTRACKER ;Init
; ;
VMAIN VBLinterrupt,6 ;jsr SetVBL
rts rts
.endp .endp
DLIinterrupt .proc DLIinterruptGraph .proc
pha pha
phy phy
ldy dliCounter ldy dliCounter
lda dliColors,y lda dliColorsBack,y
;lda #$02 ; color of playground ldy dliColorsFore
sta WSYNC nop
sta COLPF2 nop
nop
sta COLPF1
sty COLPF2
inc dliCounter inc dliCounter
ply ply
pla pla
rti rti
.endp .endp
DLIinterruptText .proc
pha
sta WSYNC
mva #TextBackgroundColor colpf2
mva #TextForegroundColor colpf3
pla
DLIinterruptNone
rti
.endp
VBLinterrupt .proc VBLinterrupt .proc
pha pha
phx phx
@@ -906,7 +914,19 @@ lab2
jmp SYSVBV jmp SYSVBV
.endp .endp
;---------------------------------------------- ;----------------------------------------------
RandomizeSequence .proc .proc RandomizeSequence0
ldx #0
@ txa
sta TankSequence,x
inx
cpx #MaxPlayers
bne @-
rts
.endp
.proc RandomizeSequence
; in: NumberOfPlayers ; in: NumberOfPlayers
; out: TankSequence ; out: TankSequence
; how: get random number lower than NumberOfPlayers ; how: get random number lower than NumberOfPlayers
@@ -979,7 +999,7 @@ RandomizeAngle .proc ;
.endp .endp
;---------------------------------------------- ;----------------------------------------------
RandomizeForce .proc RandomizeForce .proc
; routine returns in EnergyTable/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
; low and high randomize boundary passed as word value ; low and high randomize boundary passed as word value
@@ -987,40 +1007,45 @@ RandomizeForce .proc
; RandBoundaryHigh ; RandBoundaryHigh
;---------------------------------------------- ;----------------------------------------------
lda MaxEnergyTableL,x
sta temp
lda MaxEnergyTableH,x
sta temp+1
GetRandomAgain
lda RANDOM lda RANDOM
; gets values in range(256,765)
sta temp2 sta temp2
lda RANDOM ; :) lda RANDOM
and #%00000011 ;(0..1023) and #%00000011 ;(0..1023)
sta temp2+1 sta temp2+1
cpw RandBoundaryLow temp2 cpw RandBoundaryLow temp2
bcs GetRandomAgain bcs RandomizeForce
cpw RandBoundaryHigh temp2 cpw RandBoundaryHigh temp2
bcc GetRandomAgain bcc RandomizeForce
cpw temp temp2
bcs EnergyInRange
mwa temp temp2
EnergyInRange
lda temp2 lda temp2
sta EnergyTableL,x sta ForceTableL,x
lda temp2+1 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 rts
.endp .endp
;---------------------------------------------- ;----------------------------------------------
MoveBarrelToNewPosition .proc .proc MoveBarrelToNewPosition
jsr DrawTankNr jsr DrawTankNr
ldx TankNr ldx TankNr
lda AngleTable,x lda AngleTable,x
@@ -1038,14 +1063,14 @@ rotateRight;older is lower
bne MoveBarrelToNewPosition bne MoveBarrelToNewPosition
mva #$30 CharCode ; if angle goes through 0 we clear the barrel mva #$30 CharCode ; if angle goes through 0 we clear the barrel
jsr drawtankNrX jsr DrawTankNr.drawtankNrX
jmp MoveBarrelToNewPosition jmp MoveBarrelToNewPosition
rotateLeft rotateLeft
dec angleTable,x dec angleTable,x
bpl MoveBarrelToNewPosition bpl MoveBarrelToNewPosition
mva #$2e CharCode mva #$2e CharCode
jsr drawtankNrX jsr DrawTankNr.drawtankNrX
jmp MoveBarrelToNewPosition jmp MoveBarrelToNewPosition
@@ -1055,7 +1080,7 @@ BarrelPositionIsFine
.endp .endp
;---------------------------------------------- ;----------------------------------------------
SortSequence .proc ; .proc SortSequence ;
;---------------------------------------------- ;----------------------------------------------
; here we try to get a sequence of tanks for two ; here we try to get a sequence of tanks for two
; purposes: ; purposes:
@@ -1143,18 +1168,23 @@ nextishigher
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
getkey .proc; waits for pressing a key and returns pressed value in A .proc getkey ; waits for pressing a key and returns pressed value in A
;-------------------------------------------------- ;--------------------------------------------------
jsr WaitForKeyRelease jsr WaitForKeyRelease
@ @
lda SKSTAT lda SKSTAT
cmp #$ff cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
mva #sfx_keyclick sfx_effect
lda kbcode lda kbcode
and #$3f ;CTRL and SHIFT ellimination and #$3f ;CTRL and SHIFT ellimination
rts cmp #28 ; ESC
bne getkeyend
mvx #1 escFlag
bne getkeyend
checkJoyGetKey checkJoyGetKey
;------------JOY------------- ;------------JOY-------------
;happy happy joy joy ;happy happy joy joy
@@ -1165,13 +1195,19 @@ checkJoyGetKey
beq notpressedJoyGetKey beq notpressedJoyGetKey
tay tay
lda joyToKeyTable,y lda joyToKeyTable,y
rts bne getkeyend
notpressedJoyGetKey notpressedJoyGetKey
;fire ;fire
lda TRIG0 lda TRIG0S
bne @- bne @-
lda #$0c ;Return key lda #$0c ;Return key
getkeyend
mvx #sfx_keyclick sfx_effect
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
getkeynowait .proc; getkeynowait .proc;
@@ -1188,7 +1224,7 @@ WaitForKeyRelease .proc
and #$0f and #$0f
cmp #$0f cmp #$0f
bne WaitForKeyRelease bne WaitForKeyRelease
lda TRIG0 lda TRIG0S
beq WaitForKeyRelease beq WaitForKeyRelease
lda SKSTAT lda SKSTAT
cmp #$ff cmp #$ff
BIN
View File
Binary file not shown.
Executable → Regular
+99 -58
View File
@@ -16,13 +16,24 @@ Options .proc
; - money each player has on the beginning of the game (moneyL i moneyH) ; - money each player has on the beginning of the game (moneyL i moneyH)
; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight ; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight
mwa #OptionsDL dlptrs
lda dmactls
and #$fc
ora #$02 ; normal screen width
sta dmactls
VDLI DLIinterruptText.DLIinterruptNone ; jsr SetDLI for text screen without DLIs
mva #0 OptionsY mva #0 OptionsY
OptionsMainLoop OptionsMainLoop
jsr OptionsInversion jsr OptionsInversion
jsr getkey jsr getkey
cmp #$f ;cursor down ldx escFlag
seq:rts
cmp #$f ;cursor down
bne OptionsNoDown bne OptionsNoDown
inc:lda OptionsY inc:lda OptionsY
cmp #maxoptions cmp #maxoptions
@@ -190,6 +201,7 @@ OptionsYLoop
;------------------------------------------- ;-------------------------------------------
; call of the purchase screens for each tank ; call of the purchase screens for each tank
.proc CallPurchaseForEveryTank .proc CallPurchaseForEveryTank
jsr PMoutofScreen
mwa #PurchaseDL dlptrs mwa #PurchaseDL dlptrs
lda dmactls lda dmactls
and #$fc and #$fc
@@ -197,21 +209,20 @@ OptionsYLoop
sta dmactls sta dmactls
mva #0 TankNr mva #0 TankNr
loop03 @
ldx TankNr ldx TankNr
lda SkillTable,x lda SkillTable,x
beq ManualPurchase beq ManualPurchase
jsr PurchaseAI jsr PurchaseAI
jmp AfterManualPurchase jmp AfterManualPurchase
ManualPurchase ManualPurchase
jsr Purchase jsr Purchase
AfterManualPurchase AfterManualPurchase
inc TankNr inc:lda TankNr
lda TankNr cmp NumberOfPlayers
cmp NumberOfPlayers bne @-
bne loop03
rts rts
.endp .endp
@@ -223,12 +234,10 @@ AfterManualPurchase
; Rest of the data is taken from appropriate tables ; Rest of the data is taken from appropriate tables
; and during the purchase these tables are modified. ; and during the purchase these tables are modified.
mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
jsr PMoutofScreen
ldx tankNr ldx tankNr
lda TankColoursTable,x lda TankStatusColoursTable,x
sta colpf2s sta colpf2s
; we are clearing list of the weapons ; we are clearing list of the weapons
@@ -238,12 +247,9 @@ AfterManualPurchase
; there is a tank (player) number in tanknr ; there is a tank (player) number in tanknr
; we are displaying name of the player ; we are displaying name of the player
tay ; 0 to y
tay ; from 0 to y
lda tanknr lda tanknr
asl :3 asl ; 8 chars per name
asl
asl ; 8 chars per name
tax tax
NextChar03 NextChar03
lda tanksnames,x lda tanksnames,x
@@ -553,16 +559,17 @@ ChoosingItemForPurchase
cmp #$2c ; Tab cmp #$2c ; Tab
jeq ListChange jeq ListChange
cmp #$0c ; Return cmp #$0c ; Return
beq EndOfPurchase sne:rts
cmp #$e cmp #$e
beq PurchaseKeyUp beq PurchaseKeyUp
cmp #$f cmp #$f
beq PurchaseKeyDown beq PurchaseKeyDown
cmp #$21 ; Space cmp #$21 ; Space
jeq PurchaseWeaponNow
cmp #$07 ; cursor right
jeq PurchaseWeaponNow
bne ChoosingItemForPurchase bne ChoosingItemForPurchase
jmp PurchaseWeaponNow
EndOfPurchase
rts
PurchaseKeyUp PurchaseKeyUp
lda WhichList lda WhichList
beq GoUp1 beq GoUp1
@@ -816,6 +823,29 @@ NoArrowDown
rts rts
.endp .endp
; ----------------------------------------------------- ; -----------------------------------------------------
.proc EnterPlayerNames
;entering names of players
mwa #NameDL dlptrs
lda dmactls
and #$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
jne START
inc TankNr
lda TankNr
cmp NumberOfPlayers
bne @-
rts
.endp
; -----------------------------------------------------
.proc EnterPlayerName .proc EnterPlayerName
; in: TankNr ; in: TankNr
; Out: TanksNames, SkillTable ; Out: TanksNames, SkillTable
@@ -867,6 +897,9 @@ endOfTankName
CheckKeys CheckKeys
jsr getkey jsr getkey
ldx escFlag
seq:rts
; is the char to be recorded? ; is the char to be recorded?
ldx #keycodesEnd-keycodes ;table was 38 chars long ldx #keycodesEnd-keycodes ;table was 38 chars long
IsLetter IsLetter
@@ -1322,7 +1355,8 @@ TypeLine4x4Loop
sta CharCode4x4 sta CharCode4x4
mwa LineXdraw Xdraw mwa LineXdraw Xdraw
mva LineYdraw Ydraw mva LineYdraw Ydraw
jsr PutChar4x4FULL ;type empty pixels as well! mva #1 plot4x4color
jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4 adw LineXdraw #4
inc LineCharNr inc LineCharNr
jmp TypeLine4x4Loop jmp TypeLine4x4Loop
@@ -1340,11 +1374,12 @@ EndOfTypeLine4x4
mwa Xdraw xk mwa Xdraw xk
mva Ydraw yc mva Ydraw yc
mva #15 fs ; temp, how many times blink the billboard mva #20 fs ; temp, how many times blink the billboard
@ seppuku_loop
lda fs lda CONSOL ; turbo mode
and #$01 cmp #6 ; START
sta plot4x4color sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame ;top frame
@@ -1366,12 +1401,10 @@ EndOfTypeLine4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw mva ResultY LineYdraw
jsr TypeLine4x4 jsr TypeLine4x4
dec fs
bne @-
;clean seppuku ;clean seppuku
mva #3 fs
mva #3 dx
mva #4 ResultY mva #4 ResultY
@ @
mva #1 plot4x4color mva #1 plot4x4color
@@ -1381,9 +1414,13 @@ EndOfTypeLine4x4
jsr TypeLine4x4 jsr TypeLine4x4
adb ResultY #4 ;next line adb ResultY #4 ;next line
dec fs dec dx
bne @- bne @-
dec fs
jne seppuku_loop
quit_seppuku
;restore vars ;restore vars
mva yc Ydraw mva yc Ydraw
mwa xk Xdraw mwa xk Xdraw
@@ -1393,6 +1430,8 @@ EndOfTypeLine4x4
.proc DisplayResults ; .proc DisplayResults ;
;displays results of the round ;displays results of the round
;using 4x4 font ;using 4x4 font
mva #sfx_smoke_cloud sfx_effect
;centering the result screen ;centering the result screen
mwa #((ScreenWidth/2)-(8*4)) ResultX mwa #((ScreenWidth/2)-(8*4)) ResultX
@@ -1581,15 +1620,6 @@ FinishResultDisplay
lda WeaponSymbols,y lda WeaponSymbols,y
sta TextBuffer+18 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 ;displaying quantity of the given weapon
;--------------------- ;---------------------
@@ -1608,28 +1638,39 @@ FinishResultDisplay
sta temp ;get back number of the weapon sta temp ;get back number of the weapon
mva #0 temp+1 mva #0 temp+1
; times 16 (because this is length of weapon name) ; times 16 (because this is length of weapon name)
ldy #3 ; rotate 4 times ldy #3 ; shift left 4 times
RotateDISP02 @
aslw temp aslw temp
dey dey
bpl RotateDISP02 bpl @-
adw temp #NamesOfWeapons adw temp #NamesOfWeapons
ldy #6 ; from 6th character ldy #6 ; from 6th character
ldy #15 ldy #15
loop06 @
lda (temp),y lda (temp),y
sta textbuffer+23,y sta textbuffer+23,y
dey dey
bpl loop06 bpl @-
;---------------------
;displaying the energy of a tank
;---------------------
lda Energy,x
sta decimal
mwa #textbuffer+48 displayposition
jsr displaybyte
;========================= ;=========================
;display Force ;display Force
;========================= ;=========================
ldx TankNr ldx TankNr
lda EnergyTableL,x lda ForceTableL,x
sta decimal sta decimal
lda EnergyTableH,x lda ForceTableH,x
sta decimal+1 sta decimal+1
mwa #textbuffer+40+34 displayposition mwa #textbuffer+40+34 displayposition
jsr displaydec jsr displaydec
Executable → Regular
+13 -10
View File
@@ -15,7 +15,7 @@ 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 0,0,2,2,0,1,4 OptionsTable .by 0,0,2,2,0,1,3
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
;-------------------------------------------------- ;--------------------------------------------------
@@ -33,6 +33,9 @@ RoundNrDisplay
.byte $ff .byte $ff
variablesStart ; zeroing starts here variablesStart ; zeroing starts here
drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
;--------------
escFlag .ds 1
;-------------- ;--------------
sfx_effect .ds 1 sfx_effect .ds 1
;-------------- ;--------------
@@ -43,7 +46,7 @@ flyDelay .ds 1
;-------------- ;--------------
NumberOfPlayers .DS 1 ;current number of players (counted from 1) NumberOfPlayers .DS 1 ;current number of players (counted from 1)
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
GameIsOver .DS 1 ; 1 - it was the last round in the game GameIsOver .DS 1 ; 1 means it was the last round in the game
;----------------------------------- ;-----------------------------------
moneyH ;we place zero at the end of prices and money moneyH ;we place zero at the end of prices and money
;and have range from 0 to 99990 (not too much) ;and have range from 0 to 99990 (not too much)
@@ -81,14 +84,14 @@ TempResults
CurrentResult CurrentResult
.DS 1 .DS 1
;----------------------------------- ;-----------------------------------
EnergyTableL ;shooting Force of the tank during the round ForceTableL ;shooting Force of the tank during the round
.DS [MaxPlayers] .DS [MaxPlayers]
EnergyTableH ForceTableH
.DS [MaxPlayers] ;maxplayers=6 .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) ;(limes superior force of the Shoot)
.DS [MaxPlayers] ;1000 is the default .DS [MaxPlayers] ;1000 is the default
MaxEnergyTableH MaxForceTableH
.DS [MaxPlayers] .DS [MaxPlayers]
;----------------------------------- ;-----------------------------------
@@ -125,11 +128,11 @@ xtankstableH
.DS [MaxPlayers] .DS [MaxPlayers]
ytankstable ;Y positions of tanks (lower left point) ytankstable ;Y positions of tanks (lower left point)
.DS [MaxPlayers] .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] .DS [MaxPlayers]
;----------------------------------- ;-----------------------------------
Erase .DS 1 ; if 1 only mask of the character is printed Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally ; on the graphics screen. if 0 character is printed normally
;----------------------------------- ;-----------------------------------
RangeLeft .DS 2 ;range of the soil to be fallen down RangeLeft .DS 2 ;range of the soil to be fallen down
@@ -152,13 +155,12 @@ digtabyL .DS [8]
digtabyH .DS [8] digtabyH .DS [8]
; liquiddirt ; liquiddirt
TempXfill .ds 2 TempXfill .ds 2
FillCounter .ds 1 FillCounter .ds 2
;sandhog ;sandhog
sandhogflag .DS 1 ; (0 digger, 8 sandhog) sandhogflag .DS 1 ; (0 digger, 8 sandhog)
;ofdirt ;ofdirt
magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65) magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
;draw ;draw
DrawJumpAddr .DS 2
HowToDraw .DS 1 HowToDraw .DS 1
; bits here mean ; bits here mean
; 0 - negative X (go up) ; 0 - negative X (go up)
@@ -332,6 +334,7 @@ TextNumberOff .DS 1
TankTempY TankTempY
.DS 1 .DS 1
;-------------- single round variables -------------- ;-------------- single round variables --------------
singleRoundVars
previousAngle previousAngle
.DS [MaxPlayers] .DS [MaxPlayers]
previousEnergyL previousEnergyL
Executable → Regular
+108 -97
View File
@@ -13,7 +13,7 @@
ldx TankNr ldx TankNr
lda ActiveWeapon,x lda ActiveWeapon,x
.endp .endp
ExplosionDirect .proc .proc ExplosionDirect
asl asl
tax tax
lda ExplosionRoutines+1,x lda ExplosionRoutines+1,x
@@ -50,7 +50,7 @@ ExplosionRoutines
.word dirtclod-1 .word dirtclod-1
.word dirtball-1 .word dirtball-1
.word tonofdirt-1 .word tonofdirt-1
.word liquiddirt-1 ;liquiddirt .word liquiddirt-1
.word dirtcharge-1 .word dirtcharge-1
.word VOID-1 ;earthdisrupter .word VOID-1 ;earthdisrupter
.word VOID-1 ;plasmablast .word VOID-1 ;plasmablast
@@ -214,9 +214,7 @@ FunkyBombLoop
lda random lda random
lsr lsr
and #%00011111 and #%00011111
bcc DoNotEor scc:eor #$ff
eor #$ff
DoNotEor
sta Angle sta Angle
lda #0 lda #0
@@ -231,6 +229,7 @@ DoNotEor
lda HitFlag lda HitFlag
beq NoExplosionInFunkyBomb beq NoExplosionInFunkyBomb
mva #sfx_baby_missile sfx_effect mva #sfx_baby_missile sfx_effect
mva #11 ExplosionRadius
jsr xmissile jsr xmissile
NoExplosionInFunkyBomb NoExplosionInFunkyBomb
dec FunkyBombCounter dec FunkyBombCounter
@@ -523,6 +522,12 @@ DiggerCharacter
jmp cleanDirt jmp cleanDirt
.endp .endp
; ------------------------ ; ------------------------
.proc liquiddirt
mva #sfx_liquid_dirt sfx_effect
mwa #254 FillCounter
jmp xliquiddirt
.endp
; ------------------------
.proc laser .proc laser
ldx TankNr ldx TankNr
lda AngleTable,x lda AngleTable,x
@@ -539,7 +544,7 @@ DiggerCharacter
sbc EndOfTheBarrelY,y sbc EndOfTheBarrelY,y
sta ybyte sta ybyte
mva #0 ybyte+1 mva #0 ybyte+1
mwa #Drawplot DrawJumpAddr mva #0 drawFunction
mwa xdraw LaserCoordinate mwa xdraw LaserCoordinate
mwa ydraw LaserCoordinate+2 mwa ydraw LaserCoordinate+2
mwa xbyte LaserCoordinate+4 mwa xbyte LaserCoordinate+4
@@ -610,7 +615,7 @@ ExplosionLoop2
;check tanks' distance from the centre of the explosion ;check tanks' distance from the centre of the explosion
mwa #DrawLen DrawJumpAddr mva #%10000000 drawFunction
;the above switches Draw to measuring length ;the above switches Draw to measuring length
;trick is easy - how many pixels does it take to draw ;trick is easy - how many pixels does it take to draw
;a line from one point to another ;a line from one point to another
@@ -652,9 +657,7 @@ DistanceCheckLoop
;multiply difference by 8 ;multiply difference by 8
clc clc
adc #1 adc #1
asl :3 asl
asl
asl
tay tay
jsr DecreaseEnergyX jsr DecreaseEnergyX
@@ -686,6 +689,7 @@ dirtLoop
; ----------------- ; -----------------
.proc xriotbomb ; .proc xriotbomb ;
; ----------------- ; -----------------
mva #sfx_riot_blast sfx_effect
lda #0 lda #0
sta radius sta radius
sta color sta color
@@ -746,13 +750,13 @@ UpNotYet
beq HowMuchToFallRight2 beq HowMuchToFallRight2
.nowarn dew xdraw .nowarn dew xdraw
lda xdraw lda xdraw
bne RollinContinues jne RollinContinues ; like cpw xdraw #0
lda xdraw+1 lda xdraw+1
jne RollinContinues jne RollinContinues
beq ExplodeNow beq ExplodeNow
HowMuchToFallRight2 HowMuchToFallRight2
inw xdraw inw xdraw
cpw xdraw screenwidth cpw xdraw #screenwidth
jne RollinContinues jne RollinContinues
ExplodeNow ExplodeNow
mwa xdraw xcircle ; we must store somewhere (BAD) mwa xdraw xcircle ; we must store somewhere (BAD)
@@ -890,17 +894,15 @@ EndOfTheDirt
rts rts
.endp .endp
; ---------------- ; ----------------
.proc liquiddirt ; .proc xliquiddirt ;
mva #sfx_liquid_dirt sfx_effect
mva xdraw TempXfill mva xdraw TempXfill
mva #254 FillCounter
RepeatFill RepeatFill
mva TempXfill xdraw mva TempXfill xdraw
jsr checkRollDirection jsr checkRollDirection
; HowMuchToFall - direction ; HowMuchToFall - direction
; $FF - we are in a hole (flying in missile direction) ; $FF - we are in a hole (flying in missile direction)
; 1 - right, 2 - left ; 1 - right, 2 - left
adw xdraw #mountaintable tempXROLLER adw xdraw #mountaintable tempXROLLER
ldy #0 ldy #0
lda (tempXROLLER),y lda (tempXROLLER),y
sta HeightRol ; relative point sta HeightRol ; relative point
@@ -911,7 +913,6 @@ RollinContinuesLiquid
ldy #0 ldy #0
lda (tempXROLLER),y lda (tempXROLLER),y
sta ydraw sta ydraw
beq FillNow
cmp HeightRol cmp HeightRol
beq UpNotYet2 beq UpNotYet2
bcc FillNow bcc FillNow
@@ -924,14 +925,12 @@ UpNotYet2
cmp #1 cmp #1
beq HowMuchToFallRight3 beq HowMuchToFallRight3
.NOWARN dew xdraw .NOWARN dew xdraw
lda xdraw cpw xdraw #$ffff
bne RollinContinuesLiquid
lda xdraw+1
jne RollinContinuesLiquid jne RollinContinuesLiquid
beq FillNow beq FillNow
HowMuchToFallRight3 HowMuchToFallRight3
inw xdraw inw xdraw
cpw xdraw screenwidth cpw xdraw #(screenwidth+1)
jne RollinContinuesLiquid jne RollinContinuesLiquid
FillNow FillNow
; finally one pixel more ; finally one pixel more
@@ -948,12 +947,15 @@ FillHole
adw xdraw #mountaintable tempXROLLER adw xdraw #mountaintable tempXROLLER
lda (tempXROLLER),y lda (tempXROLLER),y
sta ydraw sta ydraw
beq ToHighFill ; if we filled all playfield (very rare but possible)
dec ydraw ; one pixel up dec ydraw ; one pixel up
ToHighFill
lda ydraw lda ydraw
sta (tempXROLLER),y ;mountaintable update sta (tempXROLLER),y ;mountaintable update
mva #1 color mva #1 color
jsr plot jsr plot.MakePlot
dec FillCounter .nowarn dew FillCounter
cpw FillCounter #0
jne RepeatFill jne RepeatFill
rts rts
.endp .endp
@@ -973,17 +975,17 @@ FillHole
ldx TankNr ldx TankNr
;Checking the maximal force ;Checking the maximal force
lda MaxEnergyTableH,x lda MaxForceTableH,x
cmp EnergyTableH,x cmp ForceTableH,x
bne ContinueToCheckMaxForce2 bne ContinueToCheckMaxForce2
lda MaxEnergyTableL,x lda MaxForceTableL,x
cmp EnergyTableL,x cmp ForceTableL,x
ContinueToCheckMaxForce2 ContinueToCheckMaxForce2
bcs @+ bcs @+
lda MaxEnergyTableH,x lda MaxForceTableH,x
sta EnergyTableH,x sta ForceTableH,x
lda MaxEnergyTableL,x lda MaxForceTableL,x
sta EnergyTableL,x sta ForceTableL,x
@ @
jsr StatusDisplay ;all digital values like force, angle, wind, etc. jsr StatusDisplay ;all digital values like force, angle, wind, etc.
jsr PutTankNameOnScreen jsr PutTankNameOnScreen
@@ -1001,12 +1003,12 @@ ContinueToCheckMaxForce2
; $f3 - shift+key ; $f3 - shift+key
notpressed notpressed
lda TRIG0 lda TRIG0S
beq notpressed beq notpressed
lda SKSTAT lda SKSTAT
cmp #$ff cmp #$ff
beq checkJoy beq checkJoy
cmp #$f7 cmp #$f7 ; SHIFT
beq checkJoy beq checkJoy
lda kbcode lda kbcode
@@ -1046,7 +1048,7 @@ checkJoy
jmp jumpFromStick jmp jumpFromStick
notpressedJoy notpressedJoy
;fire ;fire
lda TRIG0 lda TRIG0S
jeq pressedSpace jeq pressedSpace
jmp notpressed jmp notpressed
@@ -1054,36 +1056,36 @@ notpressedJoy
pressedUp pressedUp
;force increaseeee! ;force increaseeee!
ldx TankNr ldx TankNr
inc EnergyTableL,x inc ForceTableL,x
bne CheckingMaxForce bne CheckingMaxForce
inc EnergyTableH,x inc ForceTableH,x
CheckingMaxForce CheckingMaxForce
mva #sfx_set_power_1 sfx_effect mva #sfx_set_power_1 sfx_effect
lda MaxEnergyTableH,x lda MaxForceTableH,x
cmp EnergyTableH,x cmp ForceTableH,x
bne FurtherCheckMaxForce bne FurtherCheckMaxForce
lda MaxEnergyTableL,x lda MaxForceTableL,x
cmp EnergyTableL,x cmp ForceTableL,x
FurtherCheckMaxForce FurtherCheckMaxForce
jcs BeforeFire jcs BeforeFire
lda MaxEnergyTableH,x lda MaxForceTableH,x
sta EnergyTableH,x sta ForceTableH,x
lda MaxEnergyTableL,x lda MaxForceTableL,x
sta EnergyTableL,x sta ForceTableL,x
jmp BeforeFire jmp BeforeFire
CTRLPressedUp CTRLPressedUp
ldx TankNr ldx TankNr
lda EnergyTableL,x lda ForceTableL,x
clc clc
adc #10 adc #10
sta EnergyTableL,x sta ForceTableL,x
bcc CheckingMaxForce bcc CheckingMaxForce
inc EnergyTableH,x inc ForceTableH,x
jmp CheckingMaxForce jmp CheckingMaxForce
@@ -1091,16 +1093,16 @@ pressedDown
mva #sfx_set_power_1 sfx_effect mva #sfx_set_power_1 sfx_effect
ldx TankNr ldx TankNr
dec EnergyTableL,x dec ForceTableL,x
lda EnergyTableL,x lda ForceTableL,x
cmp #$ff cmp #$ff
bne @+ bne @+
dec EnergyTableH,x dec ForceTableH,x
bpl @+ bpl @+
ForceGoesZero ForceGoesZero
lda #0 lda #0
sta EnergyTableH,x sta ForceTableH,x
sta EnergyTableL,x sta ForceTableL,x
@ @
jmp BeforeFire jmp BeforeFire
@@ -1109,11 +1111,11 @@ CTRLPressedDown
ldx TankNr ldx TankNr
sec sec
lda EnergyTableL,x lda ForceTableL,x
sbc #10 sbc #10
sta EnergyTableL,x sta ForceTableL,x
jcs BeforeFire jcs BeforeFire
dec EnergyTableH,x dec ForceTableH,x
bmi ForceGoesZero bmi ForceGoesZero
jmp BeforeFire jmp BeforeFire
@@ -1125,7 +1127,7 @@ pressedLeft
cmp #$ff ; if angle goes through 0 we clear the barrel cmp #$ff ; if angle goes through 0 we clear the barrel
bne NotThrough90DegreesLeft bne NotThrough90DegreesLeft
mva #$2e CharCode mva #$2e CharCode
jsr drawtankNrX jsr DrawTankNr.drawtankNrX
NotThrough90DegreesLeft NotThrough90DegreesLeft
cmp #(255-91) cmp #(255-91)
jne BeforeFire jne BeforeFire
@@ -1140,7 +1142,7 @@ pressedRight
lda AngleTable,x lda AngleTable,x
bne NotThrough90DegreesRight bne NotThrough90DegreesRight
mva #$30 CharCode ; if angle goes through 0 we clear the barrel mva #$30 CharCode ; if angle goes through 0 we clear the barrel
jsr drawtankNrX jsr DrawTankNr.drawtankNrX
NotThrough90DegreesRight NotThrough90DegreesRight
cmp #91 cmp #91
jne BeforeFire jne BeforeFire
@@ -1149,6 +1151,7 @@ NotThrough90DegreesRight
jmp BeforeFire jmp BeforeFire
pressedTAB pressedTAB
mva #sfx_purchase sfx_effect
ldx TankNr ldx TankNr
inc ActiveWeapon,x inc ActiveWeapon,x
lda ActiveWeapon,x lda ActiveWeapon,x
@@ -1216,9 +1219,9 @@ RandomizeOffensiveText
sta Force+1 sta Force+1
bne AfterStrongShoot bne AfterStrongShoot
NotStrongShoot NotStrongShoot
lda EnergyTableL,x lda ForceTableL,x
sta Force sta Force
lda EnergyTableH,x lda ForceTableH,x
sta Force+1 sta Force+1
AfterStrongShoot AfterStrongShoot
lda #$0 lda #$0
@@ -1268,7 +1271,7 @@ AfterStrongShoot
;-------------------------------------------------- ;--------------------------------------------------
TankFalls .proc; .proc TankFalls;
;-------------------------------------------------- ;--------------------------------------------------
mva #sfx_shield_off sfx_effect mva #sfx_shield_off sfx_effect
lda #0 lda #0
@@ -1530,7 +1533,7 @@ noSmokeTracer
RepeatIfSmokeTracer RepeatIfSmokeTracer
mwa ytraj+1 Ytrajold+1 mwa ytraj+1 Ytrajold+1
mwa xtraj+1 Xtrajold+1 mwa xtraj+1 Xtrajold+1
mwa #DrawCheck DrawJumpAddr mva #%01000000 drawFunction
lda #0 lda #0
sta Result sta Result
@@ -1550,7 +1553,7 @@ RepeatIfSmokeTracer
stx LeapFrogAngle ; we will need it later stx LeapFrogAngle ; we will need it later
;Angle works like this: ;Angle works like this:
;0 'degrees' is sraight up ;0 'degrees' is straight up
;90 'degrees' is horizontally right ;90 'degrees' is horizontally right
;255 is straight up (same as 0) ;255 is straight up (same as 0)
;255-90 (165) horizontally left ;255-90 (165) horizontally left
@@ -1623,8 +1626,11 @@ DoNotAdd
sta Result+1 sta Result+1
sta Result+2 sta Result+2
;-- ;--
ldx Angle lda #90
lda costable,x sec
sbc Angle
tax
lda sintable,x
sta Multiplee ;cos(Angle)*Force sta Multiplee ;cos(Angle)*Force
mwa Force Multiplier mwa Force Multiplier
@@ -1725,13 +1731,13 @@ FlightLeft
lda goleft lda goleft
bne FlightsLeft ;blow on bullet flighting left bne FlightsLeft ;blow on bullet flighting left
lda WindOrientation lda WindOrientation
bne WindToLeft bne LWindToRight
beq LWindToLeft beq LWindToLeft
FlightsLeft FlightsLeft
lda WindOrientation lda WindOrientation
beq LWindToRight beq LWindToRight
LWindToLeft
LWindToLeft
; here Wind to right, bullet goes right as well, so vx=vx+Wind ; here Wind to right, bullet goes right as well, so vx=vx+Wind
; here Wind to left, bullet goes left as well, so vx=vx+Wind ; here Wind to left, bullet goes left as well, so vx=vx+Wind
clc clc
@@ -1748,23 +1754,23 @@ LWindToLeft
adc #0 adc #0
sta vx+3 sta vx+3
jmp @+ jmp @+
WindToLeft
LWindToRight LWindToRight
;Wind to left, bullet right, so vx=vx-Wind ;Wind to left, bullet right, so vx=vx-Wind
;Wind to right, bullet left, so vx=vx-Wind ;Wind to right, bullet left, so vx=vx-Wind
sec sec
lda vx lda vx
sbc Wind sbc Wind
sta vx sta vx
lda vx+1 lda vx+1
sbc Wind+1 sbc Wind+1
sta vx+1 sta vx+1
lda vx+2 lda vx+2
sbc #0 sbc #0
sta vx+2 sta vx+2
lda vx+3 lda vx+3
sbc #0 sbc #0
sta vx+3 sta vx+3
@ @
mwa xtrajold+1 xdraw mwa xtrajold+1 xdraw
mwa ytrajold+1 ydraw mwa ytrajold+1 ydraw
@@ -1804,8 +1810,7 @@ SkipCollisionCheck
jsr UnPlot jsr UnPlot
NoUnPlot NoUnPlot
; jsr PlotPointer
jmp Loopi jmp Loopi
Hit Hit
@@ -1815,12 +1820,14 @@ Hit
jsr unPlot jsr unPlot
EndOfFlight EndOfFlight
mwa xdraw xcircle ; we must store for a little while mwa xdraw xcircle ; we must store for a little while
mva ydraw ycircle ; xdraw and ydraw mva ydraw ycircle ; xdraw and ydraw .... but this values are in YHit and XHit !!!
mwa #0 xdraw mwa #0 xdraw
mva #screenheight-1 ydraw mva #screenheight-1 ydraw
jsr unPlot jsr unPlot
mwa xcircle xdraw mwa xcircle xdraw
mva ycircle ydraw mva ycircle ydraw
; mwa XHit xdraw
; mva YHit ydraw
ldy SmokeTracerFlag ldy SmokeTracerFlag
beq EndOfFlight2 beq EndOfFlight2
@@ -1836,9 +1843,9 @@ SecondFlight .proc
; ---------------- copied code fragment from before firing. not too elegant. ; ---------------- copied code fragment from before firing. not too elegant.
; ---------------- get fire parameters again ; ---------------- get fire parameters again
ldx TankNr ldx TankNr
lda EnergyTableL,x lda ForceTableL,x
sta Force sta Force
lda EnergyTableH,x lda ForceTableH,x
sta Force+1 sta Force+1
lda #$0 lda #$0
sta Force+2 sta Force+2
@@ -1875,7 +1882,7 @@ SecondFlight .proc
sbc #0 sbc #0
sta ytraj+2 sta ytraj+2
ldy #100 ldy #100 ; ???
mva #1 tracerflag ; I do not know (I mean I think I know ;) ) mva #1 tracerflag ; I do not know (I mean I think I know ;) )
; 10 years later - I do not know!!! ; 10 years later - I do not know!!!
; 20 years later - still do not know :] ; 20 years later - still do not know :]
@@ -1964,12 +1971,10 @@ MIRVcopyParameters
ldx #$FF ; it will turn 0 in a moment anyway ldx #$FF ; it will turn 0 in a moment anyway
stx MirvMissileCounter stx MirvMissileCounter
mrLoopi mrLoopi
inc MirvMissileCounter inc:lda MirvMissileCounter
lda MirvMissileCounter
cmp #5 cmp #5
bne mrLoopix sne:mva #0 MirvMissileCounter
mva #0 MirvMissileCounter
mrLoopix
ldx MirvMissileCounter ldx MirvMissileCounter
; Y changes only for bullet number 0 ; Y changes only for bullet number 0
; because rest of the bullets have the same Y (height) ; because rest of the bullets have the same Y (height)
@@ -2131,7 +2136,7 @@ MIRVcheckCollision
lda xtraj02,x lda xtraj02,x
adc #>mountaintable adc #>mountaintable
sta temp+1 sta temp+1
; adw mountaintable --- it does not work!!!!!!!! and should! (OMC bug?) #temp
ldy #0 ldy #0
lda ytraj+1 lda ytraj+1
cmp (temp),y cmp (temp),y
@@ -2158,7 +2163,7 @@ mrHit
; we have to make unPlot over the screen (to initialise it) ; we have to make unPlot over the screen (to initialise it)
; before actual explosion ; before actual explosion
mwa #0 xdraw mwa #0 xdraw
mva #screenheight-1 ydraw mwa #screenheight-1 ydraw
jsr unPlot.unPlotAfterX jsr unPlot.unPlotAfterX
ldx MirvMissileCounter ldx MirvMissileCounter
ldy #0 ldy #0
@@ -2173,6 +2178,8 @@ mrHit
adc #>mountaintable adc #>mountaintable
sta temp+1 sta temp+1
lda (temp),y lda (temp),y
sec
sbc #1
sta ydraw sta ydraw
sty ydraw+1 ;we know that y=0 sty ydraw+1 ;we know that y=0
jsr missile ; explode .... jsr missile ; explode ....
@@ -2279,9 +2286,9 @@ CalculateExplosionRange0
lda #0 lda #0
sta RangeRight sta RangeRight
sta RangeRight+1 sta RangeRight+1
mva #11 ExplosionRadius mva #11 ExplosionRadius ; what is this magic value?
;-------------------------------------------------- ;--------------------------------------------------
CalculateExplosionRange .proc .proc CalculateExplosionRange
;-------------------------------------------------- ;--------------------------------------------------
;calculates total horizontal range of explosion by ;calculates total horizontal range of explosion by
;"summing up" ranges of all separate explosions ;"summing up" ranges of all separate explosions
@@ -2369,6 +2376,9 @@ HowManyBullets .proc
;-------------------------------------------------- ;--------------------------------------------------
ShellDelay .proc ShellDelay .proc
lda CONSOL
cmp #6
beq noShellDelay
ldx flyDelay ldx flyDelay
DelayLoop DelayLoop
lda VCOUNT lda VCOUNT
@@ -2376,6 +2386,7 @@ DelayLoop
beq @- beq @-
dex dex
bne DelayLoop bne DelayLoop
noShellDelay
rts rts
.endp .endp