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v1.10
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@@ -0,0 +1,4 @@
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.project
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*.bak
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scorch.lab
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scorch.lst
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+186
@@ -0,0 +1,186 @@
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# Basic instruction manual:
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You can play using the keyboard (all functionality) or the joystick in the first port (all functionality necessary for gameplay).
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## 1. Game Option Selection.
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On the first screen, you can configure gameplay options:
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* number of players (2 - 6) includes both human and computer-controlled players
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* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
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* gravity
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* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be)
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* number of rounds in a game
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* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
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* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
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* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
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Select options with cursor keys or joystick.
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The [RETURN] key or Joystick button moves to the next screen.
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## 2. Entering the name of players and selecting the level of computer-controlled players
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The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). At the same time, you can enter the name of the selected player from the keyboard.
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When you press the [RETURN] key or the joystick button, the screen switches to the next player until the difficulty levels for each player are selected.
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If the name is not entered (because, for example, you use a joystick only), it will be supplemented with the default name.
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## 3. Shopping screen (before each round)
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On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. The information on the screen probably needs no more description. You move through the lists with the cursor keys (up and down) or with the joystick, the [TAB] key or the left arrow or the left joystick tilt change the screen to defensive or offensive weapons, the [SPACE] key or the right arrow and also the joystick to the right does the purchase of the indicated weapon.
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The [RETURN] key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with [TAB], etc) weapons. This makes it possible to activate shields and others before the round starts.
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Another [RETURN] key or joystick button press switches to the next player's shopping screen.
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(For computer players this screen is not shown.)
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## 4. The main screen of the game
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The status line shows which player is currently allowed to take a shot and a set of other information:
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* player's tank name,
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* currently selected offensive weapon,
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* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
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* the angle and the direction of the barrel set by the player,
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* the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10 . This means that you can fire weaker shots only when having a small amount of energy,
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* the current round number,
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* wind speed and direction,
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* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
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The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
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* [SPACE] or joystick button pressed briefly - firing a shot.
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* [TAB] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
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* [I] or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon.
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* [A] - go directly to the defensive weapons activation.
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* [M] key - disable/enable background music.
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* [S] key - disable/enable effect sounds.
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* [START] - speed up some game animations.
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* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
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* [O] - end the current game and jump to the Game Over screen with a summary.
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## 5. Game mechanics
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And here's a rundown of the description of how each weapon works, scoring rules, etc:
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### First, what we know about tank energy
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- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
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- Energy of tanks is depleted in 3 ways:
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1. one unit after firing each shot,
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2. while falling (one pixel down takes 2 units of energy),
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3. when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
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### How energy subtraction works (and makes money!)
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After each round, the amount of money gained/lost is calculated. This is done on the basis of two variables accumulated by each tank during the round. These variables are:
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`gain` - energy "captured" from hit tanks (also when you hit yourself :) and here's the catch, if you have very little energy left it may be profitable to hit yourself with a powerful weapon!
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`lose` - energy lost due to explosion/fall (important - the total potential loss of energy is taken into account even if the tank has less at the time of the hit).
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In addition, the tank that won the round has a `gain` parameter (captured energy from tanks hit) increased by the energy remaining at the end of the round (because it did not die and should have it - although the survival of the fittest is not guaranteed :) )
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Specifically:
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### After each round:
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`money = money + (2 * (gain + energy))`
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`money = money - lose`
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`if money < 0 then money = 0`
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(at the start of each round `gain` and `lose` have a value of 0)
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During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
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### For tank firing a shot:
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`gain = gain + EnergyDecrease`
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### Tank being hit:
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`lose = lose + EnergyDecrease`
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Where `EnergyDecrease` is the loss of energy due to a hit.
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Of course, at the same time, the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss can not exceed the energy held.
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Note that the screen representation of money has an extra 0 added at the end so you actually have 10 times more cash than the above calculation shows :)
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## How the hit works.
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Each weapon that results in an explosion has a radius of fire (`ExplosionRadius`).
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After the explosion, every tank in its range loses energy.
|
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The way it works is that the distance of the hit tank from the center of the explosion is calculated, the `ExplosionRadius` reduced by this distance is multiplied by 8 and the result is `EnergyDecrease`.
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That is, in the case of hitting a tank centrally:
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`EnergyDecrease = ExplosionRadius * 8`
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and with each pixel farther from the center, 8 fewer units are lost.
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I don't know if it's understandable - I do understand it :)
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For example, if a tank is hit centrally with a Baby Missile - it is subtracted 88 units of energy (11 * 8), which also means that when this missile hits at a distance of 12 pixels from the tank - it does not lose energy at all.
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And here are the `ExplosionRadius` values for each weapon:
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| Weapon | `ExplosionRadius` |
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| --- | --- |
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| Baby Missile | 11 |
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| Missile | 17 |
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| Baby Nuke | 25 |
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|
| Nuke | 31 |
|
||||||
|
| LeapFrog| 17 15 13 |
|
||||||
|
| Funky Bomb | 21 11 (* 5) |
|
||||||
|
| MIRV | 17 (* 5) |
|
||||||
|
| Death's Head | 31 (* 5) |
|
||||||
|
| Napalm | x 40 (this weapon is different and the distance from the center is not determined, simply any tank within range of the flames loses 40 units of energy - the ExplosionRadius variable is not used) |
|
||||||
|
| Hot Napalm | x 80 (the same principle as in Napalm) |
|
||||||
|
| Baby Roller | 11 |
|
||||||
|
| Roller | 21 |
|
||||||
|
| Heavy Roller | 31 |
|
||||||
|
| Riot Charge | 31 |
|
||||||
|
| Riot Blast | 0 (in reality - 61 but with these weapons it is not taken into account when counting energy loss only the width of the ground to fall) |
|
||||||
|
| Riot Bomb | 17 |
|
||||||
|
| Heavy Riot Bomb | 29 |
|
||||||
|
| Baby Digger | 0 (60 - as in Riot Blast) |
|
||||||
|
| Digger | 0 (60 - as above) |
|
||||||
|
| Heavy Digger | 0 (60 - as above) |
|
||||||
|
| Baby Sandhog | 0 (60 - as above) |
|
||||||
|
| Sandhog | 0 (60 - as above) |
|
||||||
|
| Heavy Sandhog | 0 (60 - as above) |
|
||||||
|
| Dirt Clod | 12 |
|
||||||
|
| Dirt Ball | 22 |
|
||||||
|
| Ton of Dirt | 31 |
|
||||||
|
| Liquid Dirt | 0 (maybe it's worth changing?) |
|
||||||
|
| Dirt Charge | 0 (61 - as above) |
|
||||||
|
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
|
||||||
|
|
||||||
|
The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (White Flag) is not added to those that died and does not give points.
|
||||||
|
|
||||||
|
Only these points determine the order in the summary
|
||||||
|
|
||||||
|
## 6. And now defensive weapons:
|
||||||
|
|
||||||
|
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
|
||||||
|
* **Battery** - when activated, it recharges the tank's energy to full (99 units) and at the same time is the only defensive weapon that does not deactivate other defensive weapons when used.
|
||||||
|
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
|
||||||
|
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
|
||||||
|
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether it's just a "scratch" or a direct hit with a nuke), and deactivates immediately afterward.
|
||||||
|
* **Heavy Shield** - a shield with its own energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its own energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield.
|
||||||
|
* **Force Shield** - the strongest shield - works just like Heavy Shield only that it is combined with **Parachute**. What is important in this case, falling does not take energy away from the shield or the tank. It is only taken away by hits.
|
||||||
|
* **Bouncy Castle** - a passive-aggressive weapon :) . It works as follows. In case of a direct hit on the tank (and cover), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (you will probably have to rethink this value and give a smaller one here).
|
||||||
|
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
|
||||||
|
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
|
||||||
|
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
|
||||||
|
|
||||||
|
Due to the different operations of **MIRV** weapons, **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons.
|
||||||
|
|
||||||
|
In addition, none of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not work.
|
||||||
|
|
||||||
|
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
|
||||||
|
|
||||||
|
You can only have one defensive weapon active at a time (except **Long Schlong** of course :) ). You can always change the decision and activate another defensive weapon or deactivate **White Flag** before firing.
|
||||||
|
|
||||||
|
And of course, activating a weapon when you already have some other weapon activated causes the loss of the previous one (no returns :) ).
|
||||||
|
|
||||||
|
## 7. "Other" weapons:
|
||||||
|
|
||||||
|
* **Buy me!** - this 'weapon' cannot be used in gameplay. Buying it draws one of the offensive or (more rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the "Buy Me!" price) but also gain. You can get a weapon otherwise not affordable at all!
|
||||||
+181
@@ -0,0 +1,181 @@
|
|||||||
|
# Podstawowa instrukcja:
|
||||||
|
|
||||||
|
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
|
||||||
|
|
||||||
|
## 1. Wybór opcji gry.
|
||||||
|
Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
|
||||||
|
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
|
||||||
|
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, jecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||||
|
* grawitacja
|
||||||
|
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
|
||||||
|
* liczba rozgrywanych rund
|
||||||
|
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
|
||||||
|
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
|
||||||
|
* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
|
||||||
|
|
||||||
|
Wybór opcji klawiszami kursora lub joystickiem.
|
||||||
|
|
||||||
|
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
|
||||||
|
|
||||||
|
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
|
||||||
|
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joysticjiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też kompute (pozostałe opcje). Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||||
|
Po naciśnięciu klawisza [RETURN] lub przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla każdego z nich.
|
||||||
|
|
||||||
|
Jeśli nazwa nie zostanie wpisana (bo np operujemy wyłącznie joystickiem), to zostanie uzupełniona nazwą domyślną.
|
||||||
|
|
||||||
|
## 3. Ekran zakupów (przed każdą rundą)
|
||||||
|
|
||||||
|
Na tym ekranie można dokonywać zakupów broni ofensywnych i defensywnych. Widoczne są tylko te bronie na które gracza stać wraz z informacją o cenie i ilości jednostek danej broni, którą za ten cenę otrzymamy. Informacje na ekranie nie wymagają chyba więcej opisu. Po listach poruszamy się klawiszami kursora (góra i dół) lub joystickiem, klawisz [TAB] lub strzałka w lewo czy też ruch joystickiem w lewo zmieniają ekran na bronie defensywne lub ofensywne, klawisz [SPACJA] lub strzałka w prawo a także joystick w prawo realizują zakup wskazanej broni.
|
||||||
|
|
||||||
|
Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych.
|
||||||
|
Na ekranie tym można aktywować zakupione wcześniej bronie defensywne czy też ofensywne. Obsługiwany jest identycznie jak ekran zakupów, jednak [SPACJA] lub strzałka w prawo a także joystick w prawo realizują aktywacje wskazanej broni. Umożliwia to aktywowanie osłon jeszcze przed rozpoczęciem rundy.
|
||||||
|
|
||||||
|
Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następnego gracza.
|
||||||
|
(oczywiście dla graczy komputerowych ten ekran się nie pojawia)
|
||||||
|
|
||||||
|
## 4. Główny ekran gry
|
||||||
|
|
||||||
|
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||||
|
* nazwa czołgu gracza
|
||||||
|
* wybrana aktualnie broń ofensywna
|
||||||
|
* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
|
||||||
|
* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
|
||||||
|
* ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
|
||||||
|
* numer aktualnej rundy rozgrywki
|
||||||
|
* prędkość i kierunek wiatru
|
||||||
|
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracz
|
||||||
|
|
||||||
|
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
||||||
|
* [SPACJA] lub przycisk joysticka naciśnięte krótko - oddanie strzału
|
||||||
|
* [TAB] - wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
|
||||||
|
* Klawisz [I] lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną.
|
||||||
|
* Klawisz [A] - bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
|
||||||
|
* Klawisz [M] - wyłączenie/włączenie muzyki w tle
|
||||||
|
* Klawisz [S] - wyłączenie/włączenie dźwięków efektów.
|
||||||
|
* Klawisz [O] - wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy.
|
||||||
|
* [ESC] - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
|
||||||
|
|
||||||
|
## 5. Zasady gry
|
||||||
|
|
||||||
|
A tutaj zręby opisu działania poszczególnych broni, zasad punktacji itp:
|
||||||
|
|
||||||
|
### Najpierw co wiemy o energii czołgów
|
||||||
|
- Czołgi mają energię (a Ogry warstwy - jak cebula) - na starcie 99 jednostek
|
||||||
|
- Energii czołgom ubywa na 3 sposoby:
|
||||||
|
1. jedna jednostka po oddaniu każdego strzału
|
||||||
|
2. w czasie spadania (jeden piksel w dół 2 jednostki)
|
||||||
|
3. w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
|
||||||
|
|
||||||
|
### Jak działa odejmowanie energii (i zarabianie kasy!)
|
||||||
|
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||||
|
|
||||||
|
`gain` - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
|
||||||
|
|
||||||
|
`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||||
|
|
||||||
|
Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
|
||||||
|
|
||||||
|
Konkretnie:
|
||||||
|
|
||||||
|
### Po każdej rundzie:
|
||||||
|
`money = money + (2 * (gain+energy))`
|
||||||
|
|
||||||
|
`money = money - lose`
|
||||||
|
|
||||||
|
`if money <0 then money=0`
|
||||||
|
|
||||||
|
(na starcie każdej rundy `gain` i `lose` mają wartość 0)
|
||||||
|
|
||||||
|
W czasie rundy, jeśli w wyniku strzału oddanego przez czołg inny czołg zostanie trafiony, czołg oddający strzał "dostaje energię" zabraną czołgowi trafionemu.
|
||||||
|
### czołg oddający strzał:
|
||||||
|
`gain = gain + EnergyDecrease`
|
||||||
|
### czołg trafiony:
|
||||||
|
`lose = lose + EnergyDecrease`
|
||||||
|
|
||||||
|
gdzie `EnergyDecrease` to utrata energii w wyniku trafienia.
|
||||||
|
|
||||||
|
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w `EnergyDecrease`, z tym że tutaj strata nie może przekroczyć posiadanej energii.
|
||||||
|
|
||||||
|
Uwaga! Ekranowa reprezentacja pieniędzy ma na końcu dopisane dodatkowe 0 więc faktyczne mamy 10 razy więcej kasy niż wynika z powyższych obliczeń :)
|
||||||
|
|
||||||
|
## Jak działa trafienie.
|
||||||
|
|
||||||
|
Każda broń, która skutkuje eksplozją, ma swój promień rażenia (`ExplosionRadius`).
|
||||||
|
|
||||||
|
Po eksplozji każdy czołg w jej zasięgu traci energię.
|
||||||
|
|
||||||
|
Działa to tak, że obliczana jest odległość trafianego czołgu od centrum eksplozji, zmniejszony o tę odległość ExplosionRadius jest mnożony przez 8 i w wyniku otrzymujemy `EnergyDecrease`.
|
||||||
|
|
||||||
|
Czyli w przypadku trafienia centralnie w czołg:
|
||||||
|
`EnergyDecrease = ExplosionRadius * 8`
|
||||||
|
|
||||||
|
a z każdym pikselem dalej od centrum ubywa o 8 jednostek mniej.
|
||||||
|
|
||||||
|
Nie wiem czy to zrozumiałe - ja rozumiem :)
|
||||||
|
|
||||||
|
Przykładowo, jeśli czołg zostanie trafiony centralnie przy pomocy Baby Missile - odejmowane jest mu 88 jednostek energii (11 * 8), co także oznacza, że przy trafieniu tym pociskiem w odległości 12 pikseli od czołgu - nie traci on energii wcale.
|
||||||
|
|
||||||
|
A oto wartości promienia rażenia (ExplosionRadius) dla poszczególnych broni:
|
||||||
|
|
||||||
|
| Weapon | `ExplosionRadius` |
|
||||||
|
| --- | --- |
|
||||||
|
| Baby Missile | 11 |
|
||||||
|
| Missile | 17 |
|
||||||
|
| Baby Nuke | 25 |
|
||||||
|
| Nuke | 31 |
|
||||||
|
| LeapFrog| 17 15 13 |
|
||||||
|
| Funky Bomb | 21 11 (* 5) |
|
||||||
|
| MIRV | 17 (* 5) |
|
||||||
|
| Death's Head | 31 (* 5) |
|
||||||
|
| Napalm | x 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii - zmienna ExplosionRadius nie jest używana) |
|
||||||
|
| Hot Napalm | x 80 (zasada taka jak w Napalm) |
|
||||||
|
| Baby Roller | 11 |
|
||||||
|
| Roller | 21 |
|
||||||
|
| Heavy Roller | 31 |
|
||||||
|
| Riot Charge | 31 |
|
||||||
|
| Riot Blast | 0 (tak na prawdę - 61 ale przy tych broniach nie jest brana pod uwagę przy liczeniu ubytku energii tylko szerokości gruntu do opadnięcia) |
|
||||||
|
| Riot Bomb | 17 |
|
||||||
|
| Heavy Riot Bomb | 29 |
|
||||||
|
| Baby Digger | 0 (60 - jak w Riot Blast) |
|
||||||
|
| Digger | 0 (60 - jak wyżej) |
|
||||||
|
| Heavy Digger | 0 (60 - jak wyżej) |
|
||||||
|
| Baby Sandhog | 0 (60 - jak wyżej) |
|
||||||
|
| Sandhog | 0 (60 - jak wyżej) |
|
||||||
|
| Heavy Sandhog | 0 (60 - jak wyżej) |
|
||||||
|
| Dirt Clod | 12 |
|
||||||
|
| Dirt Ball | 22 |
|
||||||
|
| Ton of Dirt | 31 |
|
||||||
|
| Liquid Dirt | 0 (może warto to zmienić?) |
|
||||||
|
| Dirt Charge | 0 (61 - jak wyżej) |
|
||||||
|
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia, zmienna ExplosionRadius nie jest używana, więc nie ma mnożenia przez 8 - po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
|
||||||
|
|
||||||
|
Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (Biała Flaga) nie jest doliczany do tych które zginęły i nie daje punktów.
|
||||||
|
Tylko te punkty decydują o kolejności w podsumowaniu
|
||||||
|
|
||||||
|
## 6. A teraz bronie defensywne:
|
||||||
|
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można deaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||||
|
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek) i jednocześnie jest to jedyna broń defensywna, która nie deaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||||
|
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. Po jej użyciu czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję a [SPACJA] lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), jeśli paliwo się skończy czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
|
||||||
|
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku deaktywuje się i trzeba aktywować nowy spadochron.
|
||||||
|
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron deaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednoski na jeden pikxel).
|
||||||
|
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej deaktywuje się.
|
||||||
|
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona deaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||||
|
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield tyle że połączona z Parachute. Co ważne w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
|
||||||
|
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu deaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
|
||||||
|
* **Mag Deflector** - druga broń agresywna :) . W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie i tutaj trzeba będzie przemyśleć tę wartość i dać mniejszą).
|
||||||
|
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
|
||||||
|
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fanie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej deaktywować).
|
||||||
|
|
||||||
|
W związku z odmiennym działaniem broni **MIRV**, **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią.
|
||||||
|
|
||||||
|
Dodatkowo, żadna z osłon nie chroni przed Napalmem. Auto Defense czy Mag Deflector przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||||
|
|
||||||
|
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
|
||||||
|
|
||||||
|
Można mieć aktywną tylko jedną broń defensywną w danej chwili (za wyjątkiem **Long Schlong** oczywiście :) ). Zawsze przed oddaniem strzału możemy zmienić decyzję i aktywować inną broni defensywną czy też dezaktywować **White Flag**.
|
||||||
|
Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną powoduje utratę tej poprzedniej (nie ma zwrotów :) ).
|
||||||
|
|
||||||
|
|
||||||
|
## 7. Bronie 'inne' :) :
|
||||||
|
|
||||||
|
* **Buy me!** - tej 'broni' nie można używać w rozgrywce. Jej zakup powoduje wylosowanie jesdnej z broni ofensywnych lub (żadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Buy Me!** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać!
|
||||||
@@ -8,16 +8,18 @@ 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
|
||||||
|
- Fox (@pfusik) - plot and point optimization
|
||||||
|
|
||||||
You can contact us at pecus@poczta.fm or pirx@5oft.pl
|
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800, Shaggy the Atarian
|
||||||
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).
|
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
||||||
|
|
||||||
|
This source code was originally compiled with [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
|
||||||
|
|
||||||
Compilation: `mads scorch.asm -o:scorch.xex`
|
Compilation: `mads scorch.asm -o:scorch.xex`
|
||||||
|
|
||||||
@@ -31,25 +33,198 @@ 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.
|
||||||
It never happened, but we got some encouraging comments and we are still trying to do something from time to time.
|
It never happened, but we got some encouraging comments and we are still trying to do something from time to time.
|
||||||
|
|
||||||
With the advent of fujinet (https://fujinet.online/) we are thinking about making the game interplanetary, err, with multiplayer over the net. We'll see.
|
With the advent of [fujinet](https://fujinet.online/) we are thinking about making the game interplanetary, err, with multiplayer over the net. We'll see.
|
||||||
|
|
||||||
## Changes:
|
## Changes:
|
||||||
|
|
||||||
###### Build 138
|
###### Version 1.10
|
||||||
|
2022-08-21
|
||||||
|
|
||||||
|
My hovercraft is full of eels.
|
||||||
|
|
||||||
|
This release brings a swath of gameplay updates and a generous dose of a new silliness.
|
||||||
|
[English](https://github.com/pkali/scorch_src/blob/master/MANUAL_EN.md) and [Polish](https://github.com/pkali/scorch_src/blob/master/MANUAL_PL.md) language manual drafts are available in the repository. Please help us with the English one as we are not native speakers.
|
||||||
|
Version number bump reflects number of unreleased versions and amount of changes.
|
||||||
|
|
||||||
|
Changes:
|
||||||
|
* Defensive weapons can be activated before the round to make for the unbeatable aiming precision of the robotanks.
|
||||||
|
* Fixed bug with Long Schlong activation taking one Schlong too many.
|
||||||
|
* Smoke Tracer not disappearing smoke fixed.
|
||||||
|
* Bug allowing for infinite shooting outside the screen fixed.
|
||||||
|
* Tank colors and P/M sequence as devised by Adam, the gfx artist. Tanks differ more and look better. https://github.com/pkali/scorch_src/issues/119
|
||||||
|
* New item in the shop - loot box "Buy me!" with a surprise inside. https://github.com/pkali/scorch_src/issues/97
|
||||||
|
* Tank names can have s p a c e s now! https://github.com/pkali/scorch_src/issues/120
|
||||||
|
* Tanks are mobile now thanks to the new defensive option - Hovercraft https://github.com/pkali/scorch_src/issues/52
|
||||||
|
* Main atari library switched to a more standard version based on Mapping the Atari
|
||||||
|
* Huge memory optimizations to allow for the new features.
|
||||||
|
* Narrow screen in shop / inventory (many bytes saved).
|
||||||
|
* Explosion range corrections for a rare event of non-lethal Nuke explosions.
|
||||||
|
* Pressing [A] jumps into defensive weapons activation directly.
|
||||||
|
* Elusive randomize force error causing rare hangups for Tosser fixed.
|
||||||
|
* Activation of defensive weapons moved to front.
|
||||||
|
* Additional SFX for new weapons.
|
||||||
|
|
||||||
|
###### Version 1.00
|
||||||
|
2022-08-13
|
||||||
|
|
||||||
|
Silly Version 1.00
|
||||||
|
This is an official Silly Venture Summer Edition Atari 50 release. The game reached version 1.00.
|
||||||
|
|
||||||
|
The game manual is available at https://github.com/pkali/scorch_src/wiki
|
||||||
|
All 48KB+ 8-bit Atari computers are supported.
|
||||||
|
|
||||||
|
Thank you @Pecusx and @Miker for your hard work over the last few weeks - I was almost entirely absent because of the real-world attack.
|
||||||
|
|
||||||
|
Most important changes:
|
||||||
|
* New Game Over screen with a summary of wins, direct hits and earned cash. https://github.com/pkali/scorch_src/issues/9
|
||||||
|
* Tank barrels are drawn procedurally to make aiming easier..
|
||||||
|
* Various SFX and music updates with new tunes for all parts of the game. https://github.com/pkali/scorch_src/issues/112
|
||||||
|
* AI can use White Flag.
|
||||||
|
* 3 different tank shapes https://github.com/pkali/scorch_src/issues/64.
|
||||||
|
* All AI levels are programmed. Cyborg is tough! https://github.com/pkali/scorch_src/issues/40
|
||||||
|
* New weapon - Long Schlong!
|
||||||
|
* New splash screen.
|
||||||
|
* Game mechanics improved.
|
||||||
|
* [O] key skips to the Game Over screen.
|
||||||
|
* The game works on Atari 800.
|
||||||
|
* Huge amount of optimizations to squeeze the game into 48K.
|
||||||
|
|
||||||
|
And now the new adventure begins!
|
||||||
|
|
||||||
|
|
||||||
|
###### Build 148
|
||||||
|
2022-07-17
|
||||||
|
WHAT DOES THE FOX SAY?
|
||||||
|
|
||||||
|
Fox (x0f, @pfusik) says plots and points can be optimized by 18 clock cycles each and thanks to his 6502 wizardry the game is noticeably nicer. Thank you!
|
||||||
|
Other changes:
|
||||||
|
- https://github.com/pkali/scorch_src/issues/99, https://github.com/pkali/scorch_src/issues/98 - tank number 6 has got a color now! No one is monochrome now!
|
||||||
|
- https://github.com/pkali/scorch_src/issues/110 much improved laser - previously it was almost useless, now it looks and works much better
|
||||||
|
- fixed an interesting roller bug
|
||||||
|
- Auto Defense angle fix
|
||||||
|
- multiple improvements in AI routines, preparation for the final opponents.
|
||||||
|
|
||||||
|
###### Build 147
|
||||||
|
2022-07-10
|
||||||
|
LOST build. We were watching [LOST party](https://www.lostparty.pl/2022/) streams so maybe a little less done, but still some nice improvements.
|
||||||
|
- new weapons by @Pecusx - Napalm and Hot Napalm. Fire penetrates all shields, so beware!
|
||||||
|
- status bar showing outdated info on the beginning of the round fix
|
||||||
|
- various small optimizations incl. memory usage, soildown, weapon ranges
|
||||||
|
- improved shapes of Heavy and Force Shields
|
||||||
|
|
||||||
|
Issues closed:
|
||||||
|
- revert to the old but slightly improved version of showing angles (#105)
|
||||||
|
- zero page loading eliminated (#106)
|
||||||
|
- active player name appear over his tank when aiming (#107)
|
||||||
|
- configurable mountain heights (The Netherlands, Belgium, Czechia, Switzerland, Nepal) (#86)
|
||||||
|
- angle speeds up when joystick / keyboard are pressed (#75)
|
||||||
|
|
||||||
|
###### Build 146
|
||||||
|
2022-07-03
|
||||||
|
Super heavy rewrite build.
|
||||||
|
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies certainly introduced, too.
|
||||||
|
- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
|
||||||
|
- silly angle system rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes saved, complexity reduced. Next build will have improved angle speed UI. I will also allow for an easier improvement of tank visuals.
|
||||||
|
- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
|
||||||
|
- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
|
||||||
|
- AI opponents can purchase defensive weapons which make playing against AI somewhat more challenging.
|
||||||
|
- Improved Laser. It is still not ideal, but better. Still hard to aim :]
|
||||||
|
- Few small parachute-related bugs fixed
|
||||||
|
- Death's Head bug fix
|
||||||
|
|
||||||
|
Issues closed:
|
||||||
|
- https://github.com/pkali/scorch_src/issues/87 Angles are reasonable now. PROFIT!!!
|
||||||
|
|
||||||
|
|
||||||
|
###### Build 145
|
||||||
|
2022-06-26
|
||||||
|
Possibly last round of weapon additions!
|
||||||
|
|
||||||
|
@Pecusx added
|
||||||
|
- working White Flag -- it is a way to give up while not making opponents richer!
|
||||||
|
- Battery - a must for every tank with low energy.
|
||||||
|
- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
|
||||||
|
- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
|
||||||
|
|
||||||
|
@mikerro added new SFX and in-game-tunes.
|
||||||
|
- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
|
||||||
|
|
||||||
|
Tickets closed:
|
||||||
|
- https://github.com/pkali/scorch_src/issues/54 - holding a joystick up or down speeds up force change. It makes playing with a joystick much nicer.
|
||||||
|
- https://github.com/pkali/scorch_src/issues/76 - a beginning of visual tweaks by @6502adam
|
||||||
|
- infinite defensive weapons purchase bug fixed, to the chagrin of some...
|
||||||
|
|
||||||
|
###### Build 144
|
||||||
|
2022-06-19
|
||||||
|
Father's day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
|
||||||
|
|
||||||
|
The new inventory system has been added. Call it by pressing the "I" key or short-pressing fire. Select the weapon to use by moving the joystick or cursor keys right. Switch between offensive and defensive weapons by moving the joystick left. Fire/escape to quit inventory.
|
||||||
|
|
||||||
|
Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
|
||||||
|
|
||||||
|
Tickets closed:
|
||||||
|
* https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts
|
||||||
|
* https://github.com/pkali/scorch_src/issues/89 - improved collisions with tank
|
||||||
|
* https://github.com/pkali/scorch_src/issues/71 - ditto
|
||||||
|
* https://github.com/pkali/scorch_src/issues/11, https://github.com/pkali/scorch_src/issues/26, https://github.com/pkali/scorch_src/issues/8, https://github.com/pkali/scorch_src/issues/20 - new inventory system
|
||||||
|
|
||||||
|
###### Build 143
|
||||||
|
2022-06-05
|
||||||
|
Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
|
||||||
|
Only visible changes listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
|
||||||
|
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say good bye properly!
|
||||||
|
- https://github.com/pkali/scorch_src/issues/74 - Press [ESC] to quit the game at any point, with a confirmation when the round has already started. Please note the keyboard is not checked all the time, so press it for a while, especially when AI tanks are ru(i/n)ning the show.
|
||||||
|
- https://github.com/pkali/scorch_src/issues/56 - there should be no occurrences of frivolous weapon purchases. Please report all tanks getting their munitions from uncertified sources!
|
||||||
|
- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. Fix is trivial, finding the culprit - far from it. Please pay special attention to fairness of shooting in case the fix is still longing for the fjords.
|
||||||
|
- ATTRACT mode works how it should - screensaver saves screen only when HUMAN should input something.
|
||||||
|
|
||||||
|
###### Build 142
|
||||||
|
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 +266,7 @@ 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 +277,7 @@ 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
|
||||||
|
|
||||||
|
|||||||
@@ -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)
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,473 +0,0 @@
|
|||||||
; @com.wudsn.ide.asm.mainsourcefile=../scorch.asm
|
|
||||||
/***************************************/
|
|
||||||
/* Use MADS http://mads.atari8.info/ */
|
|
||||||
/* Mode: DLI (char mode) */
|
|
||||||
/***************************************/
|
|
||||||
|
|
||||||
;icl "HIMARS14.h"
|
|
||||||
;ICL '../lib/atari.hea'
|
|
||||||
|
|
||||||
|
|
||||||
WIDTH = 40
|
|
||||||
HEIGHT = 30
|
|
||||||
|
|
||||||
; --- BASIC switch OFF
|
|
||||||
org $2000\ mva #$ff portb\ rts\ ini $2000
|
|
||||||
|
|
||||||
; --- dmsc LZSS player routine on zero page
|
|
||||||
org $80
|
|
||||||
|
|
||||||
chn_copy .ds 9
|
|
||||||
chn_pos .ds 9
|
|
||||||
bptr .ds 2
|
|
||||||
cur_pos .ds 1
|
|
||||||
chn_bits .ds 1
|
|
||||||
|
|
||||||
bit_data .byte 1
|
|
||||||
|
|
||||||
.proc get_byte
|
|
||||||
lda song_data+1
|
|
||||||
inc song_ptr
|
|
||||||
bne skip
|
|
||||||
inc song_ptr+1
|
|
||||||
skip
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
song_ptr = get_byte + 1
|
|
||||||
|
|
||||||
|
|
||||||
fcnt .ds 2
|
|
||||||
fadr .ds 2
|
|
||||||
fhlp .ds 2
|
|
||||||
cloc .ds 1
|
|
||||||
regA .ds 1
|
|
||||||
regX .ds 1
|
|
||||||
regY .ds 1
|
|
||||||
; --- MAIN PROGRAM
|
|
||||||
org $2000
|
|
||||||
ant dta $F0
|
|
||||||
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 $41,a(ant)
|
|
||||||
|
|
||||||
scr ins "HIMARS14.scr"
|
|
||||||
|
|
||||||
.ds 2*40
|
|
||||||
|
|
||||||
.ALIGN $0400
|
|
||||||
fnt ins "HIMARS14.fnt"
|
|
||||||
|
|
||||||
ift USESPRITES
|
|
||||||
.ALIGN $0800
|
|
||||||
pmg .ds $0300
|
|
||||||
ift FADECHR = 0
|
|
||||||
SPRITES
|
|
||||||
els
|
|
||||||
.ds $500
|
|
||||||
eif
|
|
||||||
eif
|
|
||||||
|
|
||||||
song_data
|
|
||||||
ins 'mmm_16.lzs'
|
|
||||||
song_end
|
|
||||||
|
|
||||||
POKEY = $D200
|
|
||||||
|
|
||||||
buffers
|
|
||||||
.ds 256 * 9
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Song Initialization - this runs in the first tick:
|
|
||||||
;
|
|
||||||
.proc init_song
|
|
||||||
|
|
||||||
; Example: here initializes song pointer:
|
|
||||||
|
|
||||||
;mwa #song_data song_ptr
|
|
||||||
|
|
||||||
; Init all channels:
|
|
||||||
ldx #8
|
|
||||||
ldy #0
|
|
||||||
clear
|
|
||||||
; Read just init value and store into buffer and POKEY
|
|
||||||
jsr get_byte
|
|
||||||
sta POKEY, x
|
|
||||||
sty chn_copy, x
|
|
||||||
cbuf
|
|
||||||
sta buffers + 255
|
|
||||||
inc cbuf + 2
|
|
||||||
dex
|
|
||||||
bpl clear
|
|
||||||
|
|
||||||
; Initialize buffer pointer:
|
|
||||||
sty bptr
|
|
||||||
sty cur_pos
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Wait for next frame
|
|
||||||
;
|
|
||||||
.proc wait_frame
|
|
||||||
|
|
||||||
lda 20
|
|
||||||
delay
|
|
||||||
cmp 20
|
|
||||||
beq delay
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Play one frame of the song
|
|
||||||
;
|
|
||||||
.proc play_frame
|
|
||||||
lda #>buffers
|
|
||||||
sta bptr+1
|
|
||||||
|
|
||||||
lda song_data
|
|
||||||
sta chn_bits
|
|
||||||
ldx #8
|
|
||||||
|
|
||||||
; Loop through all "channels", one for each POKEY register
|
|
||||||
chn_loop:
|
|
||||||
lsr chn_bits
|
|
||||||
bcs skip_chn ; C=1 : skip this channel
|
|
||||||
|
|
||||||
lda chn_copy, x ; Get status of this stream
|
|
||||||
bne do_copy_byte ; If > 0 we are copying bytes
|
|
||||||
|
|
||||||
; We are decoding a new match/literal
|
|
||||||
lsr bit_data ; Get next bit
|
|
||||||
bne got_bit
|
|
||||||
jsr get_byte ; Not enough bits, refill!
|
|
||||||
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
|
|
||||||
sta bit_data ;
|
|
||||||
got_bit:
|
|
||||||
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
|
|
||||||
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
|
|
||||||
|
|
||||||
sta chn_pos, x ; Store in "copy pos"
|
|
||||||
|
|
||||||
jsr get_byte
|
|
||||||
sta chn_copy, x ; Store in "copy length"
|
|
||||||
|
|
||||||
; And start copying first byte
|
|
||||||
do_copy_byte:
|
|
||||||
dec chn_copy, x ; Decrease match length, increase match position
|
|
||||||
inc chn_pos, x
|
|
||||||
ldy chn_pos, x
|
|
||||||
|
|
||||||
; Now, read old data, jump to data store
|
|
||||||
lda (bptr), y
|
|
||||||
|
|
||||||
store:
|
|
||||||
ldy cur_pos
|
|
||||||
sta POKEY, x ; Store to output and buffer
|
|
||||||
sta (bptr), y
|
|
||||||
|
|
||||||
skip_chn:
|
|
||||||
; Increment channel buffer pointer
|
|
||||||
inc bptr+1
|
|
||||||
|
|
||||||
dex
|
|
||||||
bpl chn_loop ; Next channel
|
|
||||||
|
|
||||||
inc cur_pos
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Check for ending of song and jump to the next frame
|
|
||||||
;
|
|
||||||
.proc check_end_song
|
|
||||||
lda song_ptr + 1
|
|
||||||
cmp #>song_end
|
|
||||||
;bne wait_frame
|
|
||||||
lda song_ptr
|
|
||||||
cmp #<song_end
|
|
||||||
;bne wait_frame
|
|
||||||
.endp
|
|
||||||
|
|
||||||
end_loop
|
|
||||||
rts
|
|
||||||
|
|
||||||
|
|
||||||
main
|
|
||||||
jsr init_song
|
|
||||||
|
|
||||||
; --- init PMG
|
|
||||||
|
|
||||||
ift USESPRITES
|
|
||||||
mva >pmg pmbase ;missiles and players data address
|
|
||||||
mva #$03 pmcntl ;enable players and missiles
|
|
||||||
eif
|
|
||||||
|
|
||||||
lda:cmp:req $14 ;wait 1 frame
|
|
||||||
|
|
||||||
sei ;stop IRQ interrupts
|
|
||||||
mva #$00 nmien ;stop NMI interrupts
|
|
||||||
sta dmactl
|
|
||||||
mva #$fe portb ;switch off ROM to get 16k more ram
|
|
||||||
|
|
||||||
mwa #NMI $fffa ;new NMI handler
|
|
||||||
|
|
||||||
mva #$c0 nmien ;switch on NMI+DLI again
|
|
||||||
|
|
||||||
ift CHANGES ;if label CHANGES defined
|
|
||||||
|
|
||||||
_lp lda trig0 ; FIRE #0
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda trig1 ; FIRE #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda consol ; START
|
|
||||||
and #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda skctl
|
|
||||||
and #$04
|
|
||||||
bne _lp ;wait to press any key; here you can put any own routine
|
|
||||||
|
|
||||||
els
|
|
||||||
|
|
||||||
null jmp DLI.dli1 ;CPU is busy here, so no more routines allowed
|
|
||||||
|
|
||||||
eif
|
|
||||||
|
|
||||||
|
|
||||||
stop
|
|
||||||
mva #$00 pmcntl ;PMG disabled
|
|
||||||
tax
|
|
||||||
sta:rne hposp0,x+
|
|
||||||
|
|
||||||
mva #$ff portb ;ROM switch on
|
|
||||||
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
|
||||||
cli ;IRQ enabled
|
|
||||||
|
|
||||||
|
|
||||||
lda #0
|
|
||||||
ldx #8
|
|
||||||
@ sta POKEY,x
|
|
||||||
dex
|
|
||||||
bpl @-
|
|
||||||
rts ;return to ... DOS
|
|
||||||
|
|
||||||
; --- DLI PROGRAM
|
|
||||||
|
|
||||||
.local DLI
|
|
||||||
|
|
||||||
?old_dli = *
|
|
||||||
|
|
||||||
ift !CHANGES
|
|
||||||
|
|
||||||
dli1 lda trig0 ; FIRE #0
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda trig1 ; FIRE #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda consol ; START
|
|
||||||
and #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda skctl
|
|
||||||
and #$04
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda vcount
|
|
||||||
cmp #$02
|
|
||||||
bne dli1
|
|
||||||
|
|
||||||
:3 sta wsync
|
|
||||||
|
|
||||||
DLINEW dli10
|
|
||||||
|
|
||||||
eif
|
|
||||||
|
|
||||||
dli_start
|
|
||||||
|
|
||||||
dli10
|
|
||||||
sta regA
|
|
||||||
|
|
||||||
c4 lda #$04
|
|
||||||
sta wsync ;line=8
|
|
||||||
sta color0
|
|
||||||
sta gtictl
|
|
||||||
DLINEW DLI.dli2 1 0 0
|
|
||||||
|
|
||||||
dli2
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$01
|
|
||||||
sta wsync ;line=96
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli3 1 0 0
|
|
||||||
|
|
||||||
dli3
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$02
|
|
||||||
sta wsync ;line=136
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli4 1 0 0
|
|
||||||
|
|
||||||
dli4
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$01
|
|
||||||
sta wsync ;line=168
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli5 1 0 0
|
|
||||||
|
|
||||||
dli5
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$02
|
|
||||||
sta wsync ;line=176
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli6 1 0 0
|
|
||||||
|
|
||||||
dli6
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$03
|
|
||||||
sta wsync ;line=184
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli7 1 0 0
|
|
||||||
|
|
||||||
dli7
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$00
|
|
||||||
sta wsync ;line=200
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli11 1 0 0
|
|
||||||
|
|
||||||
dli11
|
|
||||||
sta regA
|
|
||||||
|
|
||||||
lda #$01
|
|
||||||
sta wsync ;line=232
|
|
||||||
sta gtictl
|
|
||||||
|
|
||||||
lda regA
|
|
||||||
rti
|
|
||||||
|
|
||||||
.endl
|
|
||||||
|
|
||||||
; ---
|
|
||||||
|
|
||||||
CHANGES = 1
|
|
||||||
FADECHR = 0
|
|
||||||
|
|
||||||
SCHR = 127
|
|
||||||
|
|
||||||
; ---
|
|
||||||
|
|
||||||
.proc NMI
|
|
||||||
|
|
||||||
bit nmist
|
|
||||||
bpl VBL
|
|
||||||
|
|
||||||
jmp DLI.dli_start
|
|
||||||
dliv equ *-2
|
|
||||||
|
|
||||||
VBL
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
|
|
||||||
sta nmist ;reset NMI flag
|
|
||||||
|
|
||||||
mwa #ant dlptr ;ANTIC address program
|
|
||||||
|
|
||||||
mva #@dmactl(standard|dma|lineX1) dmactl ;set new screen width
|
|
||||||
|
|
||||||
inc cloc ;little timer
|
|
||||||
|
|
||||||
; Initial values
|
|
||||||
|
|
||||||
lda >fnt+$400*$00
|
|
||||||
sta chbase
|
|
||||||
c0 lda #$00
|
|
||||||
sta colbak
|
|
||||||
lda #$02
|
|
||||||
sta chrctl
|
|
||||||
lda #$01
|
|
||||||
sta gtictl
|
|
||||||
c1 lda #$0C
|
|
||||||
sta color1
|
|
||||||
c2 lda #$02
|
|
||||||
sta color2
|
|
||||||
c3 lda #$0E
|
|
||||||
sta color3
|
|
||||||
x0 lda #$00
|
|
||||||
sta hposp0
|
|
||||||
sta hposp1
|
|
||||||
sta hposp2
|
|
||||||
sta hposp3
|
|
||||||
sta hposm0
|
|
||||||
sta hposm1
|
|
||||||
sta hposm2
|
|
||||||
sta hposm3
|
|
||||||
sta sizep0
|
|
||||||
sta sizep1
|
|
||||||
sta sizep2
|
|
||||||
sta sizep3
|
|
||||||
sta sizem
|
|
||||||
sta colpm0
|
|
||||||
sta colpm1
|
|
||||||
sta colpm2
|
|
||||||
sta colpm3
|
|
||||||
sta color0
|
|
||||||
|
|
||||||
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
|
|
||||||
|
|
||||||
;this area is for yours routines
|
|
||||||
jsr play_frame
|
|
||||||
|
|
||||||
quit
|
|
||||||
lda regA
|
|
||||||
ldx regX
|
|
||||||
ldy regY
|
|
||||||
rti
|
|
||||||
|
|
||||||
.endp
|
|
||||||
|
|
||||||
; ---
|
|
||||||
ini main
|
|
||||||
; ---
|
|
||||||
|
|
||||||
opt l-
|
|
||||||
|
|
||||||
.MACRO SPRITES
|
|
||||||
missiles
|
|
||||||
.ds $100
|
|
||||||
player0
|
|
||||||
.ds $100
|
|
||||||
player1
|
|
||||||
.ds $100
|
|
||||||
player2
|
|
||||||
.ds $100
|
|
||||||
player3
|
|
||||||
.ds $100
|
|
||||||
.ENDM
|
|
||||||
|
|
||||||
USESPRITES = 0
|
|
||||||
|
|
||||||
.MACRO DLINEW
|
|
||||||
mva <:1 NMI.dliv
|
|
||||||
ift [>?old_dli]<>[>:1]
|
|
||||||
mva >:1 NMI.dliv+1
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :2
|
|
||||||
lda regA
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :3
|
|
||||||
ldx regX
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :4
|
|
||||||
ldy regY
|
|
||||||
eif
|
|
||||||
|
|
||||||
rti
|
|
||||||
|
|
||||||
.def ?old_dli = *
|
|
||||||
.ENDM
|
|
||||||
|
|
||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
Before Width: | Height: | Size: 4.5 KiB |
Binary file not shown.
@@ -0,0 +1,877 @@
|
|||||||
|
/***************************************/
|
||||||
|
/* Use MADS http://mads.atari8.info/ */
|
||||||
|
/* Mode: DLI (char mode) */
|
||||||
|
/***************************************/
|
||||||
|
|
||||||
|
;icl "Scorch50.h"
|
||||||
|
;icl "../lib/ATARISYS.ASM"
|
||||||
|
;icl "../lib/macro.hea"
|
||||||
|
|
||||||
|
; --- dmsc LZSS player routine on zero page
|
||||||
|
org $80
|
||||||
|
|
||||||
|
chn_copy .ds 9
|
||||||
|
chn_pos .ds 9
|
||||||
|
bptr .ds 2
|
||||||
|
cur_pos .ds 1
|
||||||
|
chn_bits .ds 1
|
||||||
|
|
||||||
|
bit_data .ds 1
|
||||||
|
|
||||||
|
fcnt .ds 2
|
||||||
|
fadr .ds 2
|
||||||
|
fhlp .ds 2
|
||||||
|
cloc .ds 1
|
||||||
|
regA .ds 1
|
||||||
|
regX .ds 1
|
||||||
|
regY .ds 1
|
||||||
|
|
||||||
|
WIDTH = 40
|
||||||
|
HEIGHT = 30
|
||||||
|
|
||||||
|
; --- BASIC switch OFF
|
||||||
|
org $2000\ mva #$ff portb\ rts\ ini $2000
|
||||||
|
|
||||||
|
; --- MAIN PROGRAM
|
||||||
|
org $2000
|
||||||
|
ant dta $C2,a(scr)
|
||||||
|
dta $02,$82,$02,$02,$82,$02,$82,$02,$82,$02,$02,$02,$82,$02,$82,$82
|
||||||
|
dta $02,$02,$82,$02,$02,$82,$02,$02,$82,$82,$02,$82,$22
|
||||||
|
;dta $42,a(verline)
|
||||||
|
dta $41,a(ant)
|
||||||
|
|
||||||
|
;verline
|
||||||
|
; :37 dta d" "
|
||||||
|
; dta build
|
||||||
|
|
||||||
|
scr ins "Scorch50.scr"
|
||||||
|
|
||||||
|
.ds 0*40
|
||||||
|
|
||||||
|
.ALIGN $0400
|
||||||
|
fnt ins "Scorch50.fnt"
|
||||||
|
|
||||||
|
ift USESPRITES
|
||||||
|
.ALIGN $0800
|
||||||
|
pmg .ds $0300
|
||||||
|
ift FADECHR = 0
|
||||||
|
SPRITES
|
||||||
|
els
|
||||||
|
.ds $500
|
||||||
|
eif
|
||||||
|
eif
|
||||||
|
|
||||||
|
|
||||||
|
song_data
|
||||||
|
ins 'mmm_16.lzs'
|
||||||
|
song_end
|
||||||
|
|
||||||
|
buffers
|
||||||
|
.ds 256 * 9
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Song Initialization - this runs in the first tick:
|
||||||
|
;
|
||||||
|
.proc init_song
|
||||||
|
|
||||||
|
mva #1 bit_data
|
||||||
|
|
||||||
|
; Example: here initializes song pointer:
|
||||||
|
|
||||||
|
;mwa #song_data song_ptr
|
||||||
|
|
||||||
|
; Init all channels:
|
||||||
|
ldx #8
|
||||||
|
ldy #0
|
||||||
|
clear
|
||||||
|
; Read just init value and store into buffer and POKEY
|
||||||
|
jsr get_byte
|
||||||
|
sta POKEY, x
|
||||||
|
sty chn_copy, x
|
||||||
|
cbuf
|
||||||
|
sta buffers + 255
|
||||||
|
inc cbuf + 2
|
||||||
|
dex
|
||||||
|
bpl clear
|
||||||
|
|
||||||
|
; Initialize buffer pointer:
|
||||||
|
sty bptr
|
||||||
|
sty cur_pos
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Wait for next frame
|
||||||
|
;
|
||||||
|
.proc wait_frame
|
||||||
|
|
||||||
|
lda 20
|
||||||
|
delay
|
||||||
|
cmp 20
|
||||||
|
beq delay
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Play one frame of the song
|
||||||
|
;
|
||||||
|
.proc play_frame
|
||||||
|
lda #>buffers
|
||||||
|
sta bptr+1
|
||||||
|
|
||||||
|
lda song_data
|
||||||
|
sta chn_bits
|
||||||
|
ldx #8
|
||||||
|
|
||||||
|
; Loop through all "channels", one for each POKEY register
|
||||||
|
chn_loop:
|
||||||
|
lsr chn_bits
|
||||||
|
bcs skip_chn ; C=1 : skip this channel
|
||||||
|
|
||||||
|
lda chn_copy, x ; Get status of this stream
|
||||||
|
bne do_copy_byte ; If > 0 we are copying bytes
|
||||||
|
|
||||||
|
; We are decoding a new match/literal
|
||||||
|
lsr bit_data ; Get next bit
|
||||||
|
bne got_bit
|
||||||
|
jsr get_byte ; Not enough bits, refill!
|
||||||
|
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
|
||||||
|
sta bit_data ;
|
||||||
|
got_bit:
|
||||||
|
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
|
||||||
|
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
|
||||||
|
|
||||||
|
sta chn_pos, x ; Store in "copy pos"
|
||||||
|
|
||||||
|
jsr get_byte
|
||||||
|
sta chn_copy, x ; Store in "copy length"
|
||||||
|
|
||||||
|
; And start copying first byte
|
||||||
|
do_copy_byte:
|
||||||
|
dec chn_copy, x ; Decrease match length, increase match position
|
||||||
|
inc chn_pos, x
|
||||||
|
ldy chn_pos, x
|
||||||
|
|
||||||
|
; Now, read old data, jump to data store
|
||||||
|
lda (bptr), y
|
||||||
|
|
||||||
|
store:
|
||||||
|
ldy cur_pos
|
||||||
|
sta POKEY, x ; Store to output and buffer
|
||||||
|
sta (bptr), y
|
||||||
|
|
||||||
|
skip_chn:
|
||||||
|
; Increment channel buffer pointer
|
||||||
|
inc bptr+1
|
||||||
|
|
||||||
|
dex
|
||||||
|
bpl chn_loop ; Next channel
|
||||||
|
|
||||||
|
inc cur_pos
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Check for ending of song and jump to the next frame
|
||||||
|
;
|
||||||
|
|
||||||
|
; not checking really so the tune gets funky :)))
|
||||||
|
;lda song_ptr + 1
|
||||||
|
;cmp #>song_end
|
||||||
|
;bne wait_frame
|
||||||
|
;lda song_ptr
|
||||||
|
;cmp #<song_end
|
||||||
|
;bne wait_frame
|
||||||
|
|
||||||
|
end_loop
|
||||||
|
rts
|
||||||
|
|
||||||
|
song_ptr = get_byte + 1
|
||||||
|
.proc get_byte
|
||||||
|
lda song_data+1
|
||||||
|
inc song_ptr
|
||||||
|
bne skip
|
||||||
|
inc song_ptr+1
|
||||||
|
skip
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
|
||||||
|
main
|
||||||
|
|
||||||
|
jsr init_song
|
||||||
|
|
||||||
|
; ; 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 @-
|
||||||
|
|
||||||
|
; --- init PMG
|
||||||
|
|
||||||
|
ift USESPRITES
|
||||||
|
mva >pmg pmbase ;missiles and players data address
|
||||||
|
mva #$03 GRACTL ;enable players and missiles
|
||||||
|
eif
|
||||||
|
|
||||||
|
lda:cmp:req $14 ;wait 1 frame
|
||||||
|
|
||||||
|
sei ;stop IRQ interrupts
|
||||||
|
mva #$00 nmien ;stop NMI interrupts
|
||||||
|
sta dmactl
|
||||||
|
;mva #$fe portb ;switch off ROM to get 16k more ram
|
||||||
|
|
||||||
|
;mwa #NMI $fffa ;new NMI handler
|
||||||
|
|
||||||
|
sta COLOR4
|
||||||
|
lda #$0E
|
||||||
|
sta COLOR1
|
||||||
|
lda #$84
|
||||||
|
sta COLOR2
|
||||||
|
lda #$0E
|
||||||
|
sta COLOR3
|
||||||
|
lda #$02
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
VMAIN NMI.vbl,6 ;jsr SetVBL
|
||||||
|
VDLI DLI.dli_start
|
||||||
|
|
||||||
|
|
||||||
|
mva #1 vscrol
|
||||||
|
|
||||||
|
mva #$c0 nmien ;switch on NMI+DLI again
|
||||||
|
|
||||||
|
_lp lda trig0 ; FIRE #0
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda trig1 ; FIRE #1
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda consol ; START
|
||||||
|
and #1
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda skctl
|
||||||
|
and #$04
|
||||||
|
bne _lp ;wait to press any key; here you can put any own routine
|
||||||
|
|
||||||
|
|
||||||
|
stop
|
||||||
|
|
||||||
|
cli
|
||||||
|
vmain sysvbv,6
|
||||||
|
|
||||||
|
mva #$00 GRACTL ;PMG disabled
|
||||||
|
tax
|
||||||
|
sta:rne hposp0,x+
|
||||||
|
|
||||||
|
;mva #$ff portb ;ROM switch on
|
||||||
|
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
||||||
|
;cli ;IRQ enabled
|
||||||
|
|
||||||
|
lda #0
|
||||||
|
ldx #8
|
||||||
|
@ sta POKEY,x
|
||||||
|
dex
|
||||||
|
bpl @-
|
||||||
|
|
||||||
|
|
||||||
|
;no glitching please (issue #67)
|
||||||
|
lda #0
|
||||||
|
sta $D400 ;dmactl
|
||||||
|
sta $022F ;dmactls
|
||||||
|
rts ;return to ... DOS
|
||||||
|
|
||||||
|
; --- DLI PROGRAM
|
||||||
|
|
||||||
|
.local DLI
|
||||||
|
|
||||||
|
?old_dli = *
|
||||||
|
|
||||||
|
dli_start
|
||||||
|
|
||||||
|
dli13
|
||||||
|
sta regA
|
||||||
|
|
||||||
|
sta wsync ;line=8
|
||||||
|
sta wsync ;line=9
|
||||||
|
sta wsync ;line=10
|
||||||
|
sta wsync ;line=11
|
||||||
|
sta wsync ;line=12
|
||||||
|
sta wsync ;line=13
|
||||||
|
c9 lda #$14
|
||||||
|
sta wsync ;line=14
|
||||||
|
sta colpm3
|
||||||
|
DLINEW DLI.dli2 1 0 0
|
||||||
|
|
||||||
|
dli2
|
||||||
|
sta regA
|
||||||
|
lda >fnt+$400*$01
|
||||||
|
sta wsync ;line=24
|
||||||
|
sta chbase
|
||||||
|
DLINEW dli3 1 0 0
|
||||||
|
|
||||||
|
dli3
|
||||||
|
sta regA
|
||||||
|
lda >fnt+$400*$02
|
||||||
|
sta wsync ;line=48
|
||||||
|
sta chbase
|
||||||
|
sta wsync ;line=49
|
||||||
|
sta wsync ;line=50
|
||||||
|
sta wsync ;line=51
|
||||||
|
s3 lda #$07
|
||||||
|
sta wsync ;line=52
|
||||||
|
sta sizem
|
||||||
|
DLINEW dli14 1 0 0
|
||||||
|
|
||||||
|
dli14
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
sty regY
|
||||||
|
|
||||||
|
x8 lda #$A3
|
||||||
|
sta wsync ;line=64
|
||||||
|
sta hposp3
|
||||||
|
x9 lda #$AB
|
||||||
|
sta wsync ;line=65
|
||||||
|
sta hposm3
|
||||||
|
sta wsync ;line=66
|
||||||
|
sta wsync ;line=67
|
||||||
|
sta wsync ;line=68
|
||||||
|
sta wsync ;line=69
|
||||||
|
sta wsync ;line=70
|
||||||
|
s4 lda #$13
|
||||||
|
x10 ldx #$A6
|
||||||
|
sta wsync ;line=71
|
||||||
|
sta sizem
|
||||||
|
stx hposm2
|
||||||
|
s5 lda #$01
|
||||||
|
x11 ldx #$72
|
||||||
|
x12 ldy #$62
|
||||||
|
sta wsync ;line=72
|
||||||
|
sta sizep2
|
||||||
|
sta sizep3
|
||||||
|
stx hposp2
|
||||||
|
sty hposp3
|
||||||
|
x13 lda #$A9
|
||||||
|
sta wsync ;line=73
|
||||||
|
sta hposp1
|
||||||
|
DLINEW dli4 1 1 1
|
||||||
|
|
||||||
|
dli4
|
||||||
|
sta regA
|
||||||
|
lda >fnt+$400*$03
|
||||||
|
sta wsync ;line=80
|
||||||
|
sta chbase
|
||||||
|
DLINEW dli5 1 0 0
|
||||||
|
|
||||||
|
dli5
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
lda >fnt+$400*$04
|
||||||
|
sta wsync ;line=112
|
||||||
|
sta chbase
|
||||||
|
sta wsync ;line=113
|
||||||
|
sta wsync ;line=114
|
||||||
|
sta wsync ;line=115
|
||||||
|
sta wsync ;line=116
|
||||||
|
sta wsync ;line=117
|
||||||
|
sta wsync ;line=118
|
||||||
|
s6 lda #$07
|
||||||
|
x14 ldx #$A3
|
||||||
|
sta wsync ;line=119
|
||||||
|
sta sizem
|
||||||
|
stx hposm1
|
||||||
|
s7 lda #$01
|
||||||
|
x15 ldx #$93
|
||||||
|
sta wsync ;line=120
|
||||||
|
sta sizep1
|
||||||
|
stx hposp1
|
||||||
|
DLINEW dli15 1 1 0
|
||||||
|
|
||||||
|
dli15
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
|
||||||
|
sta wsync ;line=128
|
||||||
|
sta wsync ;line=129
|
||||||
|
sta wsync ;line=130
|
||||||
|
sta wsync ;line=131
|
||||||
|
x16 lda #$4A
|
||||||
|
sta wsync ;line=132
|
||||||
|
sta hposp1
|
||||||
|
c10 lda #$D4
|
||||||
|
sta wsync ;line=133
|
||||||
|
sta colpf2
|
||||||
|
s8 lda #$C3
|
||||||
|
x17 ldx #$5A
|
||||||
|
sta wsync ;line=134
|
||||||
|
sta sizem
|
||||||
|
stx hposm3
|
||||||
|
DLINEW dli6 1 1 0
|
||||||
|
|
||||||
|
dli6
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
sty regY
|
||||||
|
lda >fnt+$400*$05
|
||||||
|
sta wsync ;line=136
|
||||||
|
sta chbase
|
||||||
|
sta wsync ;line=137
|
||||||
|
sta wsync ;line=138
|
||||||
|
sta wsync ;line=139
|
||||||
|
sta wsync ;line=140
|
||||||
|
sta wsync ;line=141
|
||||||
|
sta wsync ;line=142
|
||||||
|
s9 lda #$C7
|
||||||
|
x18 ldx #$A9
|
||||||
|
sta wsync ;line=143
|
||||||
|
sta sizem
|
||||||
|
stx hposm1
|
||||||
|
s10 lda #$D7
|
||||||
|
x19 ldx #$9E
|
||||||
|
c11 ldy #$02
|
||||||
|
sta wsync ;line=144
|
||||||
|
sta sizem
|
||||||
|
stx hposm2
|
||||||
|
sty colpm2
|
||||||
|
sta wsync ;line=145
|
||||||
|
c12 lda #$04
|
||||||
|
sta wsync ;line=146
|
||||||
|
sta colpm1
|
||||||
|
sta wsync ;line=147
|
||||||
|
sta wsync ;line=148
|
||||||
|
sta wsync ;line=149
|
||||||
|
s11 lda #$00
|
||||||
|
x20 ldx #$74
|
||||||
|
c13 ldy #$02
|
||||||
|
sta wsync ;line=150
|
||||||
|
sta sizep3
|
||||||
|
stx hposp3
|
||||||
|
sty colpm3
|
||||||
|
sta wsync ;line=151
|
||||||
|
sta wsync ;line=152
|
||||||
|
sta wsync ;line=153
|
||||||
|
sta wsync ;line=154
|
||||||
|
sta wsync ;line=155
|
||||||
|
sta wsync ;line=156
|
||||||
|
sta wsync ;line=157
|
||||||
|
c14 lda #$04
|
||||||
|
sta wsync ;line=158
|
||||||
|
sta colpf0
|
||||||
|
DLINEW dli7 1 1 1
|
||||||
|
|
||||||
|
dli7
|
||||||
|
sta regA
|
||||||
|
lda >fnt+$400*$06
|
||||||
|
sta wsync ;line=160
|
||||||
|
sta chbase
|
||||||
|
DLINEW dli8 1 0 0
|
||||||
|
|
||||||
|
dli8
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
sty regY
|
||||||
|
lda >fnt+$400*$07
|
||||||
|
sta wsync ;line=184
|
||||||
|
sta chbase
|
||||||
|
sta wsync ;line=185
|
||||||
|
s12 lda #$00
|
||||||
|
x21 ldx #$8E
|
||||||
|
c15 ldy #$08
|
||||||
|
sta wsync ;line=186
|
||||||
|
sta sizep2
|
||||||
|
stx hposp2
|
||||||
|
sty colpm2
|
||||||
|
x22 lda #$4C
|
||||||
|
c16 ldx #$0E
|
||||||
|
sta wsync ;line=187
|
||||||
|
sta hposp3
|
||||||
|
stx colpm3
|
||||||
|
c17 lda #$0A
|
||||||
|
c18 ldx #$34
|
||||||
|
sta wsync ;line=188
|
||||||
|
sta colpf1
|
||||||
|
stx colpm3
|
||||||
|
s13 lda #$43
|
||||||
|
x23 ldx #$49
|
||||||
|
sta wsync ;line=189
|
||||||
|
sta sizem
|
||||||
|
stx hposm3
|
||||||
|
c19 lda #$08
|
||||||
|
c20 ldx #$34
|
||||||
|
sta wsync ;line=190
|
||||||
|
sta colpf1
|
||||||
|
stx colpm2
|
||||||
|
sta wsync ;line=191
|
||||||
|
c21 lda #$0A
|
||||||
|
sta wsync ;line=192
|
||||||
|
sta colpf1
|
||||||
|
c22 lda #$08
|
||||||
|
sta wsync ;line=193
|
||||||
|
sta colpf1
|
||||||
|
c23 lda #$0A
|
||||||
|
sta wsync ;line=194
|
||||||
|
sta colpf1
|
||||||
|
c24 lda #$34
|
||||||
|
sta wsync ;line=195
|
||||||
|
sta colpf2
|
||||||
|
c25 lda #$0C
|
||||||
|
sta wsync ;line=196
|
||||||
|
sta colpf1
|
||||||
|
c26 lda #$0A
|
||||||
|
sta wsync ;line=197
|
||||||
|
sta colpf1
|
||||||
|
c27 lda #$0C
|
||||||
|
sta wsync ;line=198
|
||||||
|
sta colpf1
|
||||||
|
sta wsync ;line=199
|
||||||
|
sta wsync ;line=200
|
||||||
|
c28 lda #$0E
|
||||||
|
sta wsync ;line=201
|
||||||
|
sta colpf1
|
||||||
|
c29 lda #$0C
|
||||||
|
sta wsync ;line=202
|
||||||
|
sta colpf1
|
||||||
|
c30 lda #$0E
|
||||||
|
sta wsync ;line=203
|
||||||
|
sta colpf1
|
||||||
|
c31 lda #$0C
|
||||||
|
sta wsync ;line=204
|
||||||
|
sta colpf1
|
||||||
|
c32 lda #$0E
|
||||||
|
sta wsync ;line=205
|
||||||
|
sta colpf1
|
||||||
|
DLINEW dli16 1 1 1
|
||||||
|
|
||||||
|
dli16
|
||||||
|
sta regA
|
||||||
|
|
||||||
|
sta wsync ;line=208
|
||||||
|
sta wsync ;line=209
|
||||||
|
c33 lda #$0C
|
||||||
|
sta wsync ;line=210
|
||||||
|
sta colpf1
|
||||||
|
c34 lda #$0E
|
||||||
|
sta wsync ;line=211
|
||||||
|
sta colpf1
|
||||||
|
c35 lda #$0C
|
||||||
|
sta wsync ;line=212
|
||||||
|
sta colpf1
|
||||||
|
DLINEW dli9 1 0 0
|
||||||
|
|
||||||
|
dli9
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
sty regY
|
||||||
|
lda >fnt+$400*$08
|
||||||
|
c36 ldx #$0A
|
||||||
|
sta wsync ;line=216
|
||||||
|
sta chbase
|
||||||
|
stx colpf1
|
||||||
|
c37 lda #$0C
|
||||||
|
sta wsync ;line=217
|
||||||
|
sta colpf1
|
||||||
|
c38 lda #$0A
|
||||||
|
x24 ldx #$9D
|
||||||
|
c39 ldy #$34
|
||||||
|
sta wsync ;line=218
|
||||||
|
sta colpf1
|
||||||
|
stx hposm1
|
||||||
|
sty colpm1
|
||||||
|
s14 lda #$03
|
||||||
|
x25 ldx #$7D
|
||||||
|
sta wsync ;line=219
|
||||||
|
sta sizep3
|
||||||
|
stx hposp3
|
||||||
|
c40 lda #$08
|
||||||
|
s15 ldx #$13
|
||||||
|
x26 ldy #$45
|
||||||
|
sta wsync ;line=220
|
||||||
|
sta colpf1
|
||||||
|
stx sizem
|
||||||
|
sty hposm2
|
||||||
|
s16 lda #$03
|
||||||
|
x27 ldx #$59
|
||||||
|
sta wsync ;line=221
|
||||||
|
sta sizep2
|
||||||
|
stx hposp2
|
||||||
|
s17 lda #$53
|
||||||
|
x28 ldx #$49
|
||||||
|
x29 ldy #$79
|
||||||
|
sta wsync ;line=222
|
||||||
|
sta sizem
|
||||||
|
stx hposp1
|
||||||
|
sty hposm3
|
||||||
|
c41 lda #$06
|
||||||
|
c42 ldx #$00
|
||||||
|
sta wsync ;line=223
|
||||||
|
sta colpf1
|
||||||
|
stx colpf2
|
||||||
|
lda >fnt+$400*$01
|
||||||
|
s18 ldx #$50
|
||||||
|
x30 ldy #$44
|
||||||
|
sta wsync ;line=224
|
||||||
|
sta chbase
|
||||||
|
stx sizem
|
||||||
|
sty hposm0
|
||||||
|
sta wsync ;line=225
|
||||||
|
c43 lda #$08
|
||||||
|
sta wsync ;line=226
|
||||||
|
sta colpf1
|
||||||
|
c44 lda #$0C
|
||||||
|
sta wsync ;line=227
|
||||||
|
sta colpf1
|
||||||
|
sta wsync ;line=228
|
||||||
|
sta wsync ;line=229
|
||||||
|
c45 lda #$0E
|
||||||
|
sta wsync ;line=230
|
||||||
|
sta colpf1
|
||||||
|
DLINEW dli10 1 1 1
|
||||||
|
|
||||||
|
dli10
|
||||||
|
sta regA
|
||||||
|
lda >fnt+$400*$00
|
||||||
|
sta wsync ;line=232
|
||||||
|
sta chbase
|
||||||
|
;DLINEW dli11 1 0 0
|
||||||
|
|
||||||
|
lda regA
|
||||||
|
rti
|
||||||
|
|
||||||
|
;dli11
|
||||||
|
; sta regA
|
||||||
|
;
|
||||||
|
; lda #>$a000 ; system font
|
||||||
|
; sta wsync ;line=232
|
||||||
|
; sta chbase
|
||||||
|
; lda #$01
|
||||||
|
; sta gtictl
|
||||||
|
;
|
||||||
|
; lda regA
|
||||||
|
; rti
|
||||||
|
|
||||||
|
|
||||||
|
.endl
|
||||||
|
|
||||||
|
; ---
|
||||||
|
|
||||||
|
CHANGES = 1
|
||||||
|
FADECHR = 0
|
||||||
|
|
||||||
|
SCHR = 127
|
||||||
|
|
||||||
|
dliv = $0200
|
||||||
|
|
||||||
|
; ---
|
||||||
|
|
||||||
|
.proc NMI
|
||||||
|
|
||||||
|
bit nmist
|
||||||
|
bpl VBL
|
||||||
|
|
||||||
|
jmp DLI.dli_start
|
||||||
|
|
||||||
|
|
||||||
|
VBL
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
sty regY
|
||||||
|
|
||||||
|
;sta nmist ;reset NMI flag
|
||||||
|
|
||||||
|
mwa #ant dlptr ;ANTIC address program
|
||||||
|
|
||||||
|
mva #@dmactl(standard|dma|lineX1|players|missiles) dmactl ;set new screen width
|
||||||
|
|
||||||
|
inc cloc ;little timer
|
||||||
|
|
||||||
|
; Initial values
|
||||||
|
|
||||||
|
lda >fnt+$400*$00
|
||||||
|
sta chbase
|
||||||
|
c0 lda #$00
|
||||||
|
sta colbak
|
||||||
|
c1 lda #$0E
|
||||||
|
sta colpf1
|
||||||
|
c2 lda #$84
|
||||||
|
sta colpf2
|
||||||
|
c3 lda #$0E
|
||||||
|
sta colpf3
|
||||||
|
lda #$02
|
||||||
|
sta CHACTL
|
||||||
|
lda #$01
|
||||||
|
sta PRIOR
|
||||||
|
sta sizep0
|
||||||
|
s0 lda #$03
|
||||||
|
sta sizem
|
||||||
|
x0 lda #$D0
|
||||||
|
sta hposp0
|
||||||
|
x1 lda #$28
|
||||||
|
sta hposm0
|
||||||
|
c4 lda #$00
|
||||||
|
sta colpm0
|
||||||
|
x2 lda #$A2
|
||||||
|
sta hposm3
|
||||||
|
c5 lda #$0E
|
||||||
|
sta colpm3
|
||||||
|
s1 lda #$00
|
||||||
|
sta sizep2
|
||||||
|
sta sizep3
|
||||||
|
x3 lda #$92
|
||||||
|
sta hposp2
|
||||||
|
x4 lda #$8A
|
||||||
|
sta hposp3
|
||||||
|
c6 lda #$14
|
||||||
|
sta colpm2
|
||||||
|
s2 lda #$00
|
||||||
|
sta sizep1
|
||||||
|
x5 lda #$9A
|
||||||
|
sta hposp1
|
||||||
|
c7 lda #$14
|
||||||
|
sta colpm1
|
||||||
|
x6 lda #$A4
|
||||||
|
sta hposm2
|
||||||
|
x7 lda #$A6
|
||||||
|
sta hposm1
|
||||||
|
c8 lda #$00
|
||||||
|
sta colpf0
|
||||||
|
|
||||||
|
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
|
||||||
|
|
||||||
|
;this area is for yours routines
|
||||||
|
jsr play_frame
|
||||||
|
|
||||||
|
quit
|
||||||
|
lda regA
|
||||||
|
ldx regX
|
||||||
|
ldy regY
|
||||||
|
jmp sysvbv
|
||||||
|
|
||||||
|
.endp
|
||||||
|
|
||||||
|
; ---
|
||||||
|
ini main
|
||||||
|
; ---
|
||||||
|
|
||||||
|
opt l-
|
||||||
|
|
||||||
|
.MACRO SPRITES
|
||||||
|
missiles
|
||||||
|
.he 00 00 00 00 00 00 00 00 03 03 C3 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 83 83 83 C3 C3 C3 C3
|
||||||
|
.he C3 C3 C3 C3 C3 E3 E3 E3 E3 E3 E3 F3 F3 F3 F3 FB
|
||||||
|
.he FB FB FB FB FF FF FF FF F3 33 83 83 83 83 C3 D3
|
||||||
|
.he D3 D3 13 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 0F
|
||||||
|
.he 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 03 03 03 03 C3 C3
|
||||||
|
.he C3 C3 C3 C3 C3 C3 C3 C3 C3 D3 FF FF 3F 3F 3F 3F
|
||||||
|
.he 3F 3F 33 13 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 43 43 C3 C3 C3 C3 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 0F 0F 3F 3F FF FC FE FE FF DB 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 00 00 00 00 00 00 00 00
|
||||||
|
player0
|
||||||
|
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
||||||
|
player1
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 F0 FC FE FE FF FF FF FF
|
||||||
|
.he FF 0F 0F 0F 0F 0F 0F 0F 0F 0F 07 07 07 07 07 07
|
||||||
|
.he 03 03 03 FF FF FF FF FF CF CF FF FF FF FF FF 9F
|
||||||
|
.he 9F FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 F0 F0 F0 F0 78 F8 78 78 78 78 38 78 38 3C 3C
|
||||||
|
.he 3C 3C 1C 3C 1C 1C 1C 1C 1E 1E 1E 1E 0E 1E 0E 0E
|
||||||
|
.he 0E 0F 07 0F 07 0F 07 07 07 07 07 07 06 06 06 06
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF 00 00 3E 3F 7F
|
||||||
|
.he 7F 7F 7F 7F 7F 7F 7F 3F 3F 3F 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
player2
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
|
||||||
|
.he FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 FF FF FF FF FF 99 99 FF FF FF FF FF 33
|
||||||
|
.he 33 FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 80 F0 F8 F8 F8 FC FC FC FC FC FC FC FC FC
|
||||||
|
.he FC FE FE FE FE FE FE FF FF FF FF FF FF FF FE FC
|
||||||
|
.he F8 F8 F8 F8 F0 F0 F0 F0 F0 F0 F0 F0 E0 E0 E0 E0
|
||||||
|
.he E0 E0 E0 FC FE FE FF FF 8F 87 87 87 07 07 07 07
|
||||||
|
.he 07 07 07 07 07 07 07 03 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 F8 FC FC FE FE FF FF 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
player3
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 01 07 0F 1F 1F 3F 3F 7F
|
||||||
|
.he 7F 78 78 F0 F0 F0 F0 F8 F8 F8 78 7C 7C 7C 3C 3E
|
||||||
|
.he 3E 3E 1E 1F 1F 1F 0F 0F 0F 0F 0F 1F 1F 1F 1F 1F
|
||||||
|
.he 1F 3F 3F 3F 3F 3F 3F 3F FF 7F 7F 3F 3F 1F 1F 0F
|
||||||
|
.he 1F 1F 1F 3F 3F 3F 3F 3F 3F 3B 30 30 30 30 30 30
|
||||||
|
.he 30 30 30 30 38 3E 7F 7F 7F 7F 7F 7F 7F 7F 7F 7F
|
||||||
|
.he 7F 7F 7F 7F 7F 7F 7F FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF 7F 7F 7F 7F 7F 7F FF FF
|
||||||
|
.he FF FF FF FF FE FE FE FE FE FE FE FE FC 1C FF 7E
|
||||||
|
.he 7E FE FE FE FE FF FF FF 7F 7E 7E 3C 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 7C FE FE FF FF FF 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 FF FF FF FF FF FF FF FF FF 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.ENDM
|
||||||
|
|
||||||
|
USESPRITES = 1
|
||||||
|
|
||||||
|
.MACRO DLINEW
|
||||||
|
mva <:1 dliv
|
||||||
|
ift [>?old_dli]<>[>:1]
|
||||||
|
mva >:1 dliv+1
|
||||||
|
eif
|
||||||
|
|
||||||
|
ift :2
|
||||||
|
lda regA
|
||||||
|
eif
|
||||||
|
|
||||||
|
ift :3
|
||||||
|
ldx regX
|
||||||
|
eif
|
||||||
|
|
||||||
|
ift :4
|
||||||
|
ldy regY
|
||||||
|
eif
|
||||||
|
|
||||||
|
rti
|
||||||
|
|
||||||
|
.def ?old_dli = *
|
||||||
|
.ENDM
|
||||||
|
|
||||||
Binary file not shown.
Binary file not shown.
@@ -1,54 +0,0 @@
|
|||||||
IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW.
|
|
||||||
DIE!
|
|
||||||
EAT MY SHORTS!
|
|
||||||
YOU'RE TOAST!
|
|
||||||
BANZAI!
|
|
||||||
FROM HELL'S HEART I STAB AT THEE...
|
|
||||||
I DIDN'T DO IT. NOBODY SAW ME DO IT.
|
|
||||||
TAKE A HIKE!
|
|
||||||
YOU'RE DEAD MEAT.
|
|
||||||
MAKE MY DAY.
|
|
||||||
CHARGE!
|
|
||||||
ATTACK!
|
|
||||||
YOU'RE OUTTA HERE.
|
|
||||||
WATTSA MATTA YOU?
|
|
||||||
FREEZE, OR I'LL SHOOT!
|
|
||||||
HA HA HA.
|
|
||||||
WE COME IN PEACE - SHOOT TO KILL!
|
|
||||||
IN YOUR FACE!
|
|
||||||
DIE COMMIE PIG!
|
|
||||||
I LOVE THE SMELL OF NAPALM IN THE MORNING.
|
|
||||||
VICTORY!
|
|
||||||
SHOW SOME RESPECT.
|
|
||||||
JUST WHO DO YOU THINK YOU ARE?
|
|
||||||
LOOK OUT BELOW!
|
|
||||||
KNOCK, KNOCK.
|
|
||||||
LOOK OVER THERE.
|
|
||||||
GUESS WHAT'S COMING FOR DINNER?
|
|
||||||
MERRY CHRISTMAS.
|
|
||||||
OPEN WIDE!
|
|
||||||
HERE GOES NOTHING...
|
|
||||||
DON'T WORRY, IT ISN'T A LIVE ROUND.
|
|
||||||
BLOOD, PAIN, VIOLENCE!
|
|
||||||
TAKE THIS, SISSY!
|
|
||||||
I SHALL FLATTEN YOU!
|
|
||||||
I SHALL SMASH YOUR UGLY TANK!
|
|
||||||
I WONDER WHAT THIS BUTTON DOES?
|
|
||||||
DON'T TAKE THIS PERSONALLY.
|
|
||||||
WOULD THIS MAKE YOU MAD?
|
|
||||||
I TOLD YOU TO LEAVE MY SISTER ALONE!
|
|
||||||
I COULD SPARE YOU, BUT WHY?
|
|
||||||
MY BOMB IS BIGGER THAN YOURS.
|
|
||||||
DON'T FORGET ABOUT ME!
|
|
||||||
HASTA LA VISTA, BABY!
|
|
||||||
THIS IS YOUR BRAIN ON SCORCH.
|
|
||||||
TAKE THIS!
|
|
||||||
THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US.
|
|
||||||
DIE, ALIEN SWINE!
|
|
||||||
SAY 'ARRGGHHHHH....'
|
|
||||||
I SHALL OIL MY TURRET WITH YOUR BLOOD.
|
|
||||||
DIE, TANK-SCUM!
|
|
||||||
I'M GONNA BREAK YOUR FACE!
|
|
||||||
MAMA SAID KNOCK YOU OUT!
|
|
||||||
I HOPE YOU ENJOY PAIN!
|
|
||||||
PARTING IS SUCH SWEET SORROW... NOT!
|
|
||||||
@@ -1,60 +0,0 @@
|
|||||||
UGH!
|
|
||||||
AARGH!
|
|
||||||
AAAGGHHH!
|
|
||||||
I'M MELTING!
|
|
||||||
OOF..
|
|
||||||
OH!
|
|
||||||
EEEK!
|
|
||||||
AACCH!
|
|
||||||
I HATE IT WHEN THAT HAPPENS.
|
|
||||||
ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY.
|
|
||||||
OH NO!
|
|
||||||
NOT ME!
|
|
||||||
OUCH.
|
|
||||||
OH NO, NOT AGAIN.
|
|
||||||
ANOTHER ONE BITES THE DUST.
|
|
||||||
GOODBYE.
|
|
||||||
HELP ME!
|
|
||||||
FAREWELL, CRUEL WORLD.
|
|
||||||
REMEMBER THE ALAMO!
|
|
||||||
OH MAN!
|
|
||||||
DOOUGH!
|
|
||||||
ANOTHER DAY, ANOTHER BOMB.
|
|
||||||
THIS IS THE END, MY ONLY FRIEND.
|
|
||||||
IT'S ALL OVER.
|
|
||||||
THE FAT LADY SANG.
|
|
||||||
WHY DOES EVERYTHING HAPPEN TO ME?
|
|
||||||
I'M GOING DOWN.
|
|
||||||
I'VE GOT A BAD FEELING ABOUT THIS.
|
|
||||||
CRAPOLA.
|
|
||||||
POW!
|
|
||||||
BIF!
|
|
||||||
BAM!
|
|
||||||
ZONK!
|
|
||||||
I SHOULD'VE LISTENED TO MY MOTHER...
|
|
||||||
NO... A BUD LIGHT!
|
|
||||||
WHAT WAS THAT NOISE?
|
|
||||||
MAMA SAID THERE'D BE DAYS LIKE THIS.
|
|
||||||
ITS JUST ONE OF THOSE DAYS...
|
|
||||||
I SEE A BRIGHT LIGHT...
|
|
||||||
MOMMY? IS THAT YOU?
|
|
||||||
I LET YOU HIT ME!
|
|
||||||
SUCKER SHOT!
|
|
||||||
I DIDN'T WANT TO LIVE ANYWAY.
|
|
||||||
-<SOB>-
|
|
||||||
WAS THAT AS CLOSE AS I THINK IT WAS?
|
|
||||||
JOIN THE ARMY, SEE THE WORLD THEY SAID.
|
|
||||||
IT WASN'T JUST A JOB IT WAS AN ADVENTURE!
|
|
||||||
I DIDN'T LIKE VIOLENCE ANYWAY!
|
|
||||||
I THOUGHT YOU LIKED ME?
|
|
||||||
SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT.
|
|
||||||
I THINK THIS GUY'S A LITTLE CRAZY.
|
|
||||||
SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE.
|
|
||||||
HEY! KILLIN' AIN'T COOL.
|
|
||||||
GEE... THANKS.
|
|
||||||
I'VE FALLEN AND I CAN'T GET UP!
|
|
||||||
911?
|
|
||||||
OH NO! HERE I BLOW AGAIN!
|
|
||||||
I'LL BE BACK...
|
|
||||||
HEY - I'VE GOT LAWYERS.
|
|
||||||
TIME TO CALL 1-900-SUE-TANK.
|
|
||||||
Executable → Regular
|
Before Width: | Height: | Size: 190 B After Width: | Height: | Size: 190 B |
@@ -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.
@@ -0,0 +1,41 @@
|
|||||||
|
STEREOMODE equ 0
|
||||||
|
;* --------BEGIN--------
|
||||||
|
;* C:\Atari\rmt\rmt128\schorch_str.rmt
|
||||||
|
FEAT_SFX equ 1
|
||||||
|
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||||
|
FEAT_NOSTARTINGSONGLINE equ 0
|
||||||
|
FEAT_INSTRSPEED equ 1
|
||||||
|
FEAT_CONSTANTSPEED equ 0 ;(19 times)
|
||||||
|
FEAT_COMMAND1 equ 1 ;(18 times)
|
||||||
|
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND4 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND5 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND6 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
||||||
|
FEAT_PORTAMENTO equ 0 ;(0 times)
|
||||||
|
FEAT_FILTER equ 1 ;(44 times)
|
||||||
|
FEAT_FILTERG0L equ 1 ;(13 times)
|
||||||
|
FEAT_FILTERG1L equ 1 ;(22 times)
|
||||||
|
FEAT_FILTERG0R equ 0 ;(0 times)
|
||||||
|
FEAT_FILTERG1R equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16 equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G1L equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G3L equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G1R equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G3R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
||||||
|
FEAT_TABLETYPE equ 0 ;(0 times)
|
||||||
|
FEAT_TABLEMODE equ 0 ;(0 times)
|
||||||
|
FEAT_TABLEGO equ 1 ;(1 times)
|
||||||
|
FEAT_AUDCTLMANUALSET equ 1 ;(6 times)
|
||||||
|
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
||||||
|
FEAT_EFFECTVIBRATO equ 1 ;(3 times)
|
||||||
|
FEAT_EFFECTFSHIFT equ 1 ;(11 times)
|
||||||
|
;* --------END--------
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
STEREOMODE equ 0
|
||||||
|
;* --------BEGIN--------
|
||||||
|
;* C:\Atari\rmt\rmt128\scorch_str4.rmt
|
||||||
|
FEAT_SFX equ 1
|
||||||
|
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||||
|
FEAT_NOSTARTINGSONGLINE equ 0
|
||||||
|
FEAT_INSTRSPEED equ 1
|
||||||
|
FEAT_CONSTANTSPEED equ 0 ;(21 times)
|
||||||
|
FEAT_COMMAND1 equ 1 ;(18 times)
|
||||||
|
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND4 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND5 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND6 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
||||||
|
FEAT_PORTAMENTO equ 0 ;(0 times)
|
||||||
|
FEAT_FILTER equ 1 ;(44 times)
|
||||||
|
FEAT_FILTERG0L equ 1 ;(13 times)
|
||||||
|
FEAT_FILTERG1L equ 1 ;(22 times)
|
||||||
|
FEAT_FILTERG0R equ 0 ;(0 times)
|
||||||
|
FEAT_FILTERG1R equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16 equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G1L equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G3L equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G1R equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G3R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
||||||
|
FEAT_TABLETYPE equ 0 ;(0 times)
|
||||||
|
FEAT_TABLEMODE equ 0 ;(0 times)
|
||||||
|
FEAT_TABLEGO equ 1 ;(2 times)
|
||||||
|
FEAT_AUDCTLMANUALSET equ 1 ;(6 times)
|
||||||
|
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
||||||
|
FEAT_EFFECTVIBRATO equ 1 ;(3 times)
|
||||||
|
FEAT_EFFECTFSHIFT equ 1 ;(11 times)
|
||||||
|
;* --------END--------
|
||||||
@@ -1,40 +0,0 @@
|
|||||||
;* --------BEGIN--------
|
|
||||||
;* Z:\home\pkalinowski\Seafile\atari\projects\scorch_src\artwork\sfx\scorch_trial07_stripped.rmt
|
|
||||||
FEAT_SFX equ 1
|
|
||||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
|
||||||
FEAT_NOSTARTINGSONGLINE equ 0
|
|
||||||
FEAT_INSTRSPEED equ 1
|
|
||||||
FEAT_CONSTANTSPEED equ 16 ;(0 times)
|
|
||||||
FEAT_COMMAND1 equ 1 ;(4 times)
|
|
||||||
FEAT_COMMAND2 equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND3 equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND4 equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND5 equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND6 equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
|
||||||
FEAT_PORTAMENTO equ 0 ;(0 times)
|
|
||||||
FEAT_FILTER equ 1 ;(22 times)
|
|
||||||
FEAT_FILTERG0L equ 0 ;(0 times)
|
|
||||||
FEAT_FILTERG1L equ 0 ;(0 times)
|
|
||||||
FEAT_FILTERG0R equ 0 ;(0 times)
|
|
||||||
FEAT_FILTERG1R equ 0 ;(0 times)
|
|
||||||
FEAT_BASS16 equ 0 ;(0 times)
|
|
||||||
FEAT_BASS16G1L equ 0 ;(0 times)
|
|
||||||
FEAT_BASS16G3L equ 0 ;(0 times)
|
|
||||||
FEAT_BASS16G1R equ 0 ;(0 times)
|
|
||||||
FEAT_BASS16G3R equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
|
||||||
FEAT_TABLETYPE equ 0 ;(0 times)
|
|
||||||
FEAT_TABLEMODE equ 0 ;(0 times)
|
|
||||||
FEAT_TABLEGO equ 1 ;(1 times)
|
|
||||||
FEAT_AUDCTLMANUALSET equ 1 ;(4 times)
|
|
||||||
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
|
||||||
FEAT_EFFECTVIBRATO equ 0 ;(0 times)
|
|
||||||
FEAT_EFFECTFSHIFT equ 1 ;(7 times)
|
|
||||||
;* --------END--------
|
|
||||||
@@ -1,4 +1,3 @@
|
|||||||
.echo *
|
|
||||||
;*
|
;*
|
||||||
;* Raster Music Tracker, RMT Atari routine version 1.20090108
|
;* Raster Music Tracker, RMT Atari routine version 1.20090108
|
||||||
;* (c) Radek Sterba, Raster/C.P.U., 2002 - 2009
|
;* (c) Radek Sterba, Raster/C.P.U., 2002 - 2009
|
||||||
@@ -17,18 +16,40 @@
|
|||||||
;*
|
;*
|
||||||
;* 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time.
|
;* 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time.
|
||||||
;*
|
;*
|
||||||
STEREOMODE equ 0 ;0 => compile RMTplayer for 4 tracks mono
|
;* STEREOMODE equ 0..3 ;0 => compile RMTplayer for 4 tracks mono
|
||||||
;* ;1 => compile RMTplayer for 8 tracks stereo
|
;* ;1 => compile RMTplayer for 8 tracks stereo
|
||||||
;* ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4
|
;* ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4
|
||||||
;* ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4
|
;* ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4
|
||||||
;*
|
;*
|
||||||
; IFT STEREOMODE==1
|
IFT STEREOMODE==1
|
||||||
;TRACKS equ 8
|
TRACKS equ 8
|
||||||
; ELS
|
ELS
|
||||||
TRACKS equ 4
|
TRACKS equ 4
|
||||||
; EIF
|
EIF
|
||||||
;*
|
;*
|
||||||
PLAYER = *
|
;*PLAYER equ $3400
|
||||||
|
;*
|
||||||
|
;* RMT FEATures definitions file
|
||||||
|
;* For optimizations of RMT player routine to concrete RMT modul only!
|
||||||
|
icl "feat.txt"
|
||||||
|
;*
|
||||||
|
;* RMT ZeroPage addresses
|
||||||
|
org RMT_Zero_Page_V
|
||||||
|
p_tis
|
||||||
|
p_instrstable org *+2
|
||||||
|
p_trackslbstable org *+2
|
||||||
|
p_trackshbstable org *+2
|
||||||
|
p_song org *+2
|
||||||
|
ns org *+2
|
||||||
|
nr org *+2
|
||||||
|
nt org *+2
|
||||||
|
reg1 org *+1
|
||||||
|
reg2 org *+1
|
||||||
|
reg3 org *+1
|
||||||
|
tmp org *+1
|
||||||
|
IFT FEAT_COMMAND2
|
||||||
|
frqaddcmd2 org *+1
|
||||||
|
EIF
|
||||||
IFT TRACKS>4
|
IFT TRACKS>4
|
||||||
org PLAYER-$400+$40
|
org PLAYER-$400+$40
|
||||||
ELS
|
ELS
|
||||||
@@ -745,8 +766,9 @@ ei4
|
|||||||
IFT 1==[FEAT_COMMAND1+FEAT_COMMAND2+FEAT_COMMAND3+FEAT_COMMAND4+FEAT_COMMAND5+FEAT_COMMAND6+[FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY]]
|
IFT 1==[FEAT_COMMAND1+FEAT_COMMAND2+FEAT_COMMAND3+FEAT_COMMAND4+FEAT_COMMAND5+FEAT_COMMAND6+[FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY]]
|
||||||
beq cmd0
|
beq cmd0
|
||||||
ELS
|
ELS
|
||||||
lsr @
|
; lsr @
|
||||||
lsr @
|
; lsr @
|
||||||
|
lda #0 ; my fix :)
|
||||||
sta jmx+1
|
sta jmx+1
|
||||||
jmx bcc *
|
jmx bcc *
|
||||||
jmp cmd0
|
jmp cmd0
|
||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Executable → Regular
+126
-118
@@ -1,125 +1,133 @@
|
|||||||
.proc talk
|
.proc talk
|
||||||
L0 dta c"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
; Maximum text length is 63 characters!!!
|
||||||
L1 dta c"DIE!"
|
L0 dta d"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
||||||
L2 dta c"EAT MY SHORTS!"
|
L1 dta d"DIE!"
|
||||||
L3 dta c"YOU'RE TOAST!"
|
L2 dta d"EAT MY SHORTS!"
|
||||||
L4 dta c"BANZAI!"
|
L3 dta d"YOU'RE TOAST!"
|
||||||
L5 dta c"FROM HELL'S HEART I STAB AT THEE..."
|
L4 dta d"BANZAI!"
|
||||||
L6 dta c"I DIDN'T DO IT. NOBODY SAW ME DO IT."
|
L5 dta d"FROM HELL'S HEART I STAB AT THEE..."
|
||||||
L7 dta c"TAKE A HIKE!"
|
L6 dta d"I DIDN'T DO IT. NOBODY SAW ME DO IT."
|
||||||
L8 dta c"YOU'RE DEAD MEAT."
|
L7 dta d"TAKE A HIKE!"
|
||||||
L9 dta c"MAKE MY DAY."
|
L8 dta d"YOU'RE DEAD MEAT."
|
||||||
L10 dta c"CHARGE!"
|
L9 dta d"MAKE MY DAY."
|
||||||
L11 dta c"ATTACK!"
|
L10 dta d"CHARGE!"
|
||||||
L12 dta c"YOU'RE OUTTA HERE."
|
L11 dta d"ATTACK!"
|
||||||
L13 dta c"WATTSA MATTA YOU?"
|
L12 dta d"YOU'RE OUTTA HERE."
|
||||||
L14 dta c"FREEZE, OR I'LL SHOOT!"
|
L13 dta d"WATTSA MATTA YOU?"
|
||||||
L15 dta c"HA HA HA."
|
L14 dta d"FREEZE, OR I'LL SHOOT!"
|
||||||
L16 dta c"WE COME IN PEACE - SHOOT TO KILL!"
|
L15 dta d"HA HA HA."
|
||||||
L17 dta c"IN YOUR FACE!"
|
L16 dta d"WE COME IN PEACE - SHOOT TO KILL!"
|
||||||
L18 dta c"DIE COMMIE PIG!"
|
L17 dta d"IN YOUR FACE!"
|
||||||
L19 dta c"I LOVE THE SMELL OF NAPALM IN THE MORNING."
|
L18 dta d"DIE COMMIE PIG!"
|
||||||
L20 dta c"VICTORY!"
|
L19 dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."
|
||||||
L21 dta c"SHOW SOME RESPECT."
|
L20 dta d"VICTORY!"
|
||||||
L22 dta c"JUST WHO DO YOU THINK YOU ARE?"
|
L21 dta d"SHOW SOME RESPECT."
|
||||||
L23 dta c"LOOK OUT BELOW!"
|
L22 dta d"JUST WHO DO YOU THINK YOU ARE?"
|
||||||
L24 dta c"KNOCK, KNOCK."
|
L23 dta d"LOOK OUT BELOW!"
|
||||||
L25 dta c"LOOK OVER THERE."
|
L24 dta d"KNOCK, KNOCK."
|
||||||
L26 dta c"GUESS WHAT'S COMING FOR DINNER?"
|
L25 dta d"LOOK OVER THERE."
|
||||||
L27 dta c"MERRY CHRISTMAS."
|
L26 dta d"GUESS WHAT'S COMING FOR DINNER?"
|
||||||
L28 dta c"OPEN WIDE!"
|
L27 dta d"MERRY CHRISTMAS."
|
||||||
L29 dta c"HERE GOES NOTHING..."
|
L28 dta d"OPEN WIDE!"
|
||||||
L30 dta c"DON'T WORRY, IT ISN'T A LIVE ROUND."
|
L29 dta d"HERE GOES NOTHING..."
|
||||||
L31 dta c"BLOOD, PAIN, VIOLENCE!"
|
L30 dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."
|
||||||
L32 dta c"TAKE THIS, SISSY!"
|
L31 dta d"BLOOD, PAIN, VIOLENCE!"
|
||||||
L33 dta c"I SHALL FLATTEN YOU!"
|
L32 dta d"TAKE THIS, SISSY!"
|
||||||
L34 dta c"I SHALL SMASH YOUR UGLY TANK!"
|
L33 dta d"I SHALL FLATTEN YOU!"
|
||||||
L35 dta c"I WONDER WHAT THIS BUTTON DOES?"
|
L34 dta d"I SHALL SMASH YOUR UGLY TANK!"
|
||||||
L36 dta c"DON'T TAKE THIS PERSONALLY."
|
L35 dta d"I WONDER WHAT THIS BUTTON DOES?"
|
||||||
L37 dta c"WOULD THIS MAKE YOU MAD?"
|
L36 dta d"DON'T TAKE THIS PERSONALLY."
|
||||||
L38 dta c"I TOLD YOU TO LEAVE MY SISTER ALONE!"
|
L37 dta d"WOULD THIS MAKE YOU MAD?"
|
||||||
L39 dta c"I COULD SPARE YOU, BUT WHY?"
|
L38 dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"
|
||||||
L40 dta c"MY BOMB IS BIGGER THAN YOURS."
|
L39 dta d"I COULD SPARE YOU, BUT WHY?"
|
||||||
L41 dta c"DON'T FORGET ABOUT ME!"
|
L40 dta d"MY BOMB IS BIGGER THAN YOURS."
|
||||||
L42 dta c"HASTA LA VISTA, BABY!"
|
L41 dta d"DON'T FORGET ABOUT ME!"
|
||||||
L43 dta c"THIS IS YOUR BRAIN ON SCORCH."
|
L42 dta d"HASTA LA VISTA, BABY!"
|
||||||
L44 dta c"TAKE THIS!"
|
L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
|
||||||
L45 dta c"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
L44 dta d"TAKE THIS!"
|
||||||
L46 dta c"DIE, ALIEN SWINE!"
|
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
||||||
L47 dta c"SAY ARRGGHHHHH...."
|
L46 dta d"DIE, ALIEN SWINE!"
|
||||||
L48 dta c"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
L47 dta d"SAY ARRGGHHHHH...."
|
||||||
L49 dta c"DIE, TANK-SCUM!"
|
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
||||||
L50 dta c"I'M GONNA BREAK YOUR FACE!"
|
L49 dta d"DIE, TANK-SCUM!"
|
||||||
L51 dta c"MAMA SAID KNOCK YOU OUT!"
|
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||||
L52 dta c"I HOPE YOU ENJOY PAIN!"
|
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
||||||
|
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
L53 dta c"PARTING IS SUCH SWEET SORROW... NOT!"
|
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
||||||
L54 dta c"UGH!"
|
L54 dta d"UGH!"
|
||||||
L55 dta c"AARGH!"
|
L55 dta d"AARGH!"
|
||||||
L56 dta c"AAAGGHHH!"
|
L56 dta d"AAAGGHHH!"
|
||||||
L57 dta c"I'M MELTING!"
|
L57 dta d"I'M MELTING!"
|
||||||
L58 dta c"OOF.."
|
L58 dta d"OOF.."
|
||||||
L59 dta c"OH!"
|
L59 dta d"OH!"
|
||||||
L60 dta c"EEEK!"
|
L60 dta d"EEEK!"
|
||||||
L61 dta c"AACCH!"
|
L61 dta d"AACCH!"
|
||||||
L62 dta c"I HATE IT WHEN THAT HAPPENS."
|
L62 dta d"I HATE IT WHEN THAT HAPPENS."
|
||||||
L63 dta c"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
||||||
L64 dta c"OH NO!"
|
L64 dta d"OH NO!"
|
||||||
L65 dta c"NOT ME!"
|
L65 dta d"NOT ME!"
|
||||||
L66 dta c"OUCH."
|
L66 dta d"OUCH."
|
||||||
L67 dta c"OH NO, NOT AGAIN."
|
L67 dta d"OH NO, NOT AGAIN."
|
||||||
L68 dta c"ANOTHER ONE BITES THE DUST."
|
L68 dta d"ANOTHER ONE BITES THE DUST."
|
||||||
L69 dta c"GOODBYE."
|
L69 dta d"GOODBYE."
|
||||||
L70 dta c"HELP ME!"
|
L70 dta d"HELP ME!"
|
||||||
L71 dta c"FAREWELL, CRUEL WORLD."
|
L71 dta d"FAREWELL, CRUEL WORLD."
|
||||||
L72 dta c"REMEMBER THE ALAMO!"
|
L72 dta d"REMEMBER THE ALAMO!"
|
||||||
L73 dta c"OH MAN!"
|
L73 dta d"OH MAN!"
|
||||||
L74 dta c"DOOUGH!"
|
L74 dta d"DOOUGH!"
|
||||||
L75 dta c"ANOTHER DAY, ANOTHER BOMB."
|
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||||
L76 dta c"THIS IS THE END, MY ONLY FRIEND."
|
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||||
L77 dta c"IT'S ALL OVER."
|
L77 dta d"IT'S ALL OVER."
|
||||||
L78 dta c"THE FAT LADY SANG."
|
L78 dta d"THE FAT LADY SANG."
|
||||||
L79 dta c"WHY DOES EVERYTHING HAPPEN TO ME?"
|
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||||
L80 dta c"I'M GOING DOWN."
|
L80 dta d"I'M GOING DOWN."
|
||||||
L81 dta c"I'VE GOT A BAD FEELING ABOUT THIS."
|
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
||||||
L82 dta c"CRAPOLA."
|
L82 dta d"CRAPOLA."
|
||||||
L83 dta c"POW!"
|
L83 dta d"POW!"
|
||||||
L84 dta c"BIF!"
|
L84 dta d"BIF!"
|
||||||
L85 dta c"BAM!"
|
L85 dta d"BAM!"
|
||||||
L86 dta c"ZONK!"
|
L86 dta d"ZONK!"
|
||||||
L87 dta c"I SHOULD'VE LISTENED TO MY MOTHER..."
|
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||||
L88 dta c"NO... A BUD LIGHT!"
|
L88 dta d"NO... A BUD LIGHT!"
|
||||||
L89 dta c"WHAT WAS THAT NOISE?"
|
L89 dta d"WHAT WAS THAT NOISE?"
|
||||||
L90 dta c"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||||
L91 dta c"ITS JUST ONE OF THOSE DAYS..."
|
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||||
L92 dta c"I SEE A BRIGHT LIGHT..."
|
L92 dta d"I SEE A BRIGHT LIGHT..."
|
||||||
L93 dta c"MOMMY? IS THAT YOU?"
|
L93 dta d"MOMMY? IS THAT YOU?"
|
||||||
L94 dta c"I LET YOU HIT ME!"
|
L94 dta d"I LET YOU HIT ME!"
|
||||||
L95 dta c"SUCKER SHOT!"
|
L95 dta d"SUCKER SHOT!"
|
||||||
L96 dta c"I DIDN'T WANT TO LIVE ANYWAY."
|
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
||||||
L97 dta c"-<SOB>-"
|
L97 dta d"-<SOB>-"
|
||||||
L98 dta c"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
||||||
L99 dta c"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||||
L100 dta c"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||||
L101 dta c"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||||
L102 dta c"I THOUGHT YOU LIKED ME?"
|
L102 dta d"I THOUGHT YOU LIKED ME?"
|
||||||
L103 dta c"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
|
L103 dta d"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
|
||||||
L104 dta c"I THINK THIS GUY'S A LITTLE CRAZY."
|
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||||
L105 dta c"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||||
L106 dta c"HEY! KILLIN' AIN'T COOL."
|
L106 dta d"HEY! KILLIN' AIN'T COOL."
|
||||||
L107 dta c"GEE... THANKS."
|
L107 dta d"GEE... THANKS."
|
||||||
L108 dta c"I'VE FALLEN AND I CAN'T GET UP!"
|
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
||||||
L109 dta c"911?"
|
L109 dta d"911?"
|
||||||
L110 dta c"OH NO! HERE I BLOW AGAIN!"
|
L110 dta d"OH NO! HERE I BLOW AGAIN!"
|
||||||
L111 dta c"I'LL BE BACK..."
|
L111 dta d"I'LL BE BACK..."
|
||||||
L112 dta c"HEY - I'VE GOT LAWYERS."
|
L112 dta d"HEY - I'VE GOT LAWYERS."
|
||||||
L113 dta c"TIME TO CALL 1-900-SUE-TANK."
|
L113 dta d"TIME TO CALL 1-900-SUE-TANK."
|
||||||
|
LEND
|
||||||
OffensiveTextTableL
|
OffensiveTextTableL
|
||||||
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113
|
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52
|
||||||
|
dta <L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113
|
||||||
|
dta <LEND
|
||||||
OffensiveTextTableH
|
OffensiveTextTableH
|
||||||
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113
|
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52
|
||||||
OffensiveTextLengths
|
dta >L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113
|
||||||
dta 43,4,14,13,7,35,37,12,17,12,7,7,18,17,22,9,33,13,15,42,8,18,30,15,13,16,31,16,10,20,35,22,17,20,29,31,27,24,36,27,29,22,21,29,10,48,17,20,38,15,26,24,22,36,4,6,9,12,5,3,5,6,28,39,6,7,5,17,27,8,8,22,19,7,7,26,32,14,18,33,15,34,8,4,4,4,5,36,18,20,36,29,23,19,17,12,29,7,36,39,41,30,23,48,34,42,25,14,31,4,26,15,23,28
|
dta >LEND
|
||||||
NumberOfOffensiveTexts=54
|
NumberOfOffensiveTexts=54
|
||||||
NumberOfDeffensiveTexts=60
|
NumberOfDeffensiveTexts=60
|
||||||
.endp
|
.endp
|
||||||
|
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!", $ff
|
||||||
|
hoverFullEnd
|
||||||
|
hoverEmpty dta d"RUNNING OUT OF EELS", $ff
|
||||||
|
hoverEmptyEnd
|
||||||
Binary file not shown.
Binary file not shown.
@@ -1,48 +0,0 @@
|
|||||||
import sys
|
|
||||||
from string import strip
|
|
||||||
|
|
||||||
lineCount = 0
|
|
||||||
lengths = []
|
|
||||||
alltexts = []
|
|
||||||
|
|
||||||
for line in open("TALK1.txt"):
|
|
||||||
lineCount+=1
|
|
||||||
line = strip(line)
|
|
||||||
lengths.append(len(line))
|
|
||||||
alltexts.append(line)
|
|
||||||
off = lineCount
|
|
||||||
|
|
||||||
for line in open("TALK2.txt"):
|
|
||||||
lineCount+=1
|
|
||||||
line = strip(line)
|
|
||||||
lengths.append(len(line))
|
|
||||||
alltexts.append(line)
|
|
||||||
|
|
||||||
tmpNo = 0
|
|
||||||
for line in alltexts:
|
|
||||||
print ("L"+str(tmpNo)+' dta "'+line+'"')
|
|
||||||
tmpNo+= 1
|
|
||||||
l=""
|
|
||||||
for i in range(0,lineCount):
|
|
||||||
l+="<L"+str(i)+","
|
|
||||||
l=l[:-1]
|
|
||||||
print ("OffensiveTextTableL")
|
|
||||||
print (" dta "+l)
|
|
||||||
l=""
|
|
||||||
for i in range(0,lineCount):
|
|
||||||
l+=">L"+str(i)+","
|
|
||||||
l=l[:-1]
|
|
||||||
print ("OffensiveTextTableH")
|
|
||||||
print (" dta "+l)
|
|
||||||
|
|
||||||
l=""
|
|
||||||
for i in range(0,lineCount):
|
|
||||||
l+=str(lengths[i])+","
|
|
||||||
l=l[:-1]
|
|
||||||
print ("OffensiveTextLengths")
|
|
||||||
print (" dta "+l)
|
|
||||||
|
|
||||||
|
|
||||||
deff = lineCount-off
|
|
||||||
print ("NumberOfOffensiveTexts="+str(off))
|
|
||||||
print ("NumberOfDeffensiveTexts="+str(deff))
|
|
||||||
Binary file not shown.
Binary file not shown.
+241
-582
@@ -2,21 +2,49 @@
|
|||||||
|
|
||||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
|
||||||
|
; initial values for some variables
|
||||||
|
initialvaluesStart
|
||||||
|
I_OptionsTable .by 0,1,2,2,0,1,3,2
|
||||||
|
I_RoundsInTheGame .by 10 ;how many rounds in the current game
|
||||||
|
I_seppukuVal .by 75
|
||||||
|
I_mountainDeltaH .by 3
|
||||||
|
I_mountainDeltaL .by $ff
|
||||||
|
;----------------------------------------------------
|
||||||
|
; 4x4 text buffer
|
||||||
|
I_ResultLineBuffer
|
||||||
|
dta d" ", $ff
|
||||||
|
I_LineHeader1
|
||||||
|
dta d"# ROUND: "
|
||||||
|
I_RoundNrDisplay
|
||||||
|
dta d" #", $ff
|
||||||
|
initialvaluesCount = *-initialvaluesstart ; MAX 128 bytes !
|
||||||
;===================================================================================
|
;===================================================================================
|
||||||
;==========================CONSTANT TABLES, do not erase!===========================
|
;==========================CONSTANT TABLES, do not erase!===========================
|
||||||
;===================================================================================
|
;===================================================================================
|
||||||
TankColoursTable .BYTE $52,$32,$72,$92,$B2,$02
|
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||||
|
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||||
|
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||||
|
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||||
|
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||||
|
TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||||
|
.BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||||
|
dliColorsBack
|
||||||
|
:10 .by $02,$00
|
||||||
|
dliColorsFore
|
||||||
|
.by $0a
|
||||||
CashOptionL ;(one zero less than on the screen)
|
CashOptionL ;(one zero less than on the screen)
|
||||||
.by 0,<200,<500,<800,<1000
|
.by 0,<200,<800,<1200,<2000
|
||||||
CashOptionH
|
CashOptionH
|
||||||
.by 0,>200,>500,>800,>1000
|
.by 0,>200,>800,>1200,>2000
|
||||||
GravityTable .by 10,20,25,30,40
|
GravityTable .by 10,20,25,30,40
|
||||||
MaxWindTable .by 5,20,40,60,80
|
MaxWindTable .by 5,20,40,70,99
|
||||||
RoundsTable .by 10,20,30,40,50
|
RoundsTable .by 10,20,30,40,50
|
||||||
|
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
|
||||||
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
|
||||||
|
mountainsDeltaTableH .by 0,1,3,5,7
|
||||||
|
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
|
||||||
;------------------------------------------------
|
;------------------------------------------------
|
||||||
|
|
||||||
LevelNameBeginL ; begins of level names
|
LevelNameBeginL ; begins of level names
|
||||||
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
|
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
|
||||||
.by <(NamesOfLevels+32),<(NamesOfLevels+42),<(NamesOfLevels+52)
|
.by <(NamesOfLevels+32),<(NamesOfLevels+42),<(NamesOfLevels+52)
|
||||||
@@ -30,72 +58,46 @@ TanksWeaponsTableL
|
|||||||
.by <TanksWeapon1,<TanksWeapon2,<TanksWeapon3,<TanksWeapon4,<TanksWeapon5,<TanksWeapon6
|
.by <TanksWeapon1,<TanksWeapon2,<TanksWeapon3,<TanksWeapon4,<TanksWeapon5,<TanksWeapon6
|
||||||
TanksWeaponsTableH
|
TanksWeaponsTableH
|
||||||
.by >TanksWeapon1,>TanksWeapon2,>TanksWeapon3,>TanksWeapon4,>TanksWeapon5,>TanksWeapon6
|
.by >TanksWeapon1,>TanksWeapon2,>TanksWeapon3,>TanksWeapon4,>TanksWeapon5,>TanksWeapon6
|
||||||
|
;--------------
|
||||||
|
XtankOffsetGO_L
|
||||||
|
.by 6,56,106,156,206,0
|
||||||
|
XtankOffsetGO_H
|
||||||
|
.by 0,0,0,0,0,1
|
||||||
;-----4x4 texts-----
|
;-----4x4 texts-----
|
||||||
|
|
||||||
LineTop
|
LineTop
|
||||||
dta d"(%%%%%%%%%%%%)"
|
dta d"(%%%%%%%%%%%%)", $ff
|
||||||
.byte $ff
|
|
||||||
;# - vertical, () * +, % - horizontal
|
;# - vertical, () * +, % - horizontal
|
||||||
LineBottom
|
LineBottom
|
||||||
dta d"*%%%%%%%%%%%%+"
|
dta d"*%%%%%%%%%%%%+", $ff
|
||||||
.byte $ff
|
|
||||||
LineEmpty
|
LineEmpty
|
||||||
dta d"# #"
|
dta d"# #", $ff
|
||||||
.byte $ff
|
|
||||||
LineHeader2
|
LineHeader2
|
||||||
dta d"# RESULTS #"
|
dta d"# RESULTS #", $ff
|
||||||
.byte $ff
|
|
||||||
LineGameOver
|
LineGameOver
|
||||||
dta d"# GAME OVER #"
|
dta d"# GAME OVER #", $ff
|
||||||
.byte $ff
|
|
||||||
seppukuText
|
seppukuText
|
||||||
dta d"# SEPPUKU! #"
|
dta d"# SEPPUKU! #", $ff
|
||||||
.byte $ff
|
areYouSureText
|
||||||
|
dta d"# SURE? Y/N #", $ff
|
||||||
lineClear
|
lineClear
|
||||||
dta d" "
|
dta d" ", $ff
|
||||||
.byte $ff
|
|
||||||
|
|
||||||
|
|
||||||
;-----------
|
;-----------
|
||||||
pmtableL ; addressess of the P/M memory for 5 tanks (6th is without P/M background)
|
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||||
.by <(pmgraph+$400)
|
.by <(pmgraph+$400)
|
||||||
.by <(pmgraph+$500)
|
.by <(pmgraph+$500)
|
||||||
.by <(pmgraph+$600)
|
.by <(pmgraph+$600)
|
||||||
.by <(pmgraph+$700)
|
.by <(pmgraph+$700)
|
||||||
.by <(pmgraph+$300) ; this is a missile background
|
.by <(pmgraph+$300) ; this is a missile background
|
||||||
|
.by <(pmgraph+$300) ; this is a missile background
|
||||||
pmtableH
|
pmtableH
|
||||||
.by >(pmgraph+$400)
|
.by >(pmgraph+$400)
|
||||||
.by >(pmgraph+$500)
|
.by >(pmgraph+$500)
|
||||||
.by >(pmgraph+$600)
|
.by >(pmgraph+$600)
|
||||||
.by >(pmgraph+$700)
|
.by >(pmgraph+$700)
|
||||||
.by >(pmgraph+$300)
|
.by >(pmgraph+$300)
|
||||||
|
.by >(pmgraph+$300)
|
||||||
;-----------
|
;-----------
|
||||||
; this table changes Angle to the appropriate tank character
|
|
||||||
BarrelTableL
|
|
||||||
.by $02,$02,$02,$02,$02,$02,$02,$02
|
|
||||||
.by $04,$04,$04,$04,$04,$04,$04,$04
|
|
||||||
.by $06,$06,$06,$06,$06,$06,$06,$06,$06
|
|
||||||
.by $08,$08,$08,$08,$08,$08,$08,$08
|
|
||||||
.by $0a,$0a,$0a,$0a,$0a,$0a,$0a,$0a
|
|
||||||
.by $0c,$0c,$0c,$0c,$0c,$0c,$0c,$0c,$0c
|
|
||||||
.by $0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e
|
|
||||||
.by $10,$10,$10,$10,$10,$10,$10,$10
|
|
||||||
.by $12,$12,$12,$12,$12,$12,$12,$12,$12
|
|
||||||
.by $14,$14,$14,$14,$14,$14,$14,$14
|
|
||||||
.by $16,$16,$16,$16,$16,$16,$16,$16
|
|
||||||
BarrelTableR
|
|
||||||
.by $2c,$2c,$2c,$2c,$2c,$2c,$2c,$2c
|
|
||||||
.by $2a,$2a,$2a,$2a,$2a,$2a,$2a,$2a
|
|
||||||
.by $28,$28,$28,$28,$28,$28,$28,$28,$28
|
|
||||||
.by $26,$26,$26,$26,$26,$26,$26,$26
|
|
||||||
.by $24,$24,$24,$24,$24,$24,$24,$24
|
|
||||||
.by $22,$22,$22,$22,$22,$22,$22,$22,$22
|
|
||||||
.by $20,$20,$20,$20,$20,$20,$20,$20
|
|
||||||
.by $1e,$1e,$1e,$1e,$1e,$1e,$1e,$1e
|
|
||||||
.by $1c,$1c,$1c,$1c,$1c,$1c,$1c,$1c,$1c
|
|
||||||
.by $1a,$1a,$1a,$1a,$1a,$1a,$1a,$1a
|
|
||||||
.by $18,$18,$18,$18,$18,$18,$18,$18
|
|
||||||
|
|
||||||
sintable
|
sintable
|
||||||
.by 0
|
.by 0
|
||||||
.by 4
|
.by 4
|
||||||
@@ -189,103 +191,10 @@ sintable
|
|||||||
.by 255
|
.by 255
|
||||||
.by 255 ;anti self destruction byte
|
.by 255 ;anti self destruction byte
|
||||||
|
|
||||||
costable
|
;linetableL
|
||||||
.by 255 ;anti self destruction byte
|
; :screenheight+1 .by <(display+screenBytes*#)
|
||||||
.by 255
|
;linetableH
|
||||||
.by 255
|
; :screenheight+1 .by >(display+screenBytes*#)
|
||||||
.by 255
|
|
||||||
.by 255
|
|
||||||
.by 255
|
|
||||||
.by 254
|
|
||||||
.by 254
|
|
||||||
.by 253
|
|
||||||
.by 252
|
|
||||||
.by 252
|
|
||||||
.by 251
|
|
||||||
.by 250
|
|
||||||
.by 249
|
|
||||||
.by 248
|
|
||||||
.by 247
|
|
||||||
.by 246
|
|
||||||
.by 244
|
|
||||||
.by 243
|
|
||||||
.by 242
|
|
||||||
.by 240
|
|
||||||
.by 238
|
|
||||||
.by 237
|
|
||||||
.by 235
|
|
||||||
.by 233
|
|
||||||
.by 232
|
|
||||||
.by 230
|
|
||||||
.by 228
|
|
||||||
.by 226
|
|
||||||
.by 223
|
|
||||||
.by 221
|
|
||||||
.by 219
|
|
||||||
.by 217
|
|
||||||
.by 214
|
|
||||||
.by 212
|
|
||||||
.by 209
|
|
||||||
.by 207
|
|
||||||
.by 204
|
|
||||||
.by 201
|
|
||||||
.by 198
|
|
||||||
.by 196
|
|
||||||
.by 193
|
|
||||||
.by 190
|
|
||||||
.by 187
|
|
||||||
.by 184
|
|
||||||
.by 181
|
|
||||||
.by 177
|
|
||||||
.by 174
|
|
||||||
.by 171
|
|
||||||
.by 167
|
|
||||||
.by 164
|
|
||||||
.by 161
|
|
||||||
.by 157
|
|
||||||
.by 154
|
|
||||||
.by 150
|
|
||||||
.by 146
|
|
||||||
.by 143
|
|
||||||
.by 139
|
|
||||||
.by 135
|
|
||||||
.by 131
|
|
||||||
.by 128
|
|
||||||
.by 124
|
|
||||||
.by 120
|
|
||||||
.by 116
|
|
||||||
.by 112
|
|
||||||
.by 108
|
|
||||||
.by 104
|
|
||||||
.by 100
|
|
||||||
.by 95
|
|
||||||
.by 91
|
|
||||||
.by 87
|
|
||||||
.by 83
|
|
||||||
.by 79
|
|
||||||
.by 74
|
|
||||||
.by 70
|
|
||||||
.by 66
|
|
||||||
.by 61
|
|
||||||
.by 57
|
|
||||||
.by 53
|
|
||||||
.by 48
|
|
||||||
.by 44
|
|
||||||
.by 40
|
|
||||||
.by 35
|
|
||||||
.by 31
|
|
||||||
.by 26
|
|
||||||
.by 22
|
|
||||||
.by 17
|
|
||||||
.by 13
|
|
||||||
.by 8
|
|
||||||
.by 4
|
|
||||||
.by 0
|
|
||||||
|
|
||||||
linetableL
|
|
||||||
:screenheight+1 .by <(display+screenBytes*#)
|
|
||||||
linetableH
|
|
||||||
:screenheight+1 .by >(display+screenBytes*#)
|
|
||||||
;----------------------------
|
;----------------------------
|
||||||
bittable
|
bittable
|
||||||
.by $80,$40,$20,$10,$08,$04,$02,$01
|
.by $80,$40,$20,$10,$08,$04,$02,$01
|
||||||
@@ -303,328 +212,18 @@ disktance ;tanks distance
|
|||||||
|
|
||||||
; this table is for deciding where a tank should slide
|
; this table is for deciding where a tank should slide
|
||||||
; accordingly to what is below the tank
|
; accordingly to what is below the tank
|
||||||
; there are 3 bits used here
|
; values in table mean that tank is moving to the left
|
||||||
; bit 0 - go down
|
SlideLeftTable
|
||||||
; bit 1 - go left
|
.BY %00000001
|
||||||
; bit 2 - go right
|
.BY %00000010
|
||||||
; position in the table equals to bit pattern of soil below tank
|
.BY %00000011
|
||||||
|
.BY %00000100
|
||||||
|
.BY %00000101
|
||||||
|
.BY %00000110
|
||||||
|
.BY %00000111
|
||||||
|
.BY %00001100
|
||||||
|
|
||||||
WhereToSlideTable
|
|
||||||
; we have 3 bits, when set: 2 - go left, 1 - go right, 0 - go down
|
|
||||||
.BY %001 ; 00000000
|
|
||||||
.BY %101 ; 00000001
|
|
||||||
.BY %100 ; 00000010
|
|
||||||
.BY %100 ; 00000011
|
|
||||||
.BY %100 ; 00000100
|
|
||||||
.BY %100 ; 00000101
|
|
||||||
.BY %100 ; 00000110
|
|
||||||
.BY %100 ; 00000111
|
|
||||||
.BY %000 ; 00001000
|
|
||||||
.BY %000 ; 00001001
|
|
||||||
.BY %000 ; 00001010
|
|
||||||
.BY %000 ; 00001011
|
|
||||||
.BY %100 ; 00001100
|
|
||||||
.BY %000 ; 00001101
|
|
||||||
.BY %000 ; 00001110
|
|
||||||
.BY %000 ; 00001111
|
|
||||||
.BY %000 ; 00010000
|
|
||||||
.BY %000 ; 00010001
|
|
||||||
.BY %000 ; 00010010
|
|
||||||
.BY %000 ; 00010011
|
|
||||||
.BY %000 ; 00010100
|
|
||||||
.BY %000 ; 00010101
|
|
||||||
.BY %000 ; 00010110
|
|
||||||
.BY %000 ; 00010111
|
|
||||||
.BY %000 ; 00011000
|
|
||||||
.BY %000 ; 00011001
|
|
||||||
.BY %000 ; 00011010
|
|
||||||
.BY %000 ; 00011011
|
|
||||||
.BY %000 ; 00011100
|
|
||||||
.BY %000 ; 00011101
|
|
||||||
.BY %000 ; 00011110
|
|
||||||
.BY %000 ; 00011111
|
|
||||||
.BY %010 ; 00100000
|
|
||||||
.BY %000 ; 00100001
|
|
||||||
.BY %000 ; 00100010
|
|
||||||
.BY %000 ; 00100011
|
|
||||||
.BY %000 ; 00100100
|
|
||||||
.BY %000 ; 00100101
|
|
||||||
.BY %000 ; 00100110
|
|
||||||
.BY %000 ; 00100111
|
|
||||||
.BY %000 ; 00101000
|
|
||||||
.BY %000 ; 00101001
|
|
||||||
.BY %000 ; 00101010
|
|
||||||
.BY %000 ; 00101011
|
|
||||||
.BY %000 ; 00101100
|
|
||||||
.BY %000 ; 00101101
|
|
||||||
.BY %000 ; 00101110
|
|
||||||
.BY %000 ; 00101111
|
|
||||||
.BY %010 ; 00110000
|
|
||||||
.BY %000 ; 00110001
|
|
||||||
.BY %000 ; 00110010
|
|
||||||
.BY %000 ; 00110011
|
|
||||||
.BY %000 ; 00110100
|
|
||||||
.BY %000 ; 00110101
|
|
||||||
.BY %000 ; 00110110
|
|
||||||
.BY %000 ; 00110111
|
|
||||||
.BY %000 ; 00111000
|
|
||||||
.BY %000 ; 00111001
|
|
||||||
.BY %000 ; 00111010
|
|
||||||
.BY %000 ; 00111011
|
|
||||||
.BY %000 ; 00111100
|
|
||||||
.BY %000 ; 00111101
|
|
||||||
.BY %000 ; 00111110
|
|
||||||
.BY %000 ; 00111111
|
|
||||||
.BY %010 ; 01000000
|
|
||||||
.BY %000 ; 01000001
|
|
||||||
.BY %000 ; 01000010
|
|
||||||
.BY %000 ; 01000011
|
|
||||||
.BY %000 ; 01000100
|
|
||||||
.BY %000 ; 01000101
|
|
||||||
.BY %000 ; 01000110
|
|
||||||
.BY %000 ; 01000111
|
|
||||||
.BY %000 ; 01001000
|
|
||||||
.BY %000 ; 01001001
|
|
||||||
.BY %000 ; 01001010
|
|
||||||
.BY %000 ; 01001011
|
|
||||||
.BY %000 ; 01001100
|
|
||||||
.BY %000 ; 01001101
|
|
||||||
.BY %000 ; 01001110
|
|
||||||
.BY %000 ; 01001111
|
|
||||||
.BY %000 ; 01010000
|
|
||||||
.BY %000 ; 01010001
|
|
||||||
.BY %000 ; 01010010
|
|
||||||
.BY %000 ; 01010011
|
|
||||||
.BY %000 ; 01010100
|
|
||||||
.BY %000 ; 01010101
|
|
||||||
.BY %000 ; 01010110
|
|
||||||
.BY %000 ; 01010111
|
|
||||||
.BY %000 ; 01011000
|
|
||||||
.BY %000 ; 01011001
|
|
||||||
.BY %000 ; 01011010
|
|
||||||
.BY %000 ; 01011011
|
|
||||||
.BY %000 ; 01011100
|
|
||||||
.BY %000 ; 01011101
|
|
||||||
.BY %000 ; 01011110
|
|
||||||
.BY %000 ; 01011111
|
|
||||||
.BY %010 ; 01100000
|
|
||||||
.BY %000 ; 01100001
|
|
||||||
.BY %000 ; 01100010
|
|
||||||
.BY %000 ; 01100011
|
|
||||||
.BY %000 ; 01100100
|
|
||||||
.BY %000 ; 01100101
|
|
||||||
.BY %000 ; 01100110
|
|
||||||
.BY %000 ; 01100111
|
|
||||||
.BY %000 ; 01101000
|
|
||||||
.BY %000 ; 01101001
|
|
||||||
.BY %000 ; 01101010
|
|
||||||
.BY %000 ; 01101011
|
|
||||||
.BY %000 ; 01101100
|
|
||||||
.BY %000 ; 01101101
|
|
||||||
.BY %000 ; 01101110
|
|
||||||
.BY %000 ; 01101111
|
|
||||||
.BY %000 ; 01110000
|
|
||||||
.BY %000 ; 01110001
|
|
||||||
.BY %000 ; 01110010
|
|
||||||
.BY %000 ; 01110011
|
|
||||||
.BY %000 ; 01110100
|
|
||||||
.BY %000 ; 01110101
|
|
||||||
.BY %000 ; 01110110
|
|
||||||
.BY %000 ; 01110111
|
|
||||||
.BY %000 ; 01111000
|
|
||||||
.BY %000 ; 01111001
|
|
||||||
.BY %000 ; 01111010
|
|
||||||
.BY %000 ; 01111011
|
|
||||||
.BY %000 ; 01111100
|
|
||||||
.BY %000 ; 01111101
|
|
||||||
.BY %000 ; 01111110
|
|
||||||
.BY %000 ; 01111111
|
|
||||||
.BY %011 ; 10000000
|
|
||||||
.BY %000 ; 10000001
|
|
||||||
.BY %000 ; 10000010
|
|
||||||
.BY %000 ; 10000011
|
|
||||||
.BY %000 ; 10000100
|
|
||||||
.BY %000 ; 10000101
|
|
||||||
.BY %000 ; 10000110
|
|
||||||
.BY %000 ; 10000111
|
|
||||||
.BY %000 ; 10001000
|
|
||||||
.BY %000 ; 10001001
|
|
||||||
.BY %000 ; 10001010
|
|
||||||
.BY %000 ; 10001011
|
|
||||||
.BY %000 ; 10001100
|
|
||||||
.BY %000 ; 10001101
|
|
||||||
.BY %000 ; 10001110
|
|
||||||
.BY %000 ; 10001111
|
|
||||||
.BY %000 ; 10010000
|
|
||||||
.BY %000 ; 10010001
|
|
||||||
.BY %000 ; 10010010
|
|
||||||
.BY %000 ; 10010011
|
|
||||||
.BY %000 ; 10010100
|
|
||||||
.BY %000 ; 10010101
|
|
||||||
.BY %000 ; 10010110
|
|
||||||
.BY %000 ; 10010111
|
|
||||||
.BY %000 ; 10011000
|
|
||||||
.BY %000 ; 10011001
|
|
||||||
.BY %000 ; 10011010
|
|
||||||
.BY %000 ; 10011011
|
|
||||||
.BY %000 ; 10011100
|
|
||||||
.BY %000 ; 10011101
|
|
||||||
.BY %000 ; 10011110
|
|
||||||
.BY %000 ; 10011111
|
|
||||||
.BY %010 ; 10100000
|
|
||||||
.BY %000 ; 10100001
|
|
||||||
.BY %000 ; 10100010
|
|
||||||
.BY %000 ; 10100011
|
|
||||||
.BY %000 ; 10100100
|
|
||||||
.BY %000 ; 10100101
|
|
||||||
.BY %000 ; 10100110
|
|
||||||
.BY %000 ; 10100111
|
|
||||||
.BY %000 ; 10101000
|
|
||||||
.BY %000 ; 10101001
|
|
||||||
.BY %000 ; 10101010
|
|
||||||
.BY %000 ; 10101011
|
|
||||||
.BY %000 ; 10101100
|
|
||||||
.BY %000 ; 10101101
|
|
||||||
.BY %000 ; 10101110
|
|
||||||
.BY %000 ; 10101111
|
|
||||||
.BY %000 ; 10110000
|
|
||||||
.BY %000 ; 10110001
|
|
||||||
.BY %000 ; 10110010
|
|
||||||
.BY %000 ; 10110011
|
|
||||||
.BY %000 ; 10110100
|
|
||||||
.BY %000 ; 10110101
|
|
||||||
.BY %000 ; 10110110
|
|
||||||
.BY %000 ; 10110111
|
|
||||||
.BY %000 ; 10111000
|
|
||||||
.BY %000 ; 10111001
|
|
||||||
.BY %000 ; 10111010
|
|
||||||
.BY %000 ; 10111011
|
|
||||||
.BY %000 ; 10111100
|
|
||||||
.BY %000 ; 10111101
|
|
||||||
.BY %000 ; 10111110
|
|
||||||
.BY %000 ; 10111111
|
|
||||||
.BY %010 ; 11000000
|
|
||||||
.BY %000 ; 11000001
|
|
||||||
.BY %000 ; 11000010
|
|
||||||
.BY %000 ; 11000011
|
|
||||||
.BY %000 ; 11000100
|
|
||||||
.BY %000 ; 11000101
|
|
||||||
.BY %000 ; 11000110
|
|
||||||
.BY %000 ; 11000111
|
|
||||||
.BY %000 ; 11001000
|
|
||||||
.BY %000 ; 11001001
|
|
||||||
.BY %000 ; 11001010
|
|
||||||
.BY %000 ; 11001011
|
|
||||||
.BY %000 ; 11001100
|
|
||||||
.BY %000 ; 11001101
|
|
||||||
.BY %000 ; 11001110
|
|
||||||
.BY %000 ; 11001111
|
|
||||||
.BY %000 ; 11010000
|
|
||||||
.BY %000 ; 11010001
|
|
||||||
.BY %000 ; 11010010
|
|
||||||
.BY %000 ; 11010011
|
|
||||||
.BY %000 ; 11010100
|
|
||||||
.BY %000 ; 11010101
|
|
||||||
.BY %000 ; 11010110
|
|
||||||
.BY %000 ; 11010111
|
|
||||||
.BY %000 ; 11011000
|
|
||||||
.BY %000 ; 11011001
|
|
||||||
.BY %000 ; 11011010
|
|
||||||
.BY %000 ; 11011011
|
|
||||||
.BY %000 ; 11011100
|
|
||||||
.BY %000 ; 11011101
|
|
||||||
.BY %000 ; 11011110
|
|
||||||
.BY %000 ; 11011111
|
|
||||||
.BY %010 ; 11100000
|
|
||||||
.BY %000 ; 11100001
|
|
||||||
.BY %000 ; 11100010
|
|
||||||
.BY %000 ; 11100011
|
|
||||||
.BY %000 ; 11100100
|
|
||||||
.BY %000 ; 11100101
|
|
||||||
.BY %000 ; 11100110
|
|
||||||
.BY %000 ; 11100111
|
|
||||||
.BY %000 ; 11101000
|
|
||||||
.BY %000 ; 11101001
|
|
||||||
.BY %000 ; 11101010
|
|
||||||
.BY %000 ; 11101011
|
|
||||||
.BY %000 ; 11101100
|
|
||||||
.BY %000 ; 11101101
|
|
||||||
.BY %000 ; 11101110
|
|
||||||
.BY %000 ; 11101111
|
|
||||||
.BY %000 ; 11110000
|
|
||||||
.BY %000 ; 11110001
|
|
||||||
.BY %000 ; 11110010
|
|
||||||
.BY %000 ; 11110011
|
|
||||||
.BY %000 ; 11110100
|
|
||||||
.BY %000 ; 11110101
|
|
||||||
.BY %000 ; 11110110
|
|
||||||
.BY %000 ; 11110111
|
|
||||||
.BY %000 ; 11111000
|
|
||||||
.BY %000 ; 11111001
|
|
||||||
.BY %000 ; 11111010
|
|
||||||
.BY %000 ; 11111011
|
|
||||||
.BY %000 ; 11111100
|
|
||||||
.BY %000 ; 11111101
|
|
||||||
.BY %000 ; 11111110
|
|
||||||
.BY %000 ; 11111111
|
|
||||||
|
|
||||||
EndOfTheBarrelX
|
|
||||||
.by 4,4,4,4,4,4,4,4,4,4,4
|
|
||||||
.by 5,5,5,5,5,5,5,5,5,5
|
|
||||||
.by 6,6,6,6,6,6,6,6,6
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0
|
|
||||||
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
||||||
.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
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 1,1,1,1,1,1,1,1,1
|
|
||||||
.by 2,2,2,2,2,2,2,2,2,2
|
|
||||||
.by 3,3,3,3,3,3,3,3,3,3,3
|
|
||||||
|
|
||||||
EndOfTheBarrelY
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 6,6,6,6,6,6,6,6,6
|
|
||||||
.by 5,5,5,5,5,5,5,5,5,5
|
|
||||||
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
|
|
||||||
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
|
||||||
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0,0,0,0,0,0,0
|
|
||||||
.by 0,0,0,0
|
|
||||||
|
|
||||||
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
|
||||||
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
|
|
||||||
.by 5,5,5,5,5,5,5,5,5,5
|
|
||||||
.by 6,6,6,6,6,6,6,6,6
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7
|
|
||||||
.by 7,7,7,7,7,7,7,7,7,7,7
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
|
|
||||||
TanksNamesDefault
|
TanksNamesDefault
|
||||||
dta d"1st.Tank"
|
dta d"1st.Tank"
|
||||||
dta d"2nd.Tank"
|
dta d"2nd.Tank"
|
||||||
@@ -633,7 +232,6 @@ TanksNamesDefault
|
|||||||
dta d"5th.Tank"
|
dta d"5th.Tank"
|
||||||
dta d"6th.Tank"
|
dta d"6th.Tank"
|
||||||
|
|
||||||
|
|
||||||
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||||
.by >price_Baby_Missile___
|
.by >price_Baby_Missile___
|
||||||
.by >price_Missile________
|
.by >price_Missile________
|
||||||
@@ -665,7 +263,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price_Ton_of_Dirt____
|
.by >price_Ton_of_Dirt____
|
||||||
.by >price_Liquid_Dirt____
|
.by >price_Liquid_Dirt____
|
||||||
.by >price_Dirt_Charge____
|
.by >price_Dirt_Charge____
|
||||||
.by >price_Earth_Disrupter
|
.by >price_Buy_me_________
|
||||||
.by >price_Plasma_Blast___
|
.by >price_Plasma_Blast___
|
||||||
.by >price_Laser__________
|
.by >price_Laser__________
|
||||||
.by >price______________33
|
.by >price______________33
|
||||||
@@ -683,22 +281,22 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price______________45
|
.by >price______________45
|
||||||
.by >price______________46
|
.by >price______________46
|
||||||
.by >price______________47
|
.by >price______________47
|
||||||
.by >price_Heat_Guidance__
|
.by >price_White_Flag_____
|
||||||
|
.by >price_Battery________
|
||||||
.by >price_Bal_Guidance___
|
.by >price_Bal_Guidance___
|
||||||
.by >price_Horz_Guidance__
|
.by >price_Horz_Guidance__
|
||||||
.by >price_Vert_Guidance__
|
.by >price_Floating_Tank__
|
||||||
.by >price_Lazy_Boy_______
|
.by >price_Lazy_Boy_______
|
||||||
.by >price_Parachute______
|
.by >price_Parachute______
|
||||||
.by >price_Battery________
|
.by >price_StrongParachute
|
||||||
.by >price_Mag_Deflector__
|
.by >price_Mag_Deflector__
|
||||||
.by >price_Shield_________
|
.by >price_Shield_________
|
||||||
.by >price_Force_Shield___
|
|
||||||
.by >price_Heavy_Shield___
|
.by >price_Heavy_Shield___
|
||||||
|
.by >price_Force_Shield___
|
||||||
.by >price_Super_Mag______
|
.by >price_Super_Mag______
|
||||||
.by >price_Auto_Defense___
|
.by >price_Bouncy_Castle__
|
||||||
.by >price_Fuel_Tank______
|
.by >price_Long_Barrel____
|
||||||
.by >price_Contact_Trigger
|
.by >price_Nuclear_Winter_
|
||||||
.by >price______________63
|
|
||||||
|
|
||||||
WeaponPriceL
|
WeaponPriceL
|
||||||
.by <price_Baby_Missile___
|
.by <price_Baby_Missile___
|
||||||
@@ -731,7 +329,7 @@ WeaponPriceL
|
|||||||
.by <price_Ton_of_Dirt____
|
.by <price_Ton_of_Dirt____
|
||||||
.by <price_Liquid_Dirt____
|
.by <price_Liquid_Dirt____
|
||||||
.by <price_Dirt_Charge____
|
.by <price_Dirt_Charge____
|
||||||
.by <price_Earth_Disrupter
|
.by <price_Buy_me_________
|
||||||
.by <price_Plasma_Blast___
|
.by <price_Plasma_Blast___
|
||||||
.by <price_Laser__________
|
.by <price_Laser__________
|
||||||
.by <price______________33
|
.by <price______________33
|
||||||
@@ -749,22 +347,22 @@ WeaponPriceL
|
|||||||
.by <price______________45
|
.by <price______________45
|
||||||
.by <price______________46
|
.by <price______________46
|
||||||
.by <price______________47
|
.by <price______________47
|
||||||
.by <price_Heat_Guidance__
|
.by <price_White_Flag_____
|
||||||
|
.by <price_Battery________
|
||||||
.by <price_Bal_Guidance___
|
.by <price_Bal_Guidance___
|
||||||
.by <price_Horz_Guidance__
|
.by <price_Horz_Guidance__
|
||||||
.by <price_Vert_Guidance__
|
.by <price_Floating_Tank__
|
||||||
.by <price_Lazy_Boy_______
|
.by <price_Lazy_Boy_______
|
||||||
.by <price_Parachute______
|
.by <price_Parachute______
|
||||||
.by <price_Battery________
|
.by <price_StrongParachute
|
||||||
.by <price_Mag_Deflector__
|
.by <price_Mag_Deflector__
|
||||||
.by <price_Shield_________
|
.by <price_Shield_________
|
||||||
.by <price_Force_Shield___
|
|
||||||
.by <price_Heavy_Shield___
|
.by <price_Heavy_Shield___
|
||||||
|
.by <price_Force_Shield___
|
||||||
.by <price_Super_Mag______
|
.by <price_Super_Mag______
|
||||||
.by <price_Auto_Defense___
|
.by <price_Bouncy_Castle__
|
||||||
.by <price_Fuel_Tank______
|
.by <price_Long_Barrel____
|
||||||
.by <price_Contact_Trigger
|
.by <price_Nuclear_Winter_
|
||||||
.by <price______________63
|
|
||||||
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
; 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
|
||||||
@@ -775,18 +373,18 @@ WeaponPriceL
|
|||||||
WeaponUnits
|
WeaponUnits
|
||||||
.by 10 ;Baby_Missile___
|
.by 10 ;Baby_Missile___
|
||||||
.by 5 ;Missile________
|
.by 5 ;Missile________
|
||||||
.by 3 ;Baby_Nuke______
|
.by 2 ;Baby_Nuke______
|
||||||
.by 1 ;Nuke___________
|
.by 1 ;Nuke___________
|
||||||
.by 2 ;LeapFrog_______
|
.by 2 ;LeapFrog_______
|
||||||
.by 2 ;Funky_Bomb_____
|
.by 3 ;Funky_Bomb_____
|
||||||
.by 3 ;MIRV___________
|
.by 2 ;MIRV___________
|
||||||
.by 1 ;Death_s_Head___
|
.by 1 ;Death_s_Head___
|
||||||
.by 10 ;Napalm_________
|
.by 4 ;Napalm_________
|
||||||
.by 2 ;Hot_Napalm_____
|
.by 2 ;Hot_Napalm_____
|
||||||
.by 20 ;Tracer_________
|
.by 20 ;Tracer_________
|
||||||
.by 10 ;Smoke_Tracer___
|
.by 10 ;Smoke_Tracer___
|
||||||
.by 10 ;Baby_Roller____
|
.by 5 ;Baby_Roller____
|
||||||
.by 5 ;Roller_________
|
.by 3 ;Roller_________
|
||||||
.by 2 ;Heavy_Roller___
|
.by 2 ;Heavy_Roller___
|
||||||
.by 5 ;Riot_Charge____
|
.by 5 ;Riot_Charge____
|
||||||
.by 2 ;Riot_Blast_____
|
.by 2 ;Riot_Blast_____
|
||||||
@@ -798,13 +396,13 @@ WeaponUnits
|
|||||||
.by 10 ;Baby_Sandhog___
|
.by 10 ;Baby_Sandhog___
|
||||||
.by 5 ;Sandhog________
|
.by 5 ;Sandhog________
|
||||||
.by 2 ;Heavy_Sandhog__
|
.by 2 ;Heavy_Sandhog__
|
||||||
.by 10 ;Dirt_Clod______
|
.by 5 ;Dirt_Clod______
|
||||||
.by 5 ;Dirt_Ball______
|
.by 3 ;Dirt_Ball______
|
||||||
.by 2 ;Ton_of_Dirt____
|
.by 1 ;Ton_of_Dirt____
|
||||||
.by 4 ;Liquid_Dirt____
|
.by 4 ;Liquid_Dirt____
|
||||||
.by 2 ;Dirt_Charge____
|
.by 2 ;Dirt_Charge____
|
||||||
.by 10 ;Earth_Disrupter
|
.by 1 ;Buy_me_________
|
||||||
.by 5 ;Plasma_Blast___
|
.by 0 ;Plasma_Blast___
|
||||||
.by 5 ;Laser__________
|
.by 5 ;Laser__________
|
||||||
.by 0 ;_____________33
|
.by 0 ;_____________33
|
||||||
.by 0 ;_____________34
|
.by 0 ;_____________34
|
||||||
@@ -821,74 +419,70 @@ WeaponUnits
|
|||||||
.by 0 ;_____________45
|
.by 0 ;_____________45
|
||||||
.by 0 ;_____________46
|
.by 0 ;_____________46
|
||||||
.by 0 ;_____________47
|
.by 0 ;_____________47
|
||||||
.by 6 ;Heat_Guidance__
|
.by 1 ;White_Flag___48
|
||||||
.by 2 ;Bal_Guidance___
|
.by 3 ;Battery________
|
||||||
.by 5 ;Horz_Guidance__
|
.by 0 ;Bal_Guidance___
|
||||||
.by 5 ;Vert_Guidance__
|
.by 0 ;Horz_Guidance__
|
||||||
.by 2 ;Lazy_Boy_______
|
.by 2 ;Floating_Tank__
|
||||||
.by 8 ;Parachute______
|
.by 0 ;Lazy_Boy_______
|
||||||
.by 10 ;Battery________
|
.by 3 ;Parachute______
|
||||||
|
.by 2 ;StrongParachute
|
||||||
.by 2 ;Mag_Deflector__
|
.by 2 ;Mag_Deflector__
|
||||||
.by 3 ;Shield_________
|
.by 3 ;Shield_________
|
||||||
.by 3 ;Force_Shield___
|
|
||||||
.by 2 ;Heavy_Shield___
|
.by 2 ;Heavy_Shield___
|
||||||
.by 2 ;Super_Mag______
|
.by 3 ;Force_Shield___
|
||||||
|
.by 0 ;Super_Mag______
|
||||||
.by 1 ;Auto_Defense___
|
.by 1 ;Auto_Defense___
|
||||||
.by 10 ;Fuel_Tank______
|
.by 2 ;Long_Barrel____
|
||||||
.by 25 ;Contact_Trigger
|
.by 1 ;Nuclear_Winter_
|
||||||
.by 0 ;_____________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
|
||||||
dta 1 ;"Baby Missile " ; 0
|
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
||||||
dta 1 ;"Missile " ; 1
|
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
||||||
dta 1 ;"Baby Nuke " ; 2
|
.by %01111111
|
||||||
dta 1 ;"Nuke " ; 3
|
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||||
dta 1 ;"LeapFrog " ; 4
|
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||||
dta 1 ;"Funky Bomb " ; 5
|
.by %11001110
|
||||||
dta 1 ;"MIRV " ; 6
|
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||||
dta 1 ;"Death's Head " ; 7
|
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||||
dta 0 ;"Napalm " ; 8
|
.by %00000000
|
||||||
dta 0 ;"Hot Napalm " ; 9
|
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||||
dta 0 ;"Tracer " ; 10
|
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
|
||||||
dta 0 ;"Smoke Tracer " ; 11
|
.by %00000000
|
||||||
dta 1 ;"Baby Roller " ; 12
|
; "Laser "
|
||||||
dta 1 ;"Roller " ; 13
|
.by %00000000
|
||||||
dta 1 ;"Heavy Roller " ; 14
|
.by 0 ; offset to defensives
|
||||||
dta 0 ;"Riot Charge " ; 15
|
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
|
||||||
dta 0 ;"Riot Blast " ; 16
|
; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
|
||||||
dta 0 ;"Riot Bomb " ; 17
|
.by %01000011
|
||||||
dta 0 ;"Heavy Riot Bomb " ; 18
|
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
|
||||||
dta 0 ;"Baby Digger " ; 19
|
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||||
dta 0 ;"Digger " ; 20
|
.by %11110100
|
||||||
dta 0 ;"Heavy Digger " ; 21
|
|
||||||
dta 0 ;"Baby Sandhog " ; 22
|
|
||||||
dta 0 ;"Sandhog " ; 23
|
|
||||||
dta 0 ;"Heavy Sandhog " ; 24
|
|
||||||
dta 0 ;"Dirt Clod " ; 25
|
|
||||||
dta 0 ;"Dirt Ball " ; 26
|
|
||||||
dta 0 ;"Ton of Dirt " ; 27
|
|
||||||
dta 0 ;"Liquid Dirt " ; 28
|
|
||||||
dta 0 ;"Dirt Charge " ; 29
|
|
||||||
dta 0 ;"Earth Disrupter " ; 30
|
|
||||||
dta 0 ;"Plasma Blast " ; 31
|
|
||||||
dta 1 ;"Laser " ; 32
|
|
||||||
dta 0 ;"----------------" ; 33
|
|
||||||
dta 0 ;"----------------" ; 34
|
|
||||||
dta 0 ;"----------------" ; 35
|
|
||||||
dta 0 ;"----------------" ; 36
|
|
||||||
dta 0 ;"----------------" ; 37
|
|
||||||
dta 0 ;"----------------" ; 38
|
|
||||||
dta 0 ;"----------------" ; 39
|
|
||||||
dta 0 ;"----------------" ; 40
|
|
||||||
dta 0 ;"----------------" ; 41
|
|
||||||
dta 0 ;"----------------" ; 42
|
|
||||||
dta 0 ;"----------------" ; 43
|
|
||||||
dta 0 ;"----------------" ; 44
|
|
||||||
dta 0 ;"----------------" ; 45
|
|
||||||
dta 0 ;"----------------" ; 46
|
|
||||||
dta 0 ;"----------------" ; 47
|
|
||||||
|
|
||||||
|
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||||
|
;the comment is an index in the tables
|
||||||
|
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
||||||
|
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
||||||
|
.by %00110001
|
||||||
|
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||||
|
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||||
|
.by %01000000
|
||||||
|
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||||
|
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||||
|
.by %00000000
|
||||||
|
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||||
|
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
|
||||||
|
.by %00000000
|
||||||
|
; "Laser "
|
||||||
|
.by %00000000
|
||||||
|
.by 0 ; offset to defensives
|
||||||
|
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
|
||||||
|
; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
|
||||||
|
.by %01000001
|
||||||
|
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
|
||||||
|
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||||
|
.by %10110100
|
||||||
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
; Screen codes of icons (chars) representing a given weapon
|
; Screen codes of icons (chars) representing a given weapon
|
||||||
@@ -896,11 +490,11 @@ WeaponSymbols
|
|||||||
.by $40,$41,$42,$43,$44,$45,$46,$47
|
.by $40,$41,$42,$43,$44,$45,$46,$47
|
||||||
.by $48,$49,$4a,$4b,$4c,$4d,$4e,$4f
|
.by $48,$49,$4a,$4b,$4c,$4d,$4e,$4f
|
||||||
.by $50,$51,$52,$53,$54,$55,$56,$57
|
.by $50,$51,$52,$53,$54,$55,$56,$57
|
||||||
.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
|
.by $58,$59,$5a,$5b,$60,$7b,$1f,$7d
|
||||||
.by $20,$00,$00,$00,$00,$00,$00,$00
|
.by $20,$00,$00,$00,$00,$00,$00,$00
|
||||||
.by $00,$00,$00,$00,$00,$00,$00,$00
|
.by $00,$00,$00,$00,$00,$00,$00,$00
|
||||||
.by $02,$03,$06,$1d,$0a,$1b,$1c,$1e
|
.by $5f,$1c,$03,$06,$06,$0a,$1b,$1b ; defensives
|
||||||
.by $3b,$3c,$3d,$3e,$3f,$5e,$5f,$00
|
.by $1e,$3b,$3d,$3c,$3e,$3f,$1d,$7d
|
||||||
|
|
||||||
; Names of weapons (16 chars long)
|
; Names of weapons (16 chars long)
|
||||||
NamesOfWeapons ;the comment is an index in the tables
|
NamesOfWeapons ;the comment is an index in the tables
|
||||||
@@ -934,7 +528,7 @@ NamesOfWeapons ;the comment is an index in the tables
|
|||||||
dta d"Ton of Dirt " ; 27
|
dta d"Ton of Dirt " ; 27
|
||||||
dta d"Liquid Dirt " ; 28
|
dta d"Liquid Dirt " ; 28
|
||||||
dta d"Dirt Charge " ; 29
|
dta d"Dirt Charge " ; 29
|
||||||
dta d"Earth Disrupter " ; 30
|
dta d"Buy me! " ; 30
|
||||||
dta d"Plasma Blast " ; 31
|
dta d"Plasma Blast " ; 31
|
||||||
dta d"Laser " ; 32
|
dta d"Laser " ; 32
|
||||||
dta d"----------------" ; 33
|
dta d"----------------" ; 33
|
||||||
@@ -951,26 +545,44 @@ NamesOfWeapons ;the comment is an index in the tables
|
|||||||
dta d"----------------" ; 44
|
dta d"----------------" ; 44
|
||||||
dta d"----------------" ; 45
|
dta d"----------------" ; 45
|
||||||
dta d"----------------" ; 46
|
dta d"----------------" ; 46
|
||||||
dta d"----------------" ; 47
|
dta d" " ; 47 ; special (no weapon) name to simplify display
|
||||||
|
|
||||||
dta d"Heat Guidance " ; 48 ($30)
|
dta d"White Flag " ; 48 ($30)
|
||||||
dta d"Bal Guidance " ; 49
|
dta d"Battery " ; 49
|
||||||
dta d"Horz Guidance " ; 50
|
dta d"Bal Guidance " ; 50
|
||||||
dta d"Vert Guidance " ; 51
|
dta d"Horz Guidance " ; 51
|
||||||
dta d"Lazy Boy " ; 52
|
dta d"Hovercraft " ; 52
|
||||||
dta d"Parachute " ; 53
|
dta d"Lazy Boy " ; 53
|
||||||
dta d"Battery " ; 54
|
dta d"Parachute " ; 54 - no energy
|
||||||
dta d"Mag Deflector " ; 55
|
dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
|
||||||
dta d"Shield " ; 56
|
dta d"Mag Deflector " ; 56 - with shield and energy
|
||||||
dta d"Force Shield " ; 57
|
dta d"Shield " ; 57 - shield for one shot - no energy
|
||||||
dta d"Heavy Shield " ; 58
|
dta d"Heavy Shield " ; 58 - shield with energy
|
||||||
dta d"Super Mag " ; 59
|
dta d"Force Shield " ; 59 - shield with energy and parachute
|
||||||
dta d"Auto Defense " ; 60
|
dta d"Super Mag " ; 60
|
||||||
dta d"Fuel Tank " ; 61
|
dta d"Bouncy Castle " ; 61 - with shield and energy
|
||||||
dta d"Contact Trigger " ; 62
|
dta d"Long Schlong " ; 62
|
||||||
dta d"----------------" ; 63
|
dta d"Nuclear Winter " ; 63
|
||||||
|
DefensiveEnergy = * - 48
|
||||||
|
.by 00 ; White Flag
|
||||||
|
.by 00 ; Heat Guidance
|
||||||
|
.by 00 ; Bal Guidance
|
||||||
|
.by 00 ; Horz Guidance
|
||||||
|
.by 98 ; Let's go!
|
||||||
|
.by 00 ; Lazy Boy
|
||||||
|
.by 00 ; Parachute
|
||||||
|
.by 99 ; Strong Parachute
|
||||||
|
.by 99 ; Mag Deflector
|
||||||
|
.by 00 ; Shield
|
||||||
|
.by 99 ; Heavy Shield
|
||||||
|
.by 99 ; Force Shield
|
||||||
|
.by 00 ; Super Mag
|
||||||
|
.by 99 ; Bouncy Castle
|
||||||
|
.by 00 ; Long Barrel
|
||||||
|
.by 00 ; Nuclear Winter
|
||||||
weaponsOfDeath
|
weaponsOfDeath
|
||||||
dta 0,1,2,3,7,8,9,15,16,17,18,19,20,21,22,23,24,25,26,27
|
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
||||||
|
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
|
||||||
@@ -981,15 +593,62 @@ keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
|
|||||||
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
||||||
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
||||||
.by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b
|
.by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b
|
||||||
.by $33,$35,$30,$32,$22 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
.by $33,$35,$30,$32,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
||||||
keycodesEnd
|
keycodesEnd
|
||||||
scrcodes
|
scrcodes
|
||||||
dta d"abcdefgh"
|
dta d"abcdefgh"
|
||||||
dta d"ijklmnop"
|
dta d"ijklmnop"
|
||||||
dta d"qrstuvwx"
|
dta d"qrstuvwx"
|
||||||
dta d"yz123456"
|
dta d"yz123456"
|
||||||
dta d"7890." ; "-"
|
dta d"7890. " ; "-"
|
||||||
dliColors
|
;-----------------------------------
|
||||||
:10 .by $02,$00
|
gameOverSpritesTop
|
||||||
|
; end of the Gover sprites by number of players
|
||||||
|
; 1 2 3 4 5 6
|
||||||
|
.by 130,130,136,142,148,154
|
||||||
|
;-------decimal constans
|
||||||
|
zero
|
||||||
|
digits dta d"0123456789"
|
||||||
|
nineplus dta d"9"+1
|
||||||
|
space dta d" "
|
||||||
|
;------credits
|
||||||
|
CreditsStart
|
||||||
|
dta d" "*
|
||||||
|
dta d"You were playin",d"g"*
|
||||||
|
dta d"Scorc",d"h"*
|
||||||
|
dta d"Warsaw, Miam",d"i"*
|
||||||
|
dta d"2000-202",d"2"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"B",d"y"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"Programmin",d"g"*
|
||||||
|
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||||
|
dta d"Pawel 'pirx' Kalinowsk",d"i"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"SFX, Music and Suppor",d"t"*
|
||||||
|
dta d"Michal 'Miker' Szpilowsk",d"i"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"Additional Musi",d"c"*
|
||||||
|
dta d"Mario 'Emkay' Kri",d"x"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"Code Optimizatio",d"n"*
|
||||||
|
dta d"Piotr '0xF' Fusi",d"k"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"Ar",d"t"*
|
||||||
|
dta d"Adam Wachowsk",d"i"*
|
||||||
|
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"Ideas and Q",d"A"*
|
||||||
|
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
|
||||||
|
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
|
||||||
|
dta d"brad-colbert, archon800, nowy80",d","*
|
||||||
|
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"Additional testin",d"g"*
|
||||||
|
dta d"Arek Peck",d"o"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||||
|
dta d" "*
|
||||||
|
CreditsEnd
|
||||||
|
CreditsLines=44
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
+176
-67
@@ -3,12 +3,42 @@
|
|||||||
screenheight = 200
|
screenheight = 200
|
||||||
screenBytes = 40
|
screenBytes = 40
|
||||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||||
margin = 48 ;mountain drawing Y variable margin
|
|
||||||
display = $1010 ;screen takes $2K due to clearing routine
|
|
||||||
MaxPlayers = 6
|
|
||||||
maxOptions = 7 ;number of all options
|
|
||||||
PMOffset = $23 ; P/M to graphics offset
|
|
||||||
|
|
||||||
|
;----------------------------------------------
|
||||||
|
; Player/missile memory
|
||||||
|
PMGraph = $0800 ; real PM start = $0b00
|
||||||
|
|
||||||
|
|
||||||
|
; Generated tables
|
||||||
|
linetableL = $0b00 - (screenHeight+1)*2
|
||||||
|
linetableH = $0b00 - (screenHeight+1)
|
||||||
|
|
||||||
|
display = $1010 ;screen takes $2K due to clearing routine
|
||||||
|
|
||||||
|
margin = 40 ;mountain drawing Y variable margin
|
||||||
|
MaxPlayers = 6
|
||||||
|
maxOptions = 8 ;number of all options
|
||||||
|
PMOffsetX = $2C ; P/M to graphics offset
|
||||||
|
PMOffsetY = $23 ; P/M to graphics offset
|
||||||
|
napalmRadius = 10
|
||||||
|
StandardBarrel = 6 ; standard tank barrel length
|
||||||
|
LongBarrel = 20 ; long barrel length
|
||||||
|
|
||||||
|
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||||
|
TextForegroundColor = $0A
|
||||||
|
|
||||||
|
;character codes for symbols (tank, parachute, etc. )
|
||||||
|
char_parachute_______ = $02
|
||||||
|
char_flag____________ = $1e
|
||||||
|
char_flame___________ = $14
|
||||||
|
char_clear_flame_____ = $1c
|
||||||
|
char_digger__________ = $04
|
||||||
|
char_sandhog_________ = $0c
|
||||||
|
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
||||||
|
|
||||||
|
char_tank1___________ = $20
|
||||||
|
char_tank2___________ = $24
|
||||||
|
char_tank3___________ = $28
|
||||||
|
|
||||||
;Weapon prices (*10 on screen)
|
;Weapon prices (*10 on screen)
|
||||||
price_Baby_Missile___ = 0 ;_0
|
price_Baby_Missile___ = 0 ;_0
|
||||||
@@ -19,31 +49,31 @@ price_LeapFrog_______ = 192 ;_4
|
|||||||
price_Funky_Bomb_____ = 293 ;_5
|
price_Funky_Bomb_____ = 293 ;_5
|
||||||
price_MIRV___________ = 456 ;_6
|
price_MIRV___________ = 456 ;_6
|
||||||
price_Death_s_Head___ = 337 ;_7
|
price_Death_s_Head___ = 337 ;_7
|
||||||
price_Napalm_________ = $ffff ;496 ;_8
|
price_Napalm_________ = 125 ;_8
|
||||||
price_Hot_Napalm_____ = $ffff ;511 ;_9
|
price_Hot_Napalm_____ = 162 ;_9
|
||||||
price_Tracer_________ = 102 ;_10
|
price_Tracer_________ = 102 ;_10
|
||||||
price_Smoke_Tracer___ = 291 ;_11
|
price_Smoke_Tracer___ = 291 ;_11
|
||||||
price_Baby_Roller____ = 689 ;_12
|
price_Baby_Roller____ = 211 ;_12
|
||||||
price_Roller_________ = 600 ;_13
|
price_Roller_________ = 244 ;_13
|
||||||
price_Heavy_Roller___ = 592 ;_14
|
price_Heavy_Roller___ = 326 ;_14
|
||||||
price_Riot_Charge____ = 330 ;_15
|
price_Riot_Charge____ = 230 ;_15
|
||||||
price_Riot_Blast_____ = 341 ;_16
|
price_Riot_Blast_____ = 241 ;_16
|
||||||
price_Riot_Bomb______ = 369 ;_17
|
price_Riot_Bomb______ = 259 ;_17
|
||||||
price_Heavy_Riot_Bomb = 322 ;_18
|
price_Heavy_Riot_Bomb = 272 ;_18
|
||||||
price_Baby_Digger____ = 336 ;_19
|
price_Baby_Digger____ = 136 ;_19
|
||||||
price_Digger_________ = 276 ;_20
|
price_Digger_________ = 176 ;_20
|
||||||
price_Heavy_Digger___ = 253 ;_21
|
price_Heavy_Digger___ = 207 ;_21
|
||||||
price_Baby_Sandhog___ = 218 ;_22
|
price_Baby_Sandhog___ = 158 ;_22
|
||||||
price_Sandhog________ = 191 ;_23
|
price_Sandhog________ = 191 ;_23
|
||||||
price_Heavy_Sandhog__ = 305 ;_24
|
price_Heavy_Sandhog__ = 223 ;_24
|
||||||
price_Dirt_Clod______ = 104 ;_25
|
price_Dirt_Clod______ = 104 ;_25
|
||||||
price_Dirt_Ball______ = 130 ;_26
|
price_Dirt_Ball______ = 130 ;_26
|
||||||
price_Ton_of_Dirt____ = 171 ;_27
|
price_Ton_of_Dirt____ = 171 ;_27
|
||||||
price_Liquid_Dirt____ = 530 ;_28
|
price_Liquid_Dirt____ = 330 ;_28
|
||||||
price_Dirt_Charge____ = 581 ;_29
|
price_Dirt_Charge____ = 343 ;_29
|
||||||
price_Earth_Disrupter = $ffff ;430 ;_30
|
price_Buy_me_________ = 170 ;430 ;_30
|
||||||
price_Plasma_Blast___ = $ffff ;274 ;_31
|
price_Plasma_Blast___ = $ffff ;274 ;_31
|
||||||
price_Laser__________ = 577 ;_32
|
price_Laser__________ = 277 ;_32
|
||||||
price______________33 = 0
|
price______________33 = 0
|
||||||
price______________34 = 0
|
price______________34 = 0
|
||||||
price______________35 = 0
|
price______________35 = 0
|
||||||
@@ -59,50 +89,129 @@ price______________44 = 0
|
|||||||
price______________45 = 0
|
price______________45 = 0
|
||||||
price______________46 = 0
|
price______________46 = 0
|
||||||
price______________47 = 0
|
price______________47 = 0
|
||||||
price_Heat_Guidance__ = $ffff ;_48_($30)
|
price_White_Flag_____ = $0 ;_48_($30)
|
||||||
price_Bal_Guidance___ = $ffff ;_49
|
price_Battery________ = 300 ;_49
|
||||||
price_Horz_Guidance__ = $ffff ;_50
|
price_Bal_Guidance___ = $ffff ;_50
|
||||||
price_Vert_Guidance__ = $ffff ;_51
|
price_Horz_Guidance__ = $ffff ;_51
|
||||||
price_Lazy_Boy_______ = $ffff ;_52
|
price_Floating_Tank__ = 352 ;_52
|
||||||
price_Parachute______ = 1100 ;_53
|
price_Lazy_Boy_______ = $ffff ;_53
|
||||||
price_Battery________ = $ffff ;_54
|
price_Parachute______ = 234 ;_54
|
||||||
price_Mag_Deflector__ = $ffff ;_55
|
price_StrongParachute = 1000 ;_55
|
||||||
price_Shield_________ = $ffff ;_56
|
price_Mag_Deflector__ = 745 ;_56
|
||||||
price_Force_Shield___ = $ffff ;_57
|
price_Shield_________ = 224 ;_57
|
||||||
price_Heavy_Shield___ = $ffff ;_58
|
price_Heavy_Shield___ = 628 ;_58
|
||||||
price_Super_Mag______ = $ffff ;_59
|
price_Force_Shield___ = 1100 ;_59
|
||||||
price_Auto_Defense___ = $ffff ;_60
|
price_Super_Mag______ = $ffff ;_60
|
||||||
price_Fuel_Tank______ = $ffff ;_61
|
price_Bouncy_Castle__ = 512 ;_61
|
||||||
price_Contact_Trigger = $ffff ;_62
|
price_Long_Barrel____ = 2100 ;_62
|
||||||
price______________63 = $ffff
|
price_Nuclear_Winter_ = 1000 ;_63
|
||||||
|
;Weapon indexes (numbers)
|
||||||
|
ind_Baby_Missile___ = 0
|
||||||
|
ind_Missile________ = 1
|
||||||
|
ind_Baby_Nuke______ = 2
|
||||||
|
ind_Nuke___________ = 3
|
||||||
|
ind_LeapFrog_______ = 4
|
||||||
|
ind_Funky_Bomb_____ = 5
|
||||||
|
ind_MIRV___________ = 6
|
||||||
|
ind_Death_s_Head___ = 7
|
||||||
|
ind_Napalm_________ = 8
|
||||||
|
ind_Hot_Napalm_____ = 9
|
||||||
|
ind_Tracer_________ = 10
|
||||||
|
ind_Smoke_Tracer___ = 11
|
||||||
|
ind_Baby_Roller____ = 12
|
||||||
|
ind_Roller_________ = 13
|
||||||
|
ind_Heavy_Roller___ = 14
|
||||||
|
ind_Riot_Charge____ = 15
|
||||||
|
ind_Riot_Blast_____ = 16
|
||||||
|
ind_Riot_Bomb______ = 17
|
||||||
|
ind_Heavy_Riot_Bomb = 18
|
||||||
|
ind_Baby_Digger____ = 19
|
||||||
|
ind_Digger_________ = 20
|
||||||
|
ind_Heavy_Digger___ = 21
|
||||||
|
ind_Baby_Sandhog___ = 22
|
||||||
|
ind_Sandhog________ = 23
|
||||||
|
ind_Heavy_Sandhog__ = 24
|
||||||
|
ind_Dirt_Clod______ = 25
|
||||||
|
ind_Dirt_Ball______ = 26
|
||||||
|
ind_Ton_of_Dirt____ = 27
|
||||||
|
ind_Liquid_Dirt____ = 28
|
||||||
|
ind_Dirt_Charge____ = 29
|
||||||
|
ind_Buy_me_________ = 30
|
||||||
|
ind_Plasma_Blast___ = 31
|
||||||
|
ind_Laser__________ = 32
|
||||||
|
ind______________33 = 0
|
||||||
|
ind______________34 = 0
|
||||||
|
ind______________35 = 0
|
||||||
|
ind______________36 = 0
|
||||||
|
ind______________37 = 0
|
||||||
|
ind______________38 = 0
|
||||||
|
ind______________39 = 0
|
||||||
|
ind______________40 = 0
|
||||||
|
ind______________41 = 0
|
||||||
|
ind______________42 = 0
|
||||||
|
ind______________43 = 0
|
||||||
|
ind______________44 = 0
|
||||||
|
ind______________45 = 0
|
||||||
|
ind______________46 = 0
|
||||||
|
ind______________47 = 0
|
||||||
|
ind_White_Flag_____ = 48
|
||||||
|
ind_Battery________ = 49
|
||||||
|
ind_Bal_Guidance___ = 50
|
||||||
|
ind_Horz_Guidance__ = 51
|
||||||
|
ind_Floating_Tank__ = 52
|
||||||
|
ind_Lazy_Boy_______ = 53
|
||||||
|
ind_Parachute______ = 54
|
||||||
|
ind_StrongParachute = 55
|
||||||
|
ind_Mag_Deflector__ = 56
|
||||||
|
ind_Shield_________ = 57
|
||||||
|
ind_Heavy_Shield___ = 58
|
||||||
|
ind_Force_Shield___ = 59
|
||||||
|
ind_Super_Mag______ = 60
|
||||||
|
ind_Bouncy_Castle__ = 61
|
||||||
|
ind_Long_Barrel____ = 62
|
||||||
|
ind_Nuclear_Winter_ = 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
|
||||||
|
sfx_battery = $1c ;3
|
||||||
|
sfx_white_flag = $1d ;4
|
||||||
|
sfx_long_barrel = $1e
|
||||||
|
sfx_tank_move = $1f
|
||||||
|
;--------------------------------
|
||||||
|
; RMT songs (lines)
|
||||||
|
;--------------------------------
|
||||||
|
song_silencio = $00
|
||||||
|
song_main_menu = $02
|
||||||
|
song_ingame = $06
|
||||||
|
song_round_over = $0b
|
||||||
|
song_ending_looped = $0e
|
||||||
|
song_supermarket = $1b
|
||||||
|
song_inventory = $1d
|
||||||
|
|||||||
Executable → Regular
+215
-127
@@ -1,15 +1,68 @@
|
|||||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
; -------------------------------------------------
|
||||||
|
; .ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||||
|
;-----------------------------------------------
|
||||||
|
;------------------------
|
||||||
|
; start of "variables" (RAM)
|
||||||
|
; ---------------
|
||||||
|
OptionsHere
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
dta d"Players : 2 3 4 5 6 "
|
||||||
|
dta d"Cash : none 2K 8K 12K 20K "
|
||||||
|
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||||
|
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||||
|
dta d"Rounds : 10 20 30 40 50 "
|
||||||
|
dta d"Missiles : slug slow norm fast hare "
|
||||||
|
dta d"Seppuku : nevr rare norm oftn alws "
|
||||||
|
dta d"Mountains: NL BE CZ CH NP "
|
||||||
|
OptionsScreenEnd
|
||||||
|
;-----------------------------------------------
|
||||||
|
ListOfWeapons
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
:36 dta d" "
|
||||||
|
ListOfWeapons1End
|
||||||
|
ListOfDefensiveWeapons
|
||||||
|
:16 dta d" "
|
||||||
|
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||||
|
NameScreen
|
||||||
|
dta d" Enter names of players "
|
||||||
|
dta d" Tank 01 Name:"
|
||||||
|
NameAdr
|
||||||
|
dta d" "
|
||||||
|
dta d" Human/Atari (difficulty level) "
|
||||||
|
dta d" "
|
||||||
|
NamesOfLevels
|
||||||
|
dta d" HUMAN Moron Shooter "
|
||||||
|
dta d" Poolshark Tosser Chooser "
|
||||||
|
dta d" Spoiler Cyborg Unknown "
|
||||||
|
dta d" "
|
||||||
|
dta d"Tab"*
|
||||||
|
dta d" - Player/Difficulty level "
|
||||||
|
dta d" "
|
||||||
|
dta d"Return"*
|
||||||
|
dta d" - Proceed "
|
||||||
|
;---------------------------------------------------
|
||||||
|
textbuffer
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
dta d"Player: "
|
||||||
|
dta d"Energy: Angle: Force: "
|
||||||
|
dta d"Round: Wind: "
|
||||||
|
textbuffer2
|
||||||
|
dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||||
|
|
||||||
;-----------------------------------------------------
|
; DLs fragments (modified by game code)
|
||||||
;-------------display-lists---------------------------
|
; all Purchase DL :)
|
||||||
;-----------------------------------------------------
|
|
||||||
PurchaseDL
|
PurchaseDL
|
||||||
.byte $70,$70,$20
|
.byte $70
|
||||||
|
.byte $47
|
||||||
|
DLPurTitleAddr
|
||||||
|
.word PurchaseTitle
|
||||||
|
.byte $50
|
||||||
.byte $42+$80
|
.byte $42+$80
|
||||||
.word textbuffer2
|
.word textbuffer2
|
||||||
.byte $02,$10,$42
|
.byte $60,$42
|
||||||
MoreUpdl
|
MoreUpdl
|
||||||
.word EmptyLine
|
.word EmptyLine
|
||||||
.byte 0,$42
|
.byte 0,$42
|
||||||
@@ -19,29 +72,114 @@ WeaponsListDL
|
|||||||
.byte 0, $42
|
.byte 0, $42
|
||||||
MoreDownDL
|
MoreDownDL
|
||||||
.word EmptyLine
|
.word EmptyLine
|
||||||
.byte $10,$42
|
.byte $40,$42
|
||||||
.word WeaponsDescription
|
.word WeaponsDescription
|
||||||
.byte 2
|
.byte $0,$42
|
||||||
|
PurActDescAddr
|
||||||
|
.word PurchaseDescription
|
||||||
.byte $41
|
.byte $41
|
||||||
.word PurchaseDL
|
.word PurchaseDL
|
||||||
;------------------------
|
;------------------------
|
||||||
|
DLCreditsFragm
|
||||||
|
.byte $60+$80
|
||||||
|
.byte $42+$20 ; VSCRL
|
||||||
|
DLCreditsAddr
|
||||||
|
.word Credits
|
||||||
|
:6 .byte $02+$20
|
||||||
|
.byte $02
|
||||||
|
.byte $41
|
||||||
|
.word GameOverDL
|
||||||
|
;------------------------
|
||||||
|
; end of "variables" (RAM)
|
||||||
|
; ---------------
|
||||||
|
; start of "constants" (ROM)
|
||||||
|
;-----------------------------------------------
|
||||||
|
;Screen displays go first to avoid crossing 4kb barrier
|
||||||
|
;-----------------------------------------------
|
||||||
|
OptionsScreen
|
||||||
|
dta d"Welcome to Scorch v. "
|
||||||
|
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||||
|
dta d" (un)2000-2022"
|
||||||
|
dta d" Please select option with cursor keys "
|
||||||
|
dta d" and press (Return) to proceed "
|
||||||
|
MoreUp
|
||||||
|
dta d" "
|
||||||
|
dta 92,92,92
|
||||||
|
dta d" more "
|
||||||
|
dta 92,92,92
|
||||||
|
dta d" "
|
||||||
|
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||||
|
MoreDown
|
||||||
|
dta d" "
|
||||||
|
dta 93,93,93
|
||||||
|
dta d" more "
|
||||||
|
dta 93,93,93
|
||||||
|
dta d" "
|
||||||
|
WeaponsDescription
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
dta d"Tab"*
|
||||||
|
dta d ": Defensive/Offensive weapon "
|
||||||
|
PurchaseDescription
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
dta d"Space"*
|
||||||
|
dta d": Purchase "
|
||||||
|
dta d"Return"*
|
||||||
|
dta d": Finish "
|
||||||
|
ActivateDescription
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
dta d"Space"*
|
||||||
|
dta d": Activate "
|
||||||
|
dta d"Return"*
|
||||||
|
dta d": Finish "
|
||||||
|
EmptyLine
|
||||||
|
dta d" "
|
||||||
|
;---------------------------------------------------
|
||||||
|
OptionsTitle
|
||||||
|
dta d" scorch "*
|
||||||
|
DifficultyTitle
|
||||||
|
dta d" difficulty "*
|
||||||
|
PurchaseTitle
|
||||||
|
dta d"purchase weapons"
|
||||||
|
InventoryTitle
|
||||||
|
dta d"activate weapons"*
|
||||||
|
GameOverTitle
|
||||||
|
dta d" game over "*
|
||||||
|
GameOverTitle2
|
||||||
|
dta d" Player Points Hits Earned Money "
|
||||||
|
;-----------------------------------------------------
|
||||||
|
;-------------display-lists---------------------------
|
||||||
|
;-----------------------------------------------------
|
||||||
OptionsDL
|
OptionsDL
|
||||||
:5 .byte $70
|
.byte $70
|
||||||
.byte $42
|
.byte $47
|
||||||
|
.word OptionsTitle
|
||||||
|
.byte $70,$70
|
||||||
|
.byte $42
|
||||||
.word OptionsScreen
|
.word OptionsScreen
|
||||||
.byte $30,$02,$02,$70
|
.byte $30,$02,$02,$70
|
||||||
:maxOptions .by $02,$10
|
.byte $42
|
||||||
|
.word OptionsHere
|
||||||
|
.byte $10
|
||||||
|
:maxOptions-1 .by $02,$10
|
||||||
|
:(9-maxOptions) .by $70,$10
|
||||||
|
.byte $80
|
||||||
|
.byte $4f
|
||||||
|
.word (display+140*40)
|
||||||
|
:21 .by $0f ;76
|
||||||
.byte $41
|
.byte $41
|
||||||
.word OptionsDL
|
.word OptionsDL
|
||||||
;------------------------
|
;------------------------
|
||||||
;Enter names of tanks DL
|
;Enter names of tanks DL
|
||||||
NameDL
|
NameDL
|
||||||
:5 .byte $70
|
.byte $70
|
||||||
|
.byte $47
|
||||||
|
.word DifficultyTitle
|
||||||
|
.byte $70,$70
|
||||||
.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
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
@@ -54,123 +192,73 @@ dl ; MAIN game display list
|
|||||||
.byte $10 ; 2 blank lines
|
.byte $10 ; 2 blank lines
|
||||||
|
|
||||||
.byte $4f
|
.byte $4f
|
||||||
.word display ; 1 line
|
.word display ; 1 line
|
||||||
:76 .by $0f ;76
|
:76 .by $0f ;76
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80 ; DLI (black bar) ;2
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:13 .by $0f ;13
|
:13 .by $0f ;13
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80 ; DLI (black bar) ;2
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:8 .by $0f ;8
|
:8 .by $0f ;8
|
||||||
.by $4f ;1
|
.by $4f ;1
|
||||||
.wo display+$0ff0
|
.wo display+$0ff0
|
||||||
:2 .by $0f ;2
|
:2 .by $0f ;2
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80 ; DLI (black bar) ;2
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:9 .by $0f ;9
|
:9 .by $0f ;9
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80 ; DLI (black bar) ;2
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:8 .by $0f ;8
|
:8 .by $0f ;8
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80 ; DLI (black bar) ;2
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:7 .by $0f ;7
|
:7 .by $0f ;7
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80 ; DLI (black bar) ;2
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:6 .by $0f ;6
|
:6 .by $0f ;6
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80 ; DLI (black bar) ;2
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:5 .by $0f ;5
|
:5 .by $0f ;5
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80 ; DLI (black bar) ;2
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:4 .by $0f ;4
|
:4 .by $0f ;4
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80 ; DLI (black bar) ;2
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:3 .by $0f ;3
|
:3 .by $0f ;3
|
||||||
.by $0f+$80 ; DLI (black to end);1
|
.by $0f+$80 ; DLI (black to end);1
|
||||||
:38 .byte $0f ;35 ..... = 200
|
:38 .byte $0f ;35 ..... = 200
|
||||||
.by $4f
|
.by $4f
|
||||||
.wo LastLine ; additional line of ground
|
.wo EmptyLine ; additional line of ground
|
||||||
.byte $41
|
.byte $41
|
||||||
.word dl
|
.word dl
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
;Screen displays go first to avoid crossing 4kb barrier
|
GameOverResults = display+$0ff0 ; reuse after game
|
||||||
|
Credits = GameOverResults +(6*40)
|
||||||
|
CreditsLastLine = Credits + (CreditsLines*40)
|
||||||
|
GameOverDL
|
||||||
|
.byte $70,$40
|
||||||
|
.byte $47 ; 16 gr8 lines
|
||||||
|
.word GameOverTitle
|
||||||
|
.byte $4f ; 1 line
|
||||||
|
.word display+(40*72)
|
||||||
|
:28 .byte $0f ; 28 lines
|
||||||
|
.byte $0f+$80
|
||||||
|
.byte $4f ; 1 line
|
||||||
|
.word display+(40*32)
|
||||||
|
:30 .byte $0f ; 30 lines
|
||||||
|
.byte $0f+$80 ; 1 line
|
||||||
|
.byte $4f ; 1 line
|
||||||
|
.word display+(40*72)
|
||||||
|
:7 .byte $0f ; 7 lines
|
||||||
|
.byte $00+$80 ; 1 line
|
||||||
|
.byte $42 ; 7 tekst lines
|
||||||
|
.word GameOverTitle2
|
||||||
|
.byte $00+$80
|
||||||
|
.byte $42
|
||||||
|
.word GameOverResults
|
||||||
|
:5 .byte $00+$80,$02
|
||||||
|
.byte $01
|
||||||
|
.word DLCreditsFragm
|
||||||
|
; ---------------
|
||||||
|
; end of "constants" (ROM)
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
OptionsScreen
|
|
||||||
dta d"Welcome to Scorch ver. "
|
|
||||||
build ; 3 bytes from scorch.asm (fancy method) :)
|
|
||||||
dta d" (un)2000-2022"
|
|
||||||
dta d" Please select option with cursor keys "
|
|
||||||
dta d" and press (Return) to proceed "
|
|
||||||
OptionsHere
|
|
||||||
; 0123456789012345678901234567890123456789
|
|
||||||
dta d"Players : 2 3 4 5 6 "
|
|
||||||
dta d"Cash : none 2K 5K 8K 10K "
|
|
||||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
|
||||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
|
||||||
dta d"Rounds : 10 20 30 40 50 "
|
|
||||||
dta d"Missiles : slug slow norm fast hare "
|
|
||||||
dta d"Seppuku : nevr rare norm oftn alws "
|
|
||||||
OptionsScreenEnd
|
|
||||||
;-----------------------------------------------
|
|
||||||
MoreUp
|
|
||||||
dta d" "
|
|
||||||
dta 92,92,92
|
|
||||||
dta d" more "
|
|
||||||
dta 92,92,92
|
|
||||||
dta d" "
|
|
||||||
MoreDown
|
|
||||||
dta d" "
|
|
||||||
dta 93,93,93
|
|
||||||
dta d" more "
|
|
||||||
dta 93,93,93
|
|
||||||
dta d" "
|
|
||||||
ListOfWeapons
|
|
||||||
:36 dta d" "
|
|
||||||
ListOfWeapons1End
|
|
||||||
ListOfDefensiveWeapons
|
|
||||||
:16 dta d" "
|
|
||||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
|
||||||
WeaponsDescription
|
|
||||||
dta d" "
|
|
||||||
dta d"Tab"*
|
|
||||||
dta d" - Defensive/Offensive weapon "
|
|
||||||
dta d" "
|
|
||||||
dta d"Space"*
|
|
||||||
dta d" - Purchase "
|
|
||||||
dta d"Return"*
|
|
||||||
dta d" - Finish "
|
|
||||||
EmptyLine
|
|
||||||
dta d" "
|
|
||||||
LastLine
|
|
||||||
:40 dta $ff
|
|
||||||
; -------------------------------------------------
|
|
||||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
|
||||||
NameScreen
|
|
||||||
dta d" Enter names of players "
|
|
||||||
dta d" Tank 01 Name:"
|
|
||||||
NameAdr
|
|
||||||
dta d" "
|
|
||||||
dta d" Human/Atari (difficulty level) "
|
|
||||||
dta d" "
|
|
||||||
NamesOfLevels
|
|
||||||
dta d" HUMAN Moron Shooter "
|
|
||||||
dta d" Poolshark Toosser Chooser "
|
|
||||||
dta d" Spoiler Cyborg Unknown "
|
|
||||||
dta d" "
|
|
||||||
dta d"Tab"*
|
|
||||||
dta d" - Player/Difficulty level "
|
|
||||||
dta d" "
|
|
||||||
dta d"Return"*
|
|
||||||
dta d" - Proceed "
|
|
||||||
;---------------------------------------------------
|
|
||||||
textbuffer
|
|
||||||
; 0123456789012345678901234567890123456789
|
|
||||||
dta d"Player: "
|
|
||||||
dta d"Energy: 99 Angle: <99> Force: 9999 "
|
|
||||||
dta d" Round: 99 Wind: <99> "
|
|
||||||
textbuffer2
|
|
||||||
dta d"Player: ******** Cash: 99990 "
|
|
||||||
dta d"----------------------------------------"
|
|
||||||
|
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
Executable → Regular
+1070
-353
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,653 @@
|
|||||||
|
;****************************************************************************
|
||||||
|
;* ATARI PERSONAL COMPUTER *
|
||||||
|
;* SYSTEM EQUATES *
|
||||||
|
;****************************************************************************
|
||||||
|
;
|
||||||
|
; OPERATING SYSTEM EQUATE FILE
|
||||||
|
;
|
||||||
|
; MODULE ORIGIN TABLE
|
||||||
|
;
|
||||||
|
; VECTOR TABLE
|
||||||
|
;
|
||||||
|
; HANDLER ENTRY POINTS ARE CALL-
|
||||||
|
; ED OUT IN THE FOLLOWING VECTOR
|
||||||
|
; TABLE. THESE ARE THE ADDRESSES
|
||||||
|
; MINUS ONE.
|
||||||
|
;
|
||||||
|
; EXAMPLE FOR EDITOR
|
||||||
|
;
|
||||||
|
; E400 OPEN
|
||||||
|
; 2 CLOSE
|
||||||
|
; 4 GET
|
||||||
|
; 6 PUT
|
||||||
|
; 8 STATUS
|
||||||
|
; A SPECIAL
|
||||||
|
; C JUMP TO POWER ON INIT
|
||||||
|
; F NOT USED
|
||||||
|
;
|
||||||
|
EDITRV EQU $E400 ;EDITOR
|
||||||
|
SCRENV EQU $E410 ;TV SCREEN
|
||||||
|
KEYBDV EQU $E420 ;KEYBOARD
|
||||||
|
PRINTV EQU $E430 ;PRINTER
|
||||||
|
CASETV EQU $E440 ;CASSETTE
|
||||||
|
;
|
||||||
|
; JUMP VECTOR TABLE
|
||||||
|
;
|
||||||
|
; THE FOLLOWING IS A TABLE OF
|
||||||
|
; JUMP INSTRUCTIONS TO VARIOUS
|
||||||
|
; ENTRY POINTS IN THE OPERATING
|
||||||
|
; SYSTEM
|
||||||
|
;
|
||||||
|
DISKIV EQU $E450 ;DISK INITIALIZATION
|
||||||
|
DSKINV EQU $E453 ;DISK INTERFACE
|
||||||
|
CIOV EQU $E456 ;CENTRAL I/O ROUTINE
|
||||||
|
SIOV EQU $E459 ;SERIAL I/O ROUTINE
|
||||||
|
SETVBV EQU $E45C ;SET SYSTEM TIMERS
|
||||||
|
SYSVBV EQU $E45F ;VBLANK CALCULATIONS
|
||||||
|
XITVBV EQU $E462 ;EXIT VBLANK
|
||||||
|
SIOINV EQU $E465 ;SIO INITIALIZATION
|
||||||
|
SENDEV EQU $E468 ;SEND ENABLE ROUTINE
|
||||||
|
INTINV EQU $E46B ;INTRPT HANDLER INIT
|
||||||
|
CIOINV EQU $E46E ;CIO INITIALIZATION
|
||||||
|
BLKBDV EQU $E471 ;BLACKBOARD MODE
|
||||||
|
WARMSV EQU $E474 ;WARM START VECTOR
|
||||||
|
COLDSV EQU $E477 ;COLD START VECTOR
|
||||||
|
RBLOKV EQU $E47A ;CASSETTE READ BLOCK
|
||||||
|
CSOPIV EQU $E47D ;CASSETTE INPUT OPEN
|
||||||
|
;
|
||||||
|
; VECTORS ADDED FOR 800XL
|
||||||
|
;
|
||||||
|
PUPDIV EQU $E480 ;POWER UP DISPLAY
|
||||||
|
SLFTSV EQU $E483 ;SELF TEST PROGRAM
|
||||||
|
PHENTV EQU $E486 ;UPLOADED HANDLER ENTER
|
||||||
|
PHULNV EQU $E489 ;UPLOADED HANDLER UNLINK
|
||||||
|
PHINIV EQU $E48C ;UPLOADED HANDLER INIT
|
||||||
|
;
|
||||||
|
; OPERATING SYSTEM EQUATES
|
||||||
|
;
|
||||||
|
; COMMAND CODES FOR IOCBS
|
||||||
|
;
|
||||||
|
OPEN EQU $03 ;OPEN FOR I/O
|
||||||
|
GETREC EQU $05 ;GET RECORD (TEXT)
|
||||||
|
GETCHR EQU $07 ;GET CHARACTER(S)
|
||||||
|
PUTREC EQU $09 ;PUT RECORD (TEXT)
|
||||||
|
PUTCHR EQU $0B ;PUT CHARACTER(S)
|
||||||
|
CLOSE EQU $0C ;CLOSE DEVICE
|
||||||
|
STATIS EQU $0D ;STATUS REQUEST
|
||||||
|
SPECIL EQU $0E ;SPECIAL ENTRY COMMAND
|
||||||
|
;
|
||||||
|
; SPECIAL ENTRY COMMANDS
|
||||||
|
;
|
||||||
|
DRAWLN EQU $11 ;DRAW LINE
|
||||||
|
FILLIN EQU $12 ;FILL
|
||||||
|
RENAME EQU $20 ;RENAME DISK FILE
|
||||||
|
DELETE EQU $21 ;DELETE DISK FILE
|
||||||
|
FORMAT EQU $22 ;FORMAT DISK
|
||||||
|
LOCKFL EQU $23 ;LOCK FILE
|
||||||
|
UNLOCK EQU $24 ;UNLOCK FILE
|
||||||
|
POINT EQU $25 ;POINT SECTOR
|
||||||
|
NOTE EQU $26 ;NOTE SECTOR
|
||||||
|
IOCFRE EQU $FF ;IOCB "FREE"
|
||||||
|
;
|
||||||
|
; AUX1 EQUATES
|
||||||
|
; () INDICATES WHICH DEVICES
|
||||||
|
;
|
||||||
|
APPEND EQU $01 ;WR APPEND(D)-SCN RD(E)
|
||||||
|
DIRECT EQU $02 ;OPEN DIRECTORY(D)
|
||||||
|
OPNIN EQU $04 ;OPEN FOR INPUT(ALL)
|
||||||
|
OPNOT EQU $08 ;OPEN FOR OUTPUT(ALL)
|
||||||
|
OPNINO EQU $0C ;OPEN INPUT&OUTPUT(ALL)
|
||||||
|
MXDMOD EQU $10 ;OPEN MIXED MODE(E,S)
|
||||||
|
INSCLR EQU $20 ;OPEN W/O CLEAR(E,S)
|
||||||
|
;
|
||||||
|
; DEVICE NAMES
|
||||||
|
;
|
||||||
|
SCREDT EQU 'E' ;SCREEN EDITOR (R/W)
|
||||||
|
KBD EQU 'K' ;KEYBOARD (R ONLY)
|
||||||
|
DISPLY EQU 'S' ;SCREEN DISPLAY (R/W)
|
||||||
|
PRINTR EQU 'P' ;PRINTER (W ONLY)
|
||||||
|
CASSET EQU 'C' ;CASSETTE (R/W)
|
||||||
|
RS232 EQU 'R' ;MODEM (R/W)
|
||||||
|
DISK EQU 'D' ;DISK (R/W)
|
||||||
|
;
|
||||||
|
;
|
||||||
|
;
|
||||||
|
; OPERATING SYSTEM STATUS CODES
|
||||||
|
;
|
||||||
|
SUCCES EQU $01 ;SUCCESSFUL OPERATION
|
||||||
|
BRKABT EQU $80 ;BREAK KEY ABORT
|
||||||
|
PRVOPN EQU $81 ;IOCB ALREADY OPEN
|
||||||
|
NONDEV EQU $82 ;NON-EXISTANT DEVICE
|
||||||
|
WRONLY EQU $83 ;IOCB OPEN FOR W ONLY
|
||||||
|
NVALID EQU $84 ;INVALID COMMAND
|
||||||
|
NOTOPN EQU $85 ;DEVICE/FILE NOT OPEN
|
||||||
|
BADIOC EQU $86 ;INVALID IOCB #
|
||||||
|
RDONLY EQU $87 ;IOCB OPEN FOR R ONLY
|
||||||
|
EOFERR EQU $88 ;END OF FILE
|
||||||
|
TRNRCD EQU $89 ;TRUNCATED RECORD
|
||||||
|
TIMOUT EQU $8A ;PERIPHERAL TIMEOUT
|
||||||
|
DNACK EQU $8B ;DEVICE NO ACKNOWLEDGE
|
||||||
|
FRMERR EQU $8C ;SERIAL BUS FRAME ERR
|
||||||
|
CRSROR EQU $8D ;CURSOR OVERRANGE
|
||||||
|
OVRRUN EQU $8E ;SERIAL DATA OVERRUN
|
||||||
|
CHKERR EQU $8F ;SERIAL CHECKSUM ERR
|
||||||
|
DERRER EQU $90 ;PERIPHRAL DEVICE ERR
|
||||||
|
BADMOD EQU $91 ;BAD SCREEN MODE #
|
||||||
|
FNCNOT EQU $92 ;NONEXISTANT FUNCTION
|
||||||
|
SCRMEM EQU $93 ;SCREEN MEM TOO SMALL
|
||||||
|
;
|
||||||
|
; PAGE ZERO RAM ASSIGNMENTS
|
||||||
|
;
|
||||||
|
LNFLG EQU $00 ;LINBUG RAM
|
||||||
|
NGFLAG EQU $01 ;POWER-UP SELF-TEST FLAG
|
||||||
|
;
|
||||||
|
; THESE LOCATIONS NOT CLEARED
|
||||||
|
;
|
||||||
|
CASINI EQU $02 ;CASSETTE INIT LOC
|
||||||
|
RAMLO EQU $04 ;RAM POINTER MEM TST
|
||||||
|
TRAMSZ EQU $06 ;TEMP REG RAM SIZE
|
||||||
|
TSTDAT EQU $07 ;RAM TEST DATA REG
|
||||||
|
;
|
||||||
|
;CLEARED ON COLDSTART ONLY
|
||||||
|
;
|
||||||
|
WARMST EQU $08 ;WARM START FLAG
|
||||||
|
BOOTQ EQU $09 ;SUCCESSFUL BOOT FLG
|
||||||
|
DOSVEC EQU $0A ;DOS START VECTOR
|
||||||
|
DOSINI EQU $0C ;DOS INIT ADDRESS
|
||||||
|
APPMHI EQU $0E ;APPL MEM HI LIMIT
|
||||||
|
;
|
||||||
|
;CLEARED ON COLD OR WARM START
|
||||||
|
;
|
||||||
|
POKMSK EQU $10 ;MASK POKEY IRQ
|
||||||
|
BRKKEY EQU $11 ;BREAK KEY FLAG
|
||||||
|
RTCLOK EQU $12 ;REAL TIME CLOCK
|
||||||
|
BUFADR EQU $15 ;INDIRECT BUFF ADDR
|
||||||
|
ICCOMT EQU $17 ;COMMAND FOR VECTOR
|
||||||
|
DSKFMS EQU $18 ;FMS POINTER
|
||||||
|
DSKUTL EQU $1A ;DISK UTILITIES PTR
|
||||||
|
ABUFPT EQU $1C ;RESERVED
|
||||||
|
ICHIDZ EQU $20 ;HANDLER INDEX #
|
||||||
|
ICDNOZ EQU $21 ;DEVICE NUMBER
|
||||||
|
ICCOMZ EQU $22 ;COMMAND CODE
|
||||||
|
ICSTAZ EQU $23 ;STATUS RETURN
|
||||||
|
ICBALZ EQU $24 ;BUFFER ADDRESS
|
||||||
|
ICBAHZ EQU $25
|
||||||
|
ICPTLZ EQU $26 ;PUT BYTE ROUTINE-1
|
||||||
|
ICPTHZ EQU $27
|
||||||
|
ICBLLZ EQU $28 ;BUFFER LENGTH
|
||||||
|
ICBLHZ EQU $29
|
||||||
|
ICAX1Z EQU $2A ;AUXILIARY BYTES
|
||||||
|
ICAX2Z EQU $2B
|
||||||
|
ICSPRZ EQU $2C ;SPARE BYTES
|
||||||
|
ICIDNO EQU $2E ;IOCB # X 16
|
||||||
|
CIOCHR EQU $2F ;CIO CHARACTER BYTE
|
||||||
|
STATUS EQU $30 ;INTERNAL STATUS
|
||||||
|
CHKSUM EQU $31 ;CHECKSUM
|
||||||
|
BUFRLO EQU $32 ;DATA BUFFER LO BYTE
|
||||||
|
BUFRHI EQU $33 ;DATA BUFFER HI BYTE
|
||||||
|
BFENLO EQU $34 ;NEXT BYTE PAST DATA
|
||||||
|
BFENHI EQU $35 ;BUFFER (HI & LO)
|
||||||
|
LTEMP EQU $36 ;LOADER TEMP
|
||||||
|
BUFRFL EQU $38 ;DATA BUFFR FULL FLG
|
||||||
|
RECVDN EQU $39 ;RECIEVE DONE FLAG
|
||||||
|
XMTDON EQU $3A ;XMIT DONE FLAG
|
||||||
|
CHKSNT EQU $3B ;CHECKSUM SENT FLAG
|
||||||
|
NOCKSM EQU $3C ;NO CHKSUM SENT FLAG
|
||||||
|
;BPTR EQU $3D ;CASSETTE DATA INDEX
|
||||||
|
FTYPE EQU $3E ;INTERRECORD GAP TYPE
|
||||||
|
FEOF EQU $3F ;END OF FILE FLAG
|
||||||
|
FREQ EQU $40 ;BEEP COUNT
|
||||||
|
SOUNDR EQU $41 ;NOISY I/O FLAG
|
||||||
|
CRITIC EQU $42 ;CRITICAL MODE
|
||||||
|
FMSZPG EQU $43 ;FMS ZERO PAGE
|
||||||
|
ZCHAIN EQU $4A ;HANDLER LOADER TEMP
|
||||||
|
DSTAT EQU $4C ;DISPLAY STATUS
|
||||||
|
ATRACT EQU $4D ;ATTRACT FLAG
|
||||||
|
DRKMSK EQU $4E ;DARK ATTRACT MASK
|
||||||
|
COLRSH EQU $4F ;COLOR SHIFTER
|
||||||
|
TMPCHR EQU $50 ;TEMP STORAGE
|
||||||
|
HOLD1 EQU $51 ;TEMP STORAGE
|
||||||
|
LMARGN EQU $52 ;LEFT MARGIN (1)
|
||||||
|
RMARGN EQU $53 ;RIGHT MARGIN (38)
|
||||||
|
ROWCRS EQU $54 ;CURSOR COUNTERS
|
||||||
|
COLCRS EQU $55
|
||||||
|
DINDEX EQU $57 ;DISPLAY MODE #
|
||||||
|
SAVMSC EQU $58 ;SCREEN MEM ADDR
|
||||||
|
OLDROW EQU $5A ;DRAW START POSIT
|
||||||
|
OLDCOL EQU $5B
|
||||||
|
OLDCHR EQU $5D ;DATA UNDER CURSOR
|
||||||
|
OLDADR EQU $5E ;CURSOR MEM ADDR
|
||||||
|
FKDEF EQU $60 ;FUNC KEY DEFEAT POINTER
|
||||||
|
PALNTS EQU $62 ;PAL/NTSC FLAG
|
||||||
|
LOGCOL EQU $63 ;COL IN LOGICAL LINE
|
||||||
|
ADRESS EQU $64 ;TEMP STORAGE
|
||||||
|
MLTEMP EQU $66 ;TEMP STORAGE
|
||||||
|
SAVADR EQU $68 ;TEMP STORAGE
|
||||||
|
RAMTOP EQU $6A ;AVAILABLE RAM PAGES
|
||||||
|
BUFCNT EQU $6B ;BUFFER COUNT
|
||||||
|
BUFSTR EQU $6C ;EDITOR GETCH POINTR
|
||||||
|
BITMSK EQU $6E ;BIT MASK
|
||||||
|
SHFAMT EQU $6F ;PIXEL JUSTIFICATION
|
||||||
|
ROWAC EQU $70 ;ROW ACCUMULATOR
|
||||||
|
COLAC EQU $72 ;COLUMN ACCUMULATOR
|
||||||
|
ENDPT EQU $74 ;LINE LENGTH
|
||||||
|
DELTAR EQU $76 ;DELTA ROW
|
||||||
|
DELTAC EQU $77 ;DELTA COLUMN
|
||||||
|
KEYDEF EQU $79 ;KEY DEFEAT POINTER
|
||||||
|
SWPFLG EQU $7B ;SPLIT SCN CURS CNTL
|
||||||
|
HOLDCH EQU $7C ;KB CHAR TEMP HOLD
|
||||||
|
INSDAT EQU $7D ;TEMP STORAGE
|
||||||
|
COUNTR EQU $7E ;DRAW ITERATION CNT
|
||||||
|
;
|
||||||
|
; 80-FF ARE RESERVED FOR USER
|
||||||
|
;
|
||||||
|
; NOTE: SEE FLOATING POINT
|
||||||
|
; SUBROUTINE AREA FOR ZERO
|
||||||
|
; PAGE CELLS
|
||||||
|
;
|
||||||
|
; PAGE 1 - HARDWARE STACK
|
||||||
|
;
|
||||||
|
; PAGE TWO RAM ASSIGNMENTS
|
||||||
|
;
|
||||||
|
VDSLST EQU $0200 ;DSP LIST NMI VECTOR
|
||||||
|
VPRCED EQU $0202 ;PROCEED IRQ VECTOR
|
||||||
|
VINTER EQU $0204 ;INTERUPT IRQ VECTOR
|
||||||
|
VBREAK EQU $0206 ;BRK INST IRQ VECTOR
|
||||||
|
VKEYBD EQU $0208 ;POKEY KB IRQ VECTOR
|
||||||
|
VSERIN EQU $020A ;POKEY INPUT RDY IRQ
|
||||||
|
VSEROR EQU $020C ;POKEY OUTPUT RDY
|
||||||
|
VSEROC EQU $020E ;POKEY OUTPUT DONE
|
||||||
|
VTIMR1 EQU $0210 ;POKEY TIMER 1 IRQ
|
||||||
|
VTIMR2 EQU $0212 ;POKEY TIMER 2 IRQ
|
||||||
|
VTIMR4 EQU $0214 ;POKEY TIMER 4 IRQ
|
||||||
|
VIMIRQ EQU $0216 ;IMMED IRQ VECTOR
|
||||||
|
CDTMV1 EQU $0218 ;COUNT DOWN TIMER 1
|
||||||
|
CDTMV2 EQU $021A ;COUNT DOWN TIMER 2
|
||||||
|
CDTMV3 EQU $021C ;COUNT DOWN TIMER 3
|
||||||
|
CDTMV4 EQU $021E ;COUNT DOWN TIMER 4
|
||||||
|
CDTMV5 EQU $0220 ;COUNT DOWN TIMER 5
|
||||||
|
VVBLKI EQU $0222 ;IMM VBLK NMI VECTOR
|
||||||
|
VVBLKD EQU $0224 ;DEF VBLK NMI VECTOR
|
||||||
|
CDTMA1 EQU $0226 ;CDTMV1 JSR ADDRESS
|
||||||
|
CDTMA2 EQU $0228 ;CDTMV2 JSR ADDRESS
|
||||||
|
CDTMF3 EQU $022A ;CDTMV3 FLAG
|
||||||
|
SRTIMR EQU $022B ;SOFTWARE REPEAT TMR
|
||||||
|
CDTMF4 EQU $022C ;CDTMV4 FLAG
|
||||||
|
INTEMP EQU $022D ;IAN'S TEMP
|
||||||
|
CDTMF5 EQU $022E ;CDTMV5 FLAG
|
||||||
|
DMACTLS EQU $022F ;SAVE DMACTL REG
|
||||||
|
DLPTRS EQU $0230 ;SAVE DISP LIST LO
|
||||||
|
;SDLSTH EQU $0231 ;SAVE DISP LIST HI
|
||||||
|
SSKCTL EQU $0232 ;SKCTL REGISTER RAM
|
||||||
|
LCOUNT EQU $0233 ;LOADER TEMP
|
||||||
|
LPENH EQU $0234 ;LIGHT PEN HORIZONTAL
|
||||||
|
LPENV EQU $0235 ;LIGHT PEN VERTICAL
|
||||||
|
BRKKY EQU $0236 ;BREAK KEY VECTOR
|
||||||
|
RELADR EQU $0238 ;LOADER REL ADDR
|
||||||
|
CDEVIC EQU $023A ;COMMAND BUFFER-DEV
|
||||||
|
CCOMND EQU $023B ;COMMAND BUFFER-CMND
|
||||||
|
CAUX1 EQU $023C ;COMMAND BUFFER AUX1
|
||||||
|
CAUX2 EQU $023D ;COMMAND BUFFER AUX2
|
||||||
|
;TEMP EQU $023E ;TEMPORARY RAM CELL
|
||||||
|
ERRFLG EQU $023F ;DEVICE ERROR FLAG
|
||||||
|
DFLAGS EQU $0240 ;DISK FLAGS(SECTOR1)
|
||||||
|
DBSECT EQU $0241 ;# DISK BOOT SECTORS
|
||||||
|
BOOTAD EQU $0242 ;DISK BOOT ADDRESS
|
||||||
|
COLDST EQU $0244 ;COLDSTART FLAG 1=CS
|
||||||
|
RECLEN EQU $0245 ;LOADER LENGTH
|
||||||
|
DSKTIM EQU $0246 ;DISK TIME OUT REG
|
||||||
|
VSFLAG EQU $026C ;FINE SCROLL TEMP
|
||||||
|
KEYDIS EQU $026D ;KEY DISABLE FLAG
|
||||||
|
FINE EQU $026E ;FINE SCROLL ENABLE(A1200)
|
||||||
|
GPRIOR EQU $026F ;GLOBAL PRIORITY
|
||||||
|
PADDL0 EQU $0270 ;POT 0 RAM CELL
|
||||||
|
PADDL1 EQU $0271
|
||||||
|
PADDL2 EQU $0272
|
||||||
|
PADDL3 EQU $0273
|
||||||
|
STICK0 EQU $0278 ;JOYSTICK 0 RAM CELL
|
||||||
|
STICK1 EQU $0279
|
||||||
|
PTRIG0 EQU $027C ;PADDLE TRIGGER 0
|
||||||
|
PTRIG1 EQU $027D
|
||||||
|
PTRIG2 EQU $027E
|
||||||
|
PTRIG3 EQU $027F
|
||||||
|
STRIG0 EQU $0284 ;JOYSTICK TRIGGER 0
|
||||||
|
STRIG1 EQU $0285
|
||||||
|
HIBYTE EQU $0288 ;LOADER
|
||||||
|
WMODE EQU $0289 ;CASSETTE R/W MODE
|
||||||
|
BLIM EQU $028A ;CASSETTE RECORD SIZE
|
||||||
|
IMASK EQU $028B
|
||||||
|
JVECK EQU $028C ;JUMP VECTOR
|
||||||
|
NEWADR EQU $028E ;LOADER NEW ADDRESS
|
||||||
|
TXTROW EQU $0290 ;TEXT ROWCRS
|
||||||
|
TXTCOL EQU $0291 ;TEXT COLCRS
|
||||||
|
TINDEX EQU $0293 ;TEXT INDEX
|
||||||
|
TXTMSC EQU $0294 ;TEXT WINDOW MEM ADD
|
||||||
|
TXTOLD EQU $0296 ;TEXT OLDROW & COL
|
||||||
|
CRETRY EQU $029C ;# COMMAND RETRIES
|
||||||
|
HOLD3 EQU $029D
|
||||||
|
SUBTMP EQU $029E
|
||||||
|
HOLD2 EQU $029F
|
||||||
|
DMASK EQU $02A0 ;PIXEL LOCATION MASK
|
||||||
|
TMPLBT EQU $02A1
|
||||||
|
ESCFLG EQU $02A2 ;ESCAPE FLAG
|
||||||
|
TABMAP EQU $02A3 ;TAB STOP MAP
|
||||||
|
LOGMAP EQU $02B2 ;LINE START BIT MAP
|
||||||
|
INVFLG EQU $02B6 ;INVERSE VIDEO FLAG
|
||||||
|
FILFLG EQU $02B7 ;FILL FLAG FOR DRAW
|
||||||
|
TMPROW EQU $02B8
|
||||||
|
TMPCOL EQU $02B9
|
||||||
|
SCRFLG EQU $02BB ;SET IF SCROLLING
|
||||||
|
HOLD4 EQU $02BC ;TEMP USED BY DRAW
|
||||||
|
DRETRY EQU $02BD ;# OF DEVICE RETRIES
|
||||||
|
SHFLOK EQU $02BE ;SHIFT/CTL LOCK FLAG
|
||||||
|
BOTSCR EQU $02BF ;BOTTOM OF SCREEN
|
||||||
|
PCOLR0 EQU $02C0 ;P0 COLOR
|
||||||
|
PCOLR1 EQU $02C1 ;P1 COLOR
|
||||||
|
PCOLR2 EQU $02C2 ;P2 COLOR
|
||||||
|
PCOLR3 EQU $02C3 ;P3 COLOR
|
||||||
|
COLOR0 EQU $02C4 ;COLOR 0
|
||||||
|
COLOR1 EQU $02C5
|
||||||
|
COLOR2 EQU $02C6
|
||||||
|
COLOR3 EQU $02C7
|
||||||
|
COLOR4 EQU $02C8
|
||||||
|
RUNADR EQU $02C9 ;LOADER
|
||||||
|
HIUSED EQU $02CB ;LOADER
|
||||||
|
ZHIUSE EQU $02CD ;LOADER
|
||||||
|
GBYTEA EQU $02CF ;LOADER
|
||||||
|
LOADAD EQU $02D1 ;LOADER
|
||||||
|
ZLOADA EQU $02D3 ;LOADER
|
||||||
|
DSCTLN EQU $02D5 ;DISK SECTOR LENGTH
|
||||||
|
ACMISR EQU $02D7 ;RESERVED
|
||||||
|
KRPDEL EQU $02D9 ;KEY REPEAT DELAY
|
||||||
|
KEYREP EQU $02DA ;KEY REPEAT RATE(VBLANKS)
|
||||||
|
NOCLIK EQU $02DB ;CLICK ENABLE/DISABLE
|
||||||
|
HELPFG EQU $02DC ;HELP KEY FLAG
|
||||||
|
DMASAV EQU $02DD ;DMA SAVE STATE
|
||||||
|
PBPNT EQU $02DE ;PRINT BUFFER POINTER
|
||||||
|
PBUFSZ EQU $02DF ;PRINT BUFFER SIZE
|
||||||
|
DOSRUN EQU $02E0 ;DOS RUN/INIT ADDRESSES
|
||||||
|
RAMSIZ EQU $02E4 ;RAM SIZE-HIGH BYTE
|
||||||
|
MEMTOP EQU $02E5 ;TOP OF AVAIL MEMORY
|
||||||
|
MEMLO EQU $02E7 ;BOTTOM OF AVAIL MEM
|
||||||
|
HNDLOD EQU $02E9 ;POLL FLAG (1200)
|
||||||
|
DVSTAT EQU $02EA ;STATUS BUFFER
|
||||||
|
CBAUDL EQU $02EE ;CASSETTE BAUD RATE
|
||||||
|
CBAUDH EQU $02EF
|
||||||
|
CRSINH EQU $02F0 ;CURSOR INHIBIT 0=ON
|
||||||
|
KEYDEL EQU $02F1 ;KEY DELAY
|
||||||
|
CH1 EQU $02F2 ;PRIOR KB CHAR CODE
|
||||||
|
CHACT EQU $02F3 ;CHACTL REGISTER RAM
|
||||||
|
CHBAS EQU $02F4 ;CHBAS REGISTER RAM
|
||||||
|
NEWROW EQU $02F5 ;POINT DRAW GOES TO
|
||||||
|
NEWCOL EQU $02F6
|
||||||
|
ROWINC EQU $02F8 ;ROW INCREMENT VALUE
|
||||||
|
COLINC EQU $02F9 ;COL INCREMENT VALUE
|
||||||
|
CHAR EQU $02FA ;INTERNAL CHAR CODE
|
||||||
|
ATACHR EQU $02FB ;ATASCII CHARACTER
|
||||||
|
CHKEY EQU $02FC ;KB CHAR CODE (FIFO)
|
||||||
|
FILDAT EQU $02FD ;RIGHT FILL DATA
|
||||||
|
DSPFLG EQU $02FE ;DISPLAY FLAG
|
||||||
|
SSFLAG EQU $02FF ;START/STOP FLAG
|
||||||
|
;
|
||||||
|
; PAGE THREE RAM ASSIGNMENTS
|
||||||
|
;
|
||||||
|
DDEVIC EQU $0300 ;BUS I.D. NUMBER
|
||||||
|
DUNIT EQU $0301 ;UNIT NUMBER
|
||||||
|
DCOMND EQU $0302 ;BUS COMMAND
|
||||||
|
DSTATS EQU $0303 ;COMMAND TYPE/STATUS
|
||||||
|
DBUFLO EQU $0304 ;DATA BUFFER LO BYTE
|
||||||
|
DBUFHI EQU $0305 ;DATA BUFFER HI BYTE
|
||||||
|
DTIMLO EQU $0306 ;DEVICE TIMEOUT SECS
|
||||||
|
DUNUSE EQU $0307 ;UNUSED BYTE
|
||||||
|
DBYTLO EQU $0308 ;# OF BYTES XFERRED
|
||||||
|
DBYTHI EQU $0309
|
||||||
|
DAUX1 EQU $030A ;COMMAND AUX BYTE 1
|
||||||
|
DAUX2 EQU $030B ;COMMAND AUX BYTE 2
|
||||||
|
TIMER1 EQU $030C ;INITIAL TIMER VALUE
|
||||||
|
JMPERS EQU $030E ;OPTIONS (1200)
|
||||||
|
CASFLG EQU $030F ;CASSETE MODE IF SET
|
||||||
|
TIMER2 EQU $0310 ;FINAL TIMER VALUE
|
||||||
|
;TEMP1 EQU $0312 ;TEMP STORAGE
|
||||||
|
;TEMP2 EQU $0313 ;TEMP STORAGE
|
||||||
|
PTIMOT EQU $0314 ;PRINTER TIMEOUT REG
|
||||||
|
;TEMP3 EQU $0315 ;TEMP STORAGE
|
||||||
|
SAVIO EQU $0316 ;SAVE SERIAL IN DATA
|
||||||
|
TIMFLG EQU $0317 ;TIMEOUT FLAG C BAUD
|
||||||
|
STACKP EQU $0318 ;SIO STACK PTR SAVE
|
||||||
|
TSTAT EQU $0319 ;TEMP STATUS HOLDER
|
||||||
|
HATABS EQU $031A ;HANDLER ADDR TABLE
|
||||||
|
PUPBT1 EQU $033D ;POWER/UP RESET
|
||||||
|
PUPBT2 EQU $033E
|
||||||
|
PUPBT3 EQU $033F
|
||||||
|
ICHID EQU $0340 ;HANDLER INDEX #
|
||||||
|
ICDNO EQU $0341 ;DEVICE NUMBER
|
||||||
|
ICCOM EQU $0342 ;COMMAND CODE
|
||||||
|
ICSTA EQU $0343 ;STATUS
|
||||||
|
ICBAL EQU $0344 ;BUFFER ADDR LO BYTE
|
||||||
|
ICBAH EQU $0345 ;BUFFER ADDR HI BYTE
|
||||||
|
ICPTL EQU $0346 ;PUT ROUTINE ADDR-1
|
||||||
|
ICPTH EQU $0347
|
||||||
|
ICBLL EQU $0348 ;BUFFER LENGTH LO
|
||||||
|
ICBLH EQU $0349 ;BUFFER LENGTH HI
|
||||||
|
ICAX1 EQU $034A ;AUX BYTE 1
|
||||||
|
ICAX2 EQU $034B ;AUX BYTE 2
|
||||||
|
ICSPR EQU $034C ;SPARE BYTES
|
||||||
|
PRNBUF EQU $03C0 ;PRINTER BUFFER (40 BYTES)
|
||||||
|
SUPERF EQU $03E8 ;SCREEN EDITOR
|
||||||
|
CKEY EQU $03E9 ;START KEY FLAG
|
||||||
|
CASSBT EQU $03EA ;CASSETTE BOOT FLAG
|
||||||
|
CARTCK EQU $03EB ;CARTRIDGE CHECKSUM
|
||||||
|
ACMVAR EQU $03ED ;RESERVED
|
||||||
|
MINTLK EQU $03F9 ;RESERVED
|
||||||
|
GINTLK EQU $03FA ;CART INTERLOCK
|
||||||
|
CHLINK EQU $03FB ;HANDLER CHAIN
|
||||||
|
;
|
||||||
|
; PAGE FOUR RAM ASSIGNMENTS
|
||||||
|
;
|
||||||
|
CASBUF EQU $03FD ;CASSETTE BUFFER (131 BYTES)
|
||||||
|
USAREA EQU $0480 ;USER AREA
|
||||||
|
;
|
||||||
|
; PAGE FIVE AND SIX ARE RESERVED
|
||||||
|
; FOR USER WORK SPACE
|
||||||
|
;
|
||||||
|
; COLLEEN MNEMONICS
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
POKEY EQU $D200
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
; READ
|
||||||
|
;
|
||||||
|
POT0 EQU POKEY+$00
|
||||||
|
POT1 EQU POKEY+$01
|
||||||
|
POT2 EQU POKEY+$02
|
||||||
|
POT3 EQU POKEY+$03
|
||||||
|
POT4 EQU POKEY+$04
|
||||||
|
POT5 EQU POKEY+$05
|
||||||
|
POT6 EQU POKEY+$06
|
||||||
|
POT7 EQU POKEY+$07
|
||||||
|
ALLPOT EQU POKEY+$08
|
||||||
|
KBCODE EQU POKEY+$09
|
||||||
|
RANDOM EQU POKEY+$0a
|
||||||
|
POTGO EQU POKEY+$0b
|
||||||
|
SERIN EQU POKEY+$0d
|
||||||
|
IRQST EQU POKEY+$0e
|
||||||
|
SKSTAT EQU POKEY+$0f
|
||||||
|
;
|
||||||
|
; WRITE
|
||||||
|
;
|
||||||
|
AUDF1 EQU POKEY+$00
|
||||||
|
AUDC1 EQU POKEY+$01
|
||||||
|
AUDF2 EQU POKEY+$02
|
||||||
|
AUDC2 EQU POKEY+$03
|
||||||
|
AUDF3 EQU POKEY+$04
|
||||||
|
AUDC3 EQU POKEY+$05
|
||||||
|
AUDF4 EQU POKEY+$06
|
||||||
|
AUDC4 EQU POKEY+$07
|
||||||
|
AUDCTL EQU POKEY+$08
|
||||||
|
STIMER EQU POKEY+$09
|
||||||
|
SKRES EQU POKEY+$0a
|
||||||
|
SEROUT EQU POKEY+$0d
|
||||||
|
IRQEN EQU POKEY+$0e
|
||||||
|
SKCTL EQU POKEY+$0f
|
||||||
|
;
|
||||||
|
;
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
GTIA EQU $D000
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
; WRITE
|
||||||
|
;
|
||||||
|
HPOSP0 EQU GTIA+$00
|
||||||
|
HPOSP1 EQU GTIA+$01
|
||||||
|
HPOSP2 EQU GTIA+$02
|
||||||
|
HPOSP3 EQU GTIA+$03
|
||||||
|
HPOSM0 EQU GTIA+$04
|
||||||
|
HPOSM1 EQU GTIA+$05
|
||||||
|
HPOSM2 EQU GTIA+$06
|
||||||
|
HPOSM3 EQU GTIA+$07
|
||||||
|
SIZEP0 EQU GTIA+$08
|
||||||
|
SIZEP1 EQU GTIA+$09
|
||||||
|
SIZEP2 EQU GTIA+$0a
|
||||||
|
SIZEP3 EQU GTIA+$0b
|
||||||
|
SIZEM EQU GTIA+$0c
|
||||||
|
GRAFP0 EQU GTIA+$0d
|
||||||
|
GRAFP1 EQU GTIA+$0e
|
||||||
|
GRAFP2 EQU GTIA+$0f
|
||||||
|
GRAFP3 EQU GTIA+$10
|
||||||
|
GRAFM EQU GTIA+$11
|
||||||
|
COLPM0 EQU GTIA+$12
|
||||||
|
COLPM1 EQU GTIA+$13
|
||||||
|
COLPM2 EQU GTIA+$14
|
||||||
|
COLPM3 EQU GTIA+$15
|
||||||
|
COLPF0 EQU GTIA+$16
|
||||||
|
COLPF1 EQU GTIA+$17
|
||||||
|
COLPF2 EQU GTIA+$18
|
||||||
|
COLPF3 EQU GTIA+$19
|
||||||
|
COLBAK EQU GTIA+$1a
|
||||||
|
PRIOR EQU GTIA+$1b
|
||||||
|
VDELAY EQU GTIA+$1c
|
||||||
|
GRACTL EQU GTIA+$1d
|
||||||
|
HITCLR EQU GTIA+$1e
|
||||||
|
CONSOL EQU GTIA+$1f
|
||||||
|
;
|
||||||
|
; READ
|
||||||
|
;
|
||||||
|
M0PF EQU GTIA+$00
|
||||||
|
M1PF EQU GTIA+$01
|
||||||
|
M2PF EQU GTIA+$02
|
||||||
|
M3PF EQU GTIA+$03
|
||||||
|
P0PF EQU GTIA+$04
|
||||||
|
P1PF EQU GTIA+$05
|
||||||
|
P2PF EQU GTIA+$06
|
||||||
|
P3PF EQU GTIA+$07
|
||||||
|
M0PL EQU GTIA+$08
|
||||||
|
M1PL EQU GTIA+$09
|
||||||
|
M2PL EQU GTIA+$0a
|
||||||
|
M3PL EQU GTIA+$0b
|
||||||
|
P0PL EQU GTIA+$0c
|
||||||
|
P1PL EQU GTIA+$0d
|
||||||
|
P2PL EQU GTIA+$0e
|
||||||
|
P3PL EQU GTIA+$0f
|
||||||
|
TRIG0 EQU GTIA+$10
|
||||||
|
TRIG1 EQU GTIA+$11
|
||||||
|
TRIG2 EQU GTIA+$12
|
||||||
|
TRIG3 EQU GTIA+$13
|
||||||
|
PAL EQU GTIA+$14
|
||||||
|
;
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
ANTIC EQU $D400
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
DMACTL EQU ANTIC+$00
|
||||||
|
CHACTL EQU ANTIC+$01
|
||||||
|
DLPTR EQU ANTIC+$02
|
||||||
|
;DLISTH EQU ANTIC+$03
|
||||||
|
HSCROL EQU ANTIC+$04
|
||||||
|
VSCROL EQU ANTIC+$05
|
||||||
|
PMBASE EQU ANTIC+$07
|
||||||
|
CHBASE EQU ANTIC+$09
|
||||||
|
WSYNC EQU ANTIC+$0a
|
||||||
|
VCOUNT EQU ANTIC+$0b
|
||||||
|
PENH EQU ANTIC+$0c
|
||||||
|
PENV EQU ANTIC+$0d
|
||||||
|
NMIEN EQU ANTIC+$0e
|
||||||
|
NMIRES EQU ANTIC+$0f
|
||||||
|
NMIST EQU ANTIC+$0f
|
||||||
|
;
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
PIA EQU $D300
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
PORTA EQU PIA+0
|
||||||
|
PORTB EQU PIA+1
|
||||||
|
PACTL EQU PIA+2
|
||||||
|
PBCTL EQU PIA+3
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
; Atari ANTIC chip display list equates
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
JUMP EQU $01 ; display list jump instruction (3 byte)
|
||||||
|
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
|
||||||
|
;
|
||||||
|
SCH EQU $10 ; display list horizontal scrolling
|
||||||
|
SCV EQU $20 ; display list vertical scrolling
|
||||||
|
LMS EQU $40 ; display list load memory scan instruction (3 byte)
|
||||||
|
DLII EQU $80 ; display list interrupt instruction
|
||||||
|
;
|
||||||
|
SKIP1 EQU $00 ; display list skip 1 scan line instruction
|
||||||
|
SKIP2 EQU $10 ; display list skip 2 scan lines instruction
|
||||||
|
SKIP3 EQU $20 ; display list skip 3 scan lines instruction
|
||||||
|
SKIP4 EQU $30 ; display list skip 4 scan lines instruction
|
||||||
|
SKIP5 EQU $40 ; display list skip 5 scan lines instruction
|
||||||
|
SKIP6 EQU $50 ; display list skip 6 scan lines instruction
|
||||||
|
SKIP7 EQU $60 ; display list skip 7 scan lines instruction
|
||||||
|
SKIP8 EQU $70 ; display list skip 8 scan lines instruction
|
||||||
|
;
|
||||||
|
MODE2 EQU $02 ; display list mode 2
|
||||||
|
MODE4 EQU $04 ; display list mode 4
|
||||||
|
MODE8 EQU $08 ; display list mode 8
|
||||||
|
MODEE EQU $0E ; display list mode E
|
||||||
|
MODEF EQU $0F ; display list mode F
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
; ENUMS
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
.enum @dmactl
|
||||||
|
blank = %00
|
||||||
|
narrow = %01
|
||||||
|
standard= %10
|
||||||
|
wide = %11
|
||||||
|
missiles= %100
|
||||||
|
players = %1000
|
||||||
|
lineX1 = %10000
|
||||||
|
lineX2 = %00000
|
||||||
|
dma = %100000
|
||||||
|
.ende
|
||||||
|
|
||||||
|
scr48 = @dmactl(wide|dma|players|missiles|lineX1)
|
||||||
|
scr40 = @dmactl(standard|dma|players|missiles|lineX1)
|
||||||
|
scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
||||||
|
|
||||||
|
.enum @pmcntl
|
||||||
|
missiles= %1
|
||||||
|
players = %10
|
||||||
|
trigs = %100
|
||||||
|
.ende
|
||||||
|
|
||||||
|
.enum @gtictl
|
||||||
|
prior0 = %0
|
||||||
|
prior1 = %1
|
||||||
|
prior2 = %10
|
||||||
|
prior4 = %100
|
||||||
|
prior8 = %1000
|
||||||
|
ply5 = %10000 ; Fifth Player Enable
|
||||||
|
mlc = %100000 ; Multiple Color Player Enable
|
||||||
|
mode9 = %01000000
|
||||||
|
mode10 = %10000000
|
||||||
|
mode11 = %11000000
|
||||||
|
.ende
|
||||||
-513
@@ -1,513 +0,0 @@
|
|||||||
.enum @dmactl
|
|
||||||
blank = %00
|
|
||||||
narrow = %01
|
|
||||||
standard= %10
|
|
||||||
wide = %11
|
|
||||||
missiles= %100
|
|
||||||
players = %1000
|
|
||||||
lineX1 = %10000
|
|
||||||
lineX2 = %00000
|
|
||||||
dma = %100000
|
|
||||||
.ende
|
|
||||||
|
|
||||||
scr48 = @dmactl(wide|dma|players|missiles|lineX1) ;screen 48b
|
|
||||||
scr40 = @dmactl(standard|dma|players|missiles|lineX1) ;screen 40b
|
|
||||||
scr32 = @dmactl(narrow|dma|players|missiles|lineX1) ;screen 32b
|
|
||||||
|
|
||||||
.enum @pmcntl
|
|
||||||
missiles= %1
|
|
||||||
players = %10
|
|
||||||
trigs = %100
|
|
||||||
.ende
|
|
||||||
|
|
||||||
.enum @gtictl
|
|
||||||
prior0 = %0
|
|
||||||
prior1 = %1
|
|
||||||
prior2 = %10
|
|
||||||
prior4 = %100
|
|
||||||
prior8 = %1000
|
|
||||||
ply5 = %10000 ; Fifth Player Enable
|
|
||||||
mlc = %100000 ; Multiple Color Player Enable
|
|
||||||
mode9 = %01000000
|
|
||||||
mode10 = %10000000
|
|
||||||
mode11 = %11000000
|
|
||||||
.ende
|
|
||||||
|
|
||||||
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
* --- GTIA
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
HPOSP0 = $D000 ; pozioma pozycja gracza 0 (Z)
|
|
||||||
HPOSP1 = $D001 ; pozioma pozycja gracza 1 (Z)
|
|
||||||
HPOSP2 = $D002 ; pozioma pozycja gracza 2 (Z)
|
|
||||||
HPOSP3 = $D003 ; pozioma pozycja gracza 3 (Z)
|
|
||||||
HPOSM0 = $D004 ; pozioma pozycja pocisku 0 (Z)
|
|
||||||
HPOSM1 = $D005 ; pozioma pozycja pocisku 1 (Z)
|
|
||||||
HPOSM2 = $D006 ; pozioma pozycja pocisku 2 (Z)
|
|
||||||
HPOSM3 = $D007 ; pozioma pozycja pocisku 3 (Z)
|
|
||||||
SIZEP0 = $D008 ; poziomy rozmiar gracza 0 (Z)
|
|
||||||
SIZEP1 = $D009 ; poziomy rozmiar gracza 1 (Z)
|
|
||||||
SIZEP2 = $D00A ; poziomy rozmiar gracza 2 (Z)
|
|
||||||
SIZEP3 = $D00B ; poziomy rozmiar gracza 3 (Z)
|
|
||||||
SIZEM = $D00C ; poziomy rozmiar pocisk�w (Z)
|
|
||||||
GRAFP0 = $D00D ; rejestr grafiki gracza 0 (Z)
|
|
||||||
GRAFP1 = $D00E ; rejestr grafiki gracza 1 (Z)
|
|
||||||
GRAFP2 = $D00F ; rejestr grafiki gracza 2 (Z)
|
|
||||||
GRAFP3 = $D010 ; rejestr grafiki gracza 3 (Z)
|
|
||||||
GRAFM = $D011 ; rejestr grafiki pocisk�w (Z)
|
|
||||||
COLPM0 = $D012 ; rejestr koloru gracza i pocisku 0 (Z)
|
|
||||||
COLPM1 = $D013 ; rejestr koloru gracza i pocisku 1 (Z)
|
|
||||||
COLPM2 = $D014 ; rejestr koloru gracza i pocisku 2 (Z)
|
|
||||||
COLPM3 = $D015 ; rejestr koloru gracza i pocisku 3 (Z)
|
|
||||||
COLPF0 = $D016 ; rejestr koloru pola gry 0 (Z)
|
|
||||||
COLPF1 = $D017 ; rejestr koloru pola gry 1 (Z)
|
|
||||||
COLPF2 = $D018 ; rejestr koloru pola gry 2 (Z)
|
|
||||||
COLPF3 = $D019 ; rejestr koloru pola gry 3 (Z)
|
|
||||||
COLBAK = $D01A ; rejestr koloru t�a (Z)
|
|
||||||
|
|
||||||
COLOR0 = colpf0
|
|
||||||
COLOR1 = colpf1
|
|
||||||
COLOR2 = colpf2
|
|
||||||
COLOR3 = colpf3
|
|
||||||
|
|
||||||
KOLM0PF = $D000 ; kolizja pocisku 0 z polem gry (O)
|
|
||||||
KOLM1PF = $D001 ; kolizja pocisku 1 z polem gry (O)
|
|
||||||
KOLM2PF = $D002 ; kolizja pocisku 2 z polem gry (O)
|
|
||||||
KOLM3PF = $D003 ; kolizja pocisku 3 z polem gry (O)
|
|
||||||
KOLP0PF = $D004 ; kolizja gracza 0 z polem gry (O)
|
|
||||||
KOLP1PF = $D005 ; kolizja gracza 1 z polem gry (O)
|
|
||||||
KOLP2PF = $D006 ; kolizja gracza 2 z polem gry (O)
|
|
||||||
KOLP3PF = $D007 ; kolizja gracza 3 z polem gry (O)
|
|
||||||
KOLM0P = $D008 ; kolizja pocisku 0 z graczem (O)
|
|
||||||
KOLM1P = $D009 ; kolizja pocisku 1 z graczem (O)
|
|
||||||
KOLM2P = $D00A ; kolizja pocisku 2 z graczem (O)
|
|
||||||
KOLM3P = $D00B ; kolizja pocisku 3 z graczem (O)
|
|
||||||
KOLP0P = $D00C ; kolizja gracza 0 z innym graczem (O)
|
|
||||||
KOLP1P = $D00D ; kolizja gracza 1 z innym graczem (O)
|
|
||||||
KOLP2P = $D00E ; kolizja gracza 2 z innym graczem (O)
|
|
||||||
KOLP3P = $D00F ; kolizja gracza 3 z innym graczem (O)
|
|
||||||
TRIG0 = $D010 ; stan przycisku joysticka 0 (O)
|
|
||||||
TRIG1 = $D011 ; stan przycisku joysticka 1 (O)
|
|
||||||
TRIG3 = $D013 ; znacznik do��czenia cartridge-a (O)
|
|
||||||
PAL = $D014 ; znacznik systemu TV (O)
|
|
||||||
|
|
||||||
GTICTL = $D01B ; rejestr kontroli uk�adu GTIA
|
|
||||||
GTIACTL = gtictl
|
|
||||||
|
|
||||||
VDELAY = $D01C ; licznik op�nienia pionowego P/MG
|
|
||||||
PMCNTL = $D01D ; rejestr kontroli graczy i pocisk�w
|
|
||||||
HITCLR = $D01E ; rejestr kasowania rejestr�w kolizji
|
|
||||||
CONSOL = $D01F ; rejestr stanu klawiszy konsoli Start (bit 0), Select (bit 1), Option (bit 2)
|
|
||||||
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
* --- POKEY
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
IRQENS = $0010 ; shadow register IRQEN
|
|
||||||
IRQSTAT = $0011 ; shadow register IRQST
|
|
||||||
|
|
||||||
AUDF3 = $D204 ; cz�stotliwo�� pracy generatora 3 (Z)
|
|
||||||
AUDCTL = $D208 ; rejestr kontroli generator�w d�wi�ku (Z)
|
|
||||||
STIMER = $D209 ; rejestr zerowania licznik�w (Z)
|
|
||||||
KBCODE = $D209 ; kod ostatnio naci�ni�tego klawisza (O)
|
|
||||||
SKSTRES = $D20A ; rejestr statusu z��cza szeregowego (Z)
|
|
||||||
RANDOM = $D20A ; rejestr liczby losowej (O)
|
|
||||||
SEROUT = $D20D ; szeregowy rejestr wyj�ciowy (Z)
|
|
||||||
SERIN = $D20D ; szeregowy rejestr wej�ciowy (O)
|
|
||||||
IRQEN = $D20E ; zezwolenie przerwa� IRQ (Z)
|
|
||||||
IRQST = $D20E ; status przerwa� IRQ (O)
|
|
||||||
SKCTL = $D20F ; rejestr kontroli z��cza szeregowego (Z)
|
|
||||||
SKSTAT = $D20F ; rejestr statusu z��cza szeregowego (O)
|
|
||||||
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
* --- PIA
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
PORTA = $D300 ; port A uk�adu PIA
|
|
||||||
PORTB = $D301 ; port B uk�adu PIA
|
|
||||||
PACTL = $D302 ; rejestr kontroli portu A
|
|
||||||
PBCTL = $D303 ; rejestr kontroli portu B
|
|
||||||
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
* --- ANTIC
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
DMACTL = $D400 ; rejestr kontroli dost�pu do pami�ci
|
|
||||||
CHRCTL = $D401 ; rejestr kontroli wy�wietlania znak�w
|
|
||||||
DLPTR = $D402 ; adres programu ANTIC-a
|
|
||||||
HSCROL = $D404 ; znacznik poziomego przesuwu obrazu
|
|
||||||
VSCROL = $D405 ; znacznik pionowego przesuwu obrazu
|
|
||||||
PMBASE = $D407 ; adres pami�ci graczy i pocisk�w
|
|
||||||
CHBASE = $D409 ; adres zestawu znak�w
|
|
||||||
WSYNC = $D40A ; znacznik oczekiwania na synchronizacj� poziom�
|
|
||||||
VCOUNT = $D40B ; licznik linii obrazu
|
|
||||||
LPENH = $D40C ; poziome po�o�enie pi�ra �wietlengo
|
|
||||||
LPENV = $D40D ; pionowe po�o�enie pi�ra �wietlnego
|
|
||||||
NMIEN = $D40E ; rejestr zezwole� na przerwania NMI
|
|
||||||
NMIST = $D40F ; rejestr statusu przerwa� NMI
|
|
||||||
|
|
||||||
;-------------------------------------
|
|
||||||
;additional system variables
|
|
||||||
;-------------------------------------
|
|
||||||
COLPM0S = $02C0 ;- - shadow register COLPM0
|
|
||||||
COLPM1S = $02C1 ;- - shadow register COLPM1
|
|
||||||
COLPM2S = $02C2 ;- - shadow register COLPM2
|
|
||||||
COLPM3S = $02C3 ;- - shadow register COLPM3
|
|
||||||
COLPF0S = $02C4 ;- - shadow register COLPF0
|
|
||||||
COLPF1S = $02C5 ;- - shadow register COLPF1
|
|
||||||
COLPF2S = $02C6 ;- - shadow register COLPF2
|
|
||||||
COLPF3S = $02C7 ;- - shadow register COLPF3
|
|
||||||
|
|
||||||
COLBAKS = $02C8
|
|
||||||
GTICTLS = $026F ;- - shadow register GTIACTL
|
|
||||||
|
|
||||||
DMACTLS = $022F ;- - rejestr kontroli dost�pu do pami�ci - cie�
|
|
||||||
DLPTRS = $0230 ;- - adres programu ANTIC-a - cie�
|
|
||||||
CHBAS = $02F4 ;- - shadow register CHBASE
|
|
||||||
KBCODES = $02FC ;- - shadow register KBCODE
|
|
||||||
|
|
||||||
SETVBV = $E45C
|
|
||||||
XITVBV = $E462
|
|
||||||
SYSVBV = $E45F
|
|
||||||
RTCLOK = $0012
|
|
||||||
|
|
||||||
MEMTOP = $02E5 ;- - adres g�rnej granicy wolnej pami�ci RAM
|
|
||||||
MEMLO = $02E7 ;- - adres dolnej granicy wolnej pami�ci RAM
|
|
||||||
|
|
||||||
JSTICK0 = $0278 ;- - po�o�enie joysticka 0
|
|
||||||
JSTICK1 = $0279 ;- JSTICK1 - po�o�enie joysticka 1
|
|
||||||
JSTICK2 = $027A ;- JSTICK2 - po�o�enie joysticka 0
|
|
||||||
JSTICK3 = $027B ;- JSTICK3 - po�o�enie joysticka 1
|
|
||||||
PTRIG0 = $027C ;- PTRIG0 - przycisk potencjometru 0
|
|
||||||
PTRIG1 = $027D ;- PTRIG1 - przycisk potencjometru 1
|
|
||||||
TRIG0S = $0284 ;- TRIG0S - przycisk joysticka 0, shadow register TRIG0
|
|
||||||
TRIG1S = $0285 ;- TRIG1S - przycisk joysticka 1, shadow register TRIG1
|
|
||||||
TRIG2S = $0286 ;- TRIG2S - shadow register TRIG0
|
|
||||||
TRIG3S = $0287 ;- TRIG3S - shadow register TRIG1
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
Rejestry OS w pami�ci RAM
|
|
||||||
|
|
||||||
$08 - WARMST - znacznik gor�cego startu
|
|
||||||
$0E - APPMHI - najwy�szy adres RAM zaj�ty przez program
|
|
||||||
$10 - IRQENS - shadow register IRQEN
|
|
||||||
$11 - IRQSTAT - shadow register IRQST
|
|
||||||
$12 - RTCLOK - zegar czasu rzeczywistego
|
|
||||||
$15 - BUFADR - adres bufora dla operacji dyskowych
|
|
||||||
$17 - ICCOMT - rejestr przej�ciowy kodu operacji I/O
|
|
||||||
$20 - ZIOCB - zerostronicowy blok kontroli I/O
|
|
||||||
$20 - ICHIDZ - indeks wpisu urz�dzenia w HATABS
|
|
||||||
$21 - ICDNOZ - numer urz�dzenia
|
|
||||||
$22 - ICCOMZ - kod operacji wej�cia/wyj�cia
|
|
||||||
$23 - ICSTZ - status operacji wej�cia/wyj�cia
|
|
||||||
$24 - ICBAZ - adres bufora danych dla operacji I/O
|
|
||||||
$26 - ICPTZ - adres procedury obs�ugi dla operacji
|
|
||||||
$28 - ICBLZ - d�ugo�� bufora danych dla operacji I/O
|
|
||||||
$2A - ICAX1Z - rejestr pomocniczy ZIOCB
|
|
||||||
$2B - ICAX2Z - rejestr pomocniczy ZIOCB
|
|
||||||
$2C - ICAX3Z - rejestr pomocniczy ZIOCB
|
|
||||||
$2D - ICAX4Z - rejestr pomocniczy ZIOCB
|
|
||||||
$2E - ICAX5Z - rejestr pomocniczy ZIOCB
|
|
||||||
$2F - ICAX6Z - rejestr pomocniczy ZIOCB
|
|
||||||
$30 - STATUS - status aktualnej operacji SIO
|
|
||||||
$31 - CHKSUM - suma kontrolna dla operacji SIO
|
|
||||||
$32 - BUFR - adres bufora danych dla SIO
|
|
||||||
$34 - BUFEN - adres ko�ca bufora danych dla SIO
|
|
||||||
$36 - LTEMP - pomocniczy wektor odczytu listy liniowej
|
|
||||||
$38 - BUFRFL - znacznik zape�nienia bufora SIO
|
|
||||||
$39 - RECVND - znacznik ko�ca odczytu
|
|
||||||
$3A - XMTDON - znacznik ko�ca transmisji
|
|
||||||
$3B - CHKSNT - znacznik nadania sumy kontrolnej
|
|
||||||
$3C - NOCKSM - znacznik braku sumy kontrolnej
|
|
||||||
$3D - BPTR - licznik bufora magnetofonu
|
|
||||||
$3E - GAPTYP - znacznik d�ugo�ci przerwy mi�dzy blokami
|
|
||||||
$3F - FEOF - znacznik ko�ca zbioru
|
|
||||||
$40 - FREQ - licznik d�wi�ku przy otwarciu magnetofonu
|
|
||||||
$41 - IOSNDEN - znacznik d�wi�ku przy transmisji
|
|
||||||
$42 - CRITIC - znacznik krytycznych czasowo operacji I/O
|
|
||||||
$4A - ZCHAIN - rejestr nast�pstwa listy liniowej
|
|
||||||
$4C - DSTAT - status klawiatury i ekranu
|
|
||||||
$50 - TEMP - pomocniczy rejestr przej�ciowy
|
|
||||||
$51 - HOLD1 - pomocniczy rejestr przej�ciowy
|
|
||||||
$52 - LMARGIN - lewy margines obrazu
|
|
||||||
$53 - RMARGIN - prawy margines obrazu
|
|
||||||
$54 - ROWCRS - pionowa pozycja kursora
|
|
||||||
$55 - COLCRS - pozioma pozycja kursora
|
|
||||||
$57 - DINDEX - numer trybu graficznego OS
|
|
||||||
$58 - SAVMSC - adres pami�ci obrazu
|
|
||||||
$5A - OLDROW - poprzednia pionowa pozycja kursora
|
|
||||||
$5B - OLDCOL - poprzednia pozioma pozycja kursora
|
|
||||||
$5D - OLDCHR - poprzedni znak na ekranie
|
|
||||||
$5E - OLDADR - poprzedni adres znaku na ekranie
|
|
||||||
$60 - FKDEFP - wektor tabeli definicji klawiszy F1-F4
|
|
||||||
$62 - PALNTS - wska�nik systemu TV
|
|
||||||
$63 - LOGCOL - adres kursora w wierszu logicznym
|
|
||||||
$64 - ADRESS - rejestr adresowy dla procedur edytora
|
|
||||||
$66 - MLTTMP - pomocniczy rejestr przej�ciowy
|
|
||||||
$68 - SAVADR - pomocniczy rejestr adresowy
|
|
||||||
$6A - RAMTOP - liczba stron pami�ci RAM
|
|
||||||
$6B - BUFCNT - licznik bufora edytora
|
|
||||||
$6C - BUFSTR - adres bufora dla edytora
|
|
||||||
$6E - BITMSK - maska bitowa do wy�wietlenia znaku
|
|
||||||
$6F - SHFAMT - liczba przesuni�� punktu
|
|
||||||
$70 - ROWAC - aktualny wiersz przy rysowaniu
|
|
||||||
$72 - COLAC - aktualna kolumna przy rysowaniu
|
|
||||||
$74 - ENDPT - znacznik ko�ca rysowanej linii
|
|
||||||
$76 - DELTAR - przyrost pionowej pozycji kursora
|
|
||||||
$77 - DELTAC - przyrost poziomej pozycji kursora
|
|
||||||
$79 - KEYDEFP - wektor tabeli definicji klawiszy
|
|
||||||
$7B - SWPFLG - znacznik kursora w trybach z oknem
|
|
||||||
$7C - HOLDCH - przechowywanie warto�ci znaku
|
|
||||||
$7D - INSDAT - rejestr pomocniczy edytora
|
|
||||||
$7E - COUNTR - licznik pami�ci obrazu dla DOSCR i DRAW
|
|
||||||
$0100 - STACK - stos mikroprocesora 6502
|
|
||||||
$0200 - DLIV - wektor przerwania programu ANTIC-a
|
|
||||||
$0210 - VTIMR1 - wektor przerwania licznika 1 POKEY-a
|
|
||||||
$0212 - VTIMR2 - wektor przerwania licznika 2 POKEY-a
|
|
||||||
$0214 - VTIMR4 - wektor przerwania licznika 4 POKEY-a
|
|
||||||
$0218 - TIMCNT1 - pierwszy licznik systemu
|
|
||||||
$0226 - TIMVEC1 - wektor przerwania licznika TIMCNT1
|
|
||||||
$022A - TIMFLG3 - znacznik wyzerowania licznika TIMCNT3
|
|
||||||
$022F - DMACTLS - shadow register DMACTL
|
|
||||||
$0230 - DLPTRS - shadow register DLPTR
|
|
||||||
$0232 - SKCTLS - shadow register SKCTL
|
|
||||||
$0233 - LCOUNT - licznik odczytu dla nowego urz�dzenia
|
|
||||||
$0234 - LPENHS - shadow register LPENH
|
|
||||||
$0235 - LPENVS - shadow register LPENV
|
|
||||||
$023A - CDEVIC - kod urz�dzenia dla SIO
|
|
||||||
$023B - CCMND - kod operacji dla SIO
|
|
||||||
$023C - CAUX1 - pierwszy bajt pomocniczy dla SIO
|
|
||||||
$023D - CAUX2 - drugi bajt pomocniczy dla SIO
|
|
||||||
$023E - TEMP - tymczasowy rejestr odpowiedzi urz�dzenia
|
|
||||||
$023F - ERRFLG - znacznik b��du operacji SIO
|
|
||||||
$0244 - COLDST - znacznik zimnego startu systemu
|
|
||||||
$0245 - RECLEN - d�ugo�� rekordu z nowego urz�dzenia
|
|
||||||
$0246 - DSKTIM - warto�� Timeout dla stacji dysk�w
|
|
||||||
$0247 - PDVMSK - maska obecno�ci nowych urz�dze�
|
|
||||||
$0248 - PDVRS - shadow register PDVREG
|
|
||||||
$024A - RELADR - adres procedury przemieszczalnej
|
|
||||||
$024C - PPTMPA - rejestr przechowania zawarto�ci akumulatora
|
|
||||||
$024D - PPTMPX - rejestr przechowania zawarto�ci rejestru X
|
|
||||||
$026B - CHSPTR - wektor nieu�ywanego zestawu znak�w
|
|
||||||
$026C - VSFLAG - znacznik przesuwu pionowego obrazu
|
|
||||||
$026E - FINE - znacznik delikatnego przesuwu obrazu
|
|
||||||
$026F - GTICTLS - shadow register GTIACTL
|
|
||||||
$0270 - PADDL0 - shadow register POT0
|
|
||||||
$0278 - JSTICK0 - po�o�enie joysticka 0
|
|
||||||
$0279 - JSTICK1 - po�o�enie joysticka 1
|
|
||||||
$027A - JSTICK2 - po�o�enie joysticka 0
|
|
||||||
$027B - JSTICK3 - po�o�enie joysticka 1
|
|
||||||
$027C - PTRIG0 - przycisk potencjometru 0
|
|
||||||
$027D - PTRIG1 - przycisk potencjometru 1
|
|
||||||
$0284 - TRIG0S - przycisk joysticka 0, shadow register TRIG0
|
|
||||||
$0285 - TRIG1S - przycisk joysticka 1, shadow register TRIG1
|
|
||||||
$0286 - TRIG2S - shadow register TRIG0
|
|
||||||
$0287 - TRIG3S - shadow register TRIG1
|
|
||||||
$0288 - HIBYTE - indeks operacji nowego urz�dzenia
|
|
||||||
$0289 - WMODE - znacznik sposobu dost�pu do magnetofonu
|
|
||||||
$028A - BLIM - d�ugo�� bufora magnetofonu
|
|
||||||
$028E - NEWADR - adres procedury nowego urz�dzenia
|
|
||||||
$0290 - TXTROW - wiersz kursora w oknie tekstowym
|
|
||||||
$0291 - TXTCOL - kolumna kursora w oknie tekstowym
|
|
||||||
$0293 - TINDEX - tryb graficzny OS w oknie tekstowym
|
|
||||||
$0294 - TXTMSC - adres pami�ci okna tekstowego
|
|
||||||
$029C - CRETRY - liczba powt�rze� rozkazu operacji
|
|
||||||
$029D - HOLD3 - pomocniczy rejestr przej�ciowy
|
|
||||||
$029E - SUBTMP - pomocniczy rejestr przej�ciowy
|
|
||||||
$02A0 - DMASK - maska punkt�w obrazu
|
|
||||||
$02A2 - ESCFLG - znacznik klawisza ESC
|
|
||||||
$02A3 - TABMAP - mapa pozycji tabulacji
|
|
||||||
$02B2 - LOGMAP - mapa linii logicznych
|
|
||||||
$02B6 - INVFLG - znacznik klawisza inverse video
|
|
||||||
$02B7 - FILFLG - znacznik wype�niania obrazu
|
|
||||||
$02B8 - TMPROW - tymczasowy rejestr pozycji kursora
|
|
||||||
$02B9 - TMPCOL - tymczasowy rejestr pozycji kursora
|
|
||||||
$02BB - SCRFLG - znacznik przesuwu obrazu
|
|
||||||
$02BC - HOLD4 - pomocniczy rejestr przej�ciowy
|
|
||||||
$02BD - DRETRY - liczba powt�rze� wywo�a� urz�dzenia
|
|
||||||
$02BE - SHFLOK - znacznik klawiszy SHIFT i CONTROL
|
|
||||||
$02BF - BOTSCR - liczba wierszy tekstu
|
|
||||||
$02C0 - COLPM0S - shadow register COLPM0
|
|
||||||
$02C1 - COLPM1S - shadow register COLPM1
|
|
||||||
$02C2 - COLPM2S - shadow register COLPM2
|
|
||||||
$02C3 - COLPM3S - shadow register COLPM3
|
|
||||||
$02C4 - COLPF0S - shadow register COLPF0
|
|
||||||
$02C5 - COLPF1S - shadow register COLPF1 ;gr.8 letters
|
|
||||||
$02C6 - COLPF2S - shadow register COLPF2 ;gr.8 background
|
|
||||||
$02C7 - COLPF3S - shadow register COLPF3
|
|
||||||
$02C8 - COLBAKS - shadow register COLBAK
|
|
||||||
$02C9 - RUNADR - adres procedury nowego urz�dzenia
|
|
||||||
$02CB - HIUSED - adres ko�cowy procedury nowego urz�dzenia
|
|
||||||
$02CF - GBYTEA - adres procedury nowego urz�dzenia
|
|
||||||
$02D1 - LOADAD - adres wczytywania z nowego urz�dzenia
|
|
||||||
$02D3 - ZLOADA - pomocniczy rejestr adresu wczytywania
|
|
||||||
$02D5 - DSCTLN - d�ugo�� sektora dyskowego
|
|
||||||
$02DB - NOCLIK - znacznik d�wi�ku klawiatury
|
|
||||||
$02DE - PBPNT - licznik bufora drukarki
|
|
||||||
$02DF - PBUFSZ - d�ugo�� bufora drukarki
|
|
||||||
$02E5 - MEMTOP - adres g�rnej granicy wolnej pami�ci RAM
|
|
||||||
$02E7 - MEMLO - adres dolnej granicy wolnej pami�ci RAM
|
|
||||||
$02E9 - HNDLOD - znacznik relokowalnej procedury obs�ugi I/O
|
|
||||||
$02EA - DVSTAT - dodatkowy rejestr statusu urz�dzenia
|
|
||||||
$02EC - DVTMOT - dodatkowy rejestr Timeout urz�dzenia
|
|
||||||
$02ED - REVNUM - numer wersji nowego urz�dzenia
|
|
||||||
$02EE - CBAUD - pr�dko�� transmisji z magnetofonu
|
|
||||||
$02F0 - CRSINH - znacznik widoczno�ci kursora
|
|
||||||
$02F3 - CHACT - shadow register CHRCTL
|
|
||||||
$02F4 - CHBAS - shadow register CHBASE
|
|
||||||
$02F5 - NEWROW - nowa pozycja pionowa kursora
|
|
||||||
$02F6 - NEWCOL - nowa pozycja pozioma kursora
|
|
||||||
$02F8 - ROWINC - zmiana pionowej pozycji kursora
|
|
||||||
$02F9 - COLINC - zmiana poziomej pozycji kursora
|
|
||||||
$02FA - CHAR - kod wewn�trzny znaku
|
|
||||||
$02FB - ATACHR - kod ATASCII znaku
|
|
||||||
$02FC - KBCODES - shadow register KBCODE
|
|
||||||
$02FD - FILDAT - numer koloru dla wype�niania
|
|
||||||
$02FE - DSPFLG - znacznik wy�wietlania znak�w kontrolnych
|
|
||||||
$02FF - SSFLAG - znacznik start/stop dla przesuwu obrazu
|
|
||||||
$0300 - DDEVIC - kod identyfikacyjny urz�dzenia
|
|
||||||
$0301 - DUNIT - numer identyfikacyjny urz�dzenia
|
|
||||||
$0302 - DCMND - bajt rozkazu dla urz�dzenia
|
|
||||||
$0303 - DSTATS - status urz�dzenia
|
|
||||||
$0304 - DBUFA - adres bufora danych
|
|
||||||
$0306 - DTIMLO - warto�� Timeout dla urz�dzenia
|
|
||||||
$0308 - DBYT - d�ugo�� bufora danych
|
|
||||||
$030A - DAUX1 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$030B - DAUX2 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$030C - INTIM1 - rejestr czasu przy odczycie z magnetofonu
|
|
||||||
$030F - CASFLG - znacznik operacji z magnetofonem
|
|
||||||
$0310 - INTIM2 - rejestr czasu przy odczycie z magnetofonu
|
|
||||||
$0312 - TEMP1 - pomocniczy rejestr przej�ciowy
|
|
||||||
$0313 - TEMP2 - pomocniczy rejestr przej�ciowy
|
|
||||||
$0314 - PTIMOT - warto�� Timeout dla drukarki
|
|
||||||
$0315 - TEMP3 - pomocniczy rejestr przej�ciowy
|
|
||||||
$0316 - SAVIO - rejestr przej�ciowy dla operacji SIO
|
|
||||||
$0317 - TIMFLG - znacznik up�yni�cia czasu Timeout
|
|
||||||
$0318 - STACKP - rejestr wska�nika stosu dla SIO
|
|
||||||
$0319 - TSTAT - przej�ciowy rejestr statusu SIO
|
|
||||||
$031A - HATABS - tabela wektor�w procedur obs�ugi
|
|
||||||
$0340 - IOCB0 - blok kontroli I/O numer 0
|
|
||||||
$0350 - IOCB1 - blok kontroli I/O numer 1
|
|
||||||
$0360 - IOCB2 - blok kontroli I/O numer 2
|
|
||||||
$0370 - IOCB3 - blok kontroli I/O numer 3
|
|
||||||
$0380 - IOCB4 - blok kontroli I/O numer 4
|
|
||||||
$0390 - IOCB5 - blok kontroli I/O numer 5
|
|
||||||
$03A0 - IOCB6 - blok kontroli I/O numer 6
|
|
||||||
$03B0 - IOCB7 - blok kontroli I/O numer 7
|
|
||||||
$0340 - ICCHID - indeks wpisu urz�dzenia w HATABS
|
|
||||||
$0341 - ICDNO - numer urz�dzenia
|
|
||||||
$0342 - ICCMD - kod rozkazu operacji I/O
|
|
||||||
$0343 - ICSTAT - status operacji I/O
|
|
||||||
$0344 - ICBUFA - adres bufora danych dla operacji I/O
|
|
||||||
$0346 - ICPUTB - adres procedury przesy�ania danych
|
|
||||||
$0348 - ICBUFL - d�ugo�� bufora danych dla operacji I/O
|
|
||||||
$034A - ICAX1 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$034B - ICAX2 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$034C - ICAX3 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$034D - ICAX4 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$034E - ICAX5 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$034F - ICAX6 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$03C0 - PRNBUF - bufor drukarki
|
|
||||||
$03E8 - SUPERF - znacznik stosowany przy odczycie klawiatury
|
|
||||||
$03E9 - CKEY - znacznik klawisza START przy zimnym starcie
|
|
||||||
$03EC - DERRF - znacznik b��du przy otwieraniu edytora
|
|
||||||
$03FB - CHLINK - rejestr element�w listy liniowej
|
|
||||||
$03FD - CSCB - bajty kontroli szybko�ci magnetofonu
|
|
||||||
$03FF - CRCB - bajt d�ugo�ci rekordu magnetofonowego
|
|
||||||
$0400 - CASBUF - bufor magnetofonu
|
|
||||||
$047F - CASBEN - koniec bufora magnetofonu
|
|
||||||
$D000 - HPOSP0 - pozioma pozycja gracza 0 (Z)
|
|
||||||
$D000 - KOLM0PF - kolizja pocisku 0 z polem gry (O)
|
|
||||||
$D001 - HPOSP1 - pozioma pozycja gracza 1 (Z)
|
|
||||||
$D001 - KOLM1PF - kolizja pocisku 1 z polem gry (O)
|
|
||||||
$D002 - HPOSP2 - pozioma pozycja gracza 2 (Z)
|
|
||||||
$D002 - KOLM2PF - kolizja pocisku 2 z polem gry (O)
|
|
||||||
$D003 - HPOSP3 - pozioma pozycja gracza 3 (Z)
|
|
||||||
$D003 - KOLM3PF - kolizja pocisku 3 z polem gry (O)
|
|
||||||
$D004 - HPOSM0 - pozioma pozycja pocisku 0 (Z)
|
|
||||||
$D004 - KOLP0PF - kolizja gracza 0 z polem gry (O)
|
|
||||||
$D005 - HPOSM1 - pozioma pozycja pocisku 1 (Z)
|
|
||||||
$D005 - KOLP1PF - kolizja gracza 1 z polem gry (O)
|
|
||||||
$D006 - HPOSM2 - pozioma pozycja pocisku 2 (Z)
|
|
||||||
$D006 - KOLP2PF - kolizja gracza 2 z polem gry (O)
|
|
||||||
$D007 - HPOSM3 - pozioma pozycja pocisku 3 (Z)
|
|
||||||
$D007 - KOLP3PF - kolizja gracza 3 z polem gry (O)
|
|
||||||
$D008 - SIZEP0 - poziomy rozmiar gracza 0 (Z)
|
|
||||||
$D008 - KOLM0P - kolizja pocisku 0 z graczem (O)
|
|
||||||
$D009 - SIZEP1 - poziomy rozmiar gracza 1 (Z)
|
|
||||||
$D009 - KOLM1P - kolizja pocisku 1 z graczem (O)
|
|
||||||
$D00A - SIZEP2 - poziomy rozmiar gracza 2 (Z)
|
|
||||||
$D00A - KOLM2P - kolizja pocisku 2 z graczem (O)
|
|
||||||
$D00B - SIZEP3 - poziomy rozmiar gracza 3 (Z)
|
|
||||||
$D00B - KOLM3P - kolizja pocisku 3 z graczem (O)
|
|
||||||
$D00C - SIZEM - poziomy rozmiar pocisk�w (Z)
|
|
||||||
$D00C - KOLP0P - kolizja gracza 0 z innym graczem (O)
|
|
||||||
$D00D - GRAFP0 - rejestr grafiki gracza 0 (Z)
|
|
||||||
$D00D - KOLP1P - kolizja gracza 1 z innym graczem (O)
|
|
||||||
$D00E - GRAFP1 - rejestr grafiki gracza 1 (Z)
|
|
||||||
$D00E - KOLP2P - kolizja gracza 2 z innym graczem (O)
|
|
||||||
$D00F - GRAFP2 - rejestr grafiki gracza 2 (Z)
|
|
||||||
$D00F - KOLP3P - kolizja gracza 3 z innym graczem (O)
|
|
||||||
$D010 - GRAFP3 - rejestr grafiki gracza 3 (Z)
|
|
||||||
$D010 - TRIG0 - stan przycisku joysticka 0 (O)
|
|
||||||
$D011 - GRAFM - rejestr grafiki pocisk�w (Z)
|
|
||||||
$D011 - TRIG1 - stan przycisku joysticka 1 (O)
|
|
||||||
$D012 - COLPM0 - rejestr koloru gracza i pocisku 0 (Z)
|
|
||||||
$D013 - COLPM1 - rejestr koloru gracza i pocisku 1 (Z)
|
|
||||||
$D013 - TRIG3 - znacznik do��czenia cartridge'a (O)
|
|
||||||
$D014 - COLPM2 - rejestr koloru gracza i pocisku 2 (Z)
|
|
||||||
$D014 - PAL - znacznik systemu TV (O)
|
|
||||||
$D015 - COLPM3 - rejestr koloru gracza i pocisku 3 (Z)
|
|
||||||
$D016 - COLPF0 - rejestr koloru pola gry 0 (Z)
|
|
||||||
$D017 - COLPF1 - rejestr koloru pola gry 1 (Z)
|
|
||||||
$D018 - COLPF2 - rejestr koloru pola gry 2 (Z)
|
|
||||||
$D019 - COLPF3 - rejestr koloru pola gry 3 (Z)
|
|
||||||
$D01A - COLBAK - rejestr koloru t�a (Z)
|
|
||||||
$D01B - GTIACTL - rejestr kontroli uk�adu GTIA
|
|
||||||
$D01C - VDELAY - licznik op�nienia pionowego P/MG
|
|
||||||
$D01D - PMCNTL - rejestr kontroli graczy i pocisk�w
|
|
||||||
$D01E - HITCLR - rejestr kasowania rejestr�w kolizji
|
|
||||||
$D01F - CONSOL - rejestr stanu klawiszy konsoli
|
|
||||||
$D1FF - PDVREG - rejestr wyboru nowego urz�dzenia
|
|
||||||
$D200 - AUDF1 - cz�stotliwo�� pracy generatora 1 (Z)
|
|
||||||
$D200 - POT0 - rejestr po�o�enia potencjometru 0 (O)
|
|
||||||
$D201 - AUDC1 - rejestr kontroli d�wi�ku generatora 1 (Z)
|
|
||||||
$D201 - POT1 - rejestr po�o�enia potencjometru 1 (O)
|
|
||||||
$D202 - AUDF2 - cz�stotliwo�� pracy generatora 2 (Z)
|
|
||||||
$D202 - POT2 - rejestr po�o�enia potencjometru 2 (O)
|
|
||||||
$D203 - AUDC2 - rejestr kontroli d�wi�ku generatora 2 (Z)
|
|
||||||
$D203 - POT3 - rejestr po�o�enia potencjometru 3 (O)
|
|
||||||
$D204 - AUDF3 - cz�stotliwo�� pracy generatora 3 (Z)
|
|
||||||
$D205 - AUDC3 - rejestr kontroli d�wi�ku generatora 3 (Z)
|
|
||||||
$D206 - AUDF4 - cz�stotliwo�� pracy generatora 4 (Z)
|
|
||||||
$D207 - AUDC4 - rejestr kontroli d�wi�ku generatora 4 (Z)
|
|
||||||
$D208 - AUDCTL - rejestr kontroli generator�w d�wi�ku (Z)
|
|
||||||
$D208 - POTST - status odczytu potencjometr�w (O)
|
|
||||||
$D209 - STIMER - rejestr zerowania licznik�w (Z)
|
|
||||||
$D209 - KBCODE - kod ostatnio naci�ni�tego klawisza (O)
|
|
||||||
$D20A - SKSTRES - reset statusu z��cza szeregowego (Z)
|
|
||||||
$D20A - RANDOM - rejestr liczby losowej (O)
|
|
||||||
$D20B - POTG0 - znacznik przetwornika analogowo-cyfrowego (Z)
|
|
||||||
$D20D - SEROUT - szeregowy rejestr wyj�ciowy (Z)
|
|
||||||
$D20D - SERIN - szeregowy rejestr wej�ciowy (O)
|
|
||||||
$D20E - IRQEN - zezwolenia przerwa� IRQ (Z)
|
|
||||||
$D20E - IRQST - status przerwa� IRQ (O)
|
|
||||||
$D20F - SKCTL - rejestr kontroli z��cza szeregowego (Z)
|
|
||||||
$D20F - SKSTAT - rejestr statusu z��cza szeregowego (O)
|
|
||||||
$D300 - PORTA - port A uk�adu PIA
|
|
||||||
$D301 - PORTB - port B uk�adu PIA
|
|
||||||
$D302 - PACTL - rejestr kontroli portu A
|
|
||||||
$D303 - PBCTL - rejestr kontroli portu B
|
|
||||||
$D400 - DMACTL - rejestr kontroli dost�pu do pami�ci
|
|
||||||
$D401 - CHRCTL - rejestr kontroli wy�wietlania znak�w
|
|
||||||
$D402 - DLPTR - adres programu ANTIC-a
|
|
||||||
$D404 - HSCROL - znacznik poziomego przesuwu obrazu
|
|
||||||
$D405 - VSCROL - znacznik pionowego przesuwu obrazu
|
|
||||||
$D407 - PMBASE - adres pami�ci graczy i pocisk�w
|
|
||||||
$D409 - CHBASE - adres zestawu znak�w
|
|
||||||
$D40A - WSYNC - znacznik oczekiwania na synchronizacj� poziom�
|
|
||||||
$D40B - VCOUNT - licznik linii obrazu
|
|
||||||
$D40C - LPENH - poziome po�o�enie pi�ra �wietlengo
|
|
||||||
$D40D - LPENV - pionowe po�o�enie pi�ra �wietlnego
|
|
||||||
$D40E - NMIEN - rejestr zezwole� na przerwania NMI
|
|
||||||
$D40F - NMIST - rejestr statusu przerwa� NMI
|
|
||||||
*/
|
|
||||||
+14
-7
@@ -76,13 +76,17 @@
|
|||||||
.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 VCOUNT
|
?zero LDA VCOUNT
|
||||||
ldy vcount
|
beq ?zero
|
||||||
?WA cpy VCOUNT
|
bpl ?WA
|
||||||
BEQ ?WA
|
sbc #10 ; last lines correction
|
||||||
?wframe
|
?WA cmp VCOUNT
|
||||||
cmp vcount
|
beq ?WA
|
||||||
bne ?wframe
|
bcc ?WA
|
||||||
|
?WFRAME cmp VCOUNT
|
||||||
|
beq ?nowait
|
||||||
|
bcs ?WFRAME
|
||||||
|
?nowait
|
||||||
.ENDM
|
.ENDM
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro negw
|
.macro negw
|
||||||
@@ -100,6 +104,9 @@
|
|||||||
.macro randomize
|
.macro randomize
|
||||||
;usage: randomize floor ceiling
|
;usage: randomize floor ceiling
|
||||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||||
|
.if :2 < :1
|
||||||
|
.error "floor higher than ceiling"
|
||||||
|
.endif
|
||||||
?rand
|
?rand
|
||||||
lda random
|
lda random
|
||||||
cmp #:1 ;floor
|
cmp #:1 ;floor
|
||||||
|
|||||||
+876
-423
File diff suppressed because it is too large
Load Diff
BIN
Binary file not shown.
Executable → Regular
+1177
-497
File diff suppressed because it is too large
Load Diff
Executable → Regular
+170
-135
@@ -8,66 +8,82 @@
|
|||||||
; compilation to e.g. cartridge
|
; compilation to e.g. cartridge
|
||||||
; zero page variables are declared in program.s65 module
|
; zero page variables are declared in program.s65 module
|
||||||
;=====================================================
|
;=====================================================
|
||||||
;--------------------------------------------------
|
OneTimeZeroVariables
|
||||||
;Variables
|
OneTimeZeroVariablesCount = variablesToInitialize-OneTimeZeroVariables ; MAX 128 bytes !
|
||||||
;--------------
|
.if OneTimeZeroVariablesCount > 127
|
||||||
TanksNames ; DO NOT ZERO - ticket #24
|
.error "OneTimeZeroVariablesCount too large, ",OneTimeZeroVariablesCount
|
||||||
|
.endif
|
||||||
|
|
||||||
|
noMusic .by 0 ; 0 - play music, $ff - do not play music
|
||||||
|
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||||
|
;----------------------------------------------------
|
||||||
|
; Color table for Game Over Screen (created in a gameover routine)
|
||||||
|
.by $00 ; labels line color
|
||||||
|
GameOverColoursTable .BYTE $80,$40,$c4,$20,$c0,$e4
|
||||||
|
;----------------------------------------------------
|
||||||
|
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
|
||||||
:6 dta d" "
|
:6 dta d" "
|
||||||
;----------------------------
|
;----------------------------------------------------
|
||||||
;Options DO NOT ZERO - ticket #27
|
|
||||||
OptionsTable .by 0,0,2,2,0,1,4
|
|
||||||
RoundsInTheGame .by 10 ;how many rounds in the current game
|
|
||||||
seppukuVal .by 75
|
|
||||||
;--------------------------------------------------
|
|
||||||
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
variablesToInitialize
|
||||||
|
;Options DO NOT ZERO ON RESTART GAME - ticket #27
|
||||||
|
OptionsTable .by 0,1,2,2,0,1,3,2
|
||||||
|
RoundsInTheGame .by 10 ;how many rounds in the current game
|
||||||
|
seppukuVal .by 75
|
||||||
|
mountainDeltaH .by 3
|
||||||
|
mountainDeltaL .by $ff
|
||||||
|
;----------------------------------------------------
|
||||||
; 4x4 text buffer
|
; 4x4 text buffer
|
||||||
ResultLineBuffer
|
ResultLineBuffer
|
||||||
dta d" "
|
dta d" ", $ff
|
||||||
.byte $ff
|
|
||||||
LineHeader1
|
LineHeader1
|
||||||
dta d"# ROUND: "
|
dta d"# ROUND: "
|
||||||
RoundNrDisplay
|
RoundNrDisplay
|
||||||
dta d" #"
|
dta d" #", $ff
|
||||||
.byte $ff
|
|
||||||
|
|
||||||
|
;=====================================================
|
||||||
variablesStart ; zeroing starts here
|
variablesStart ; zeroing starts here
|
||||||
|
;=====================================================
|
||||||
|
;isInventory .ds 1 ; 0 - purchase, $ff - inventory
|
||||||
;--------------
|
;--------------
|
||||||
sfx_effect .ds 1
|
drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
|
||||||
;--------------
|
;--------------
|
||||||
noDeathCounter .ds 1
|
noDeathCounter .ds 1
|
||||||
;--------------
|
;--------------
|
||||||
OptionsY .ds 1 ;vertical position of cursor on Options screen
|
OptionsY .ds 1 ;vertical position of cursor on Options screen
|
||||||
flyDelay .ds 1
|
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)
|
||||||
;money players have (maybe one more byte is needed?)
|
;money players have (maybe one more byte is needed?)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
moneyL
|
moneyL
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
gainH ;how much money player gets after the round
|
gainH ;how much money player gets after the round
|
||||||
;it is gathered during the round basing on energy
|
;it is gathered during the round basing on energy
|
||||||
;opponents loose after player's shoots
|
;opponents lose after player's shoots
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
gainL
|
gainL
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
looseH ;how much player looses after the round
|
loseH ;how much player looses after the round
|
||||||
;calculated from REAL energy loss
|
;calculated from REAL energy loss
|
||||||
;(not only to zero energy)
|
;(not only to zero energy)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
looseL
|
loseL
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
Energy
|
Energy
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
|
ShieldEnergy
|
||||||
|
.DS [MaxPlayers]
|
||||||
EnergyDecrease .DS 1
|
EnergyDecrease .DS 1
|
||||||
eXistenZ
|
eXistenZ
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
@@ -78,72 +94,80 @@ ResultsTable ;the results in the gameeeeee
|
|||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
TempResults
|
TempResults
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
CurrentResult
|
DirectHitsH
|
||||||
.DS 1
|
|
||||||
;-----------------------------------
|
|
||||||
EnergyTableL ;shooting Force of the tank during the round
|
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
EnergyTableH
|
DirectHitsL
|
||||||
|
.DS [MaxPlayers]
|
||||||
|
EarnedMoneyH
|
||||||
|
.DS [MaxPlayers]
|
||||||
|
EarnedMoneyL
|
||||||
|
.DS [MaxPlayers]
|
||||||
|
;----------------------------------------------------
|
||||||
|
ForceTableL ;shooting Force of the tank during the round
|
||||||
|
.DS [MaxPlayers]
|
||||||
|
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]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round start!
|
||||||
AngleTable ;Angle of the barrel of each tank during the round
|
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
NewAngle .DS 1
|
|
||||||
;-----------------------------------
|
|
||||||
|
|
||||||
ActiveWeapon ;number of the selected weapon
|
ActiveWeapon ;number of the selected weapon
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
|
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
||||||
|
.DS [MaxPlayers]
|
||||||
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
;format of the 3-byte static point number used in the game
|
;format of the 3-byte static point number used in the game
|
||||||
; 20203.5 => 128 : <20203 : >20203
|
; 20203.5 => 128 : <20203 : >20203
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
L1 .DS 1 ; variable used in multiplications (by 10:)
|
;L1 .DS 1 ; variable used in multiplications (by 10:)
|
||||||
gravity .DS 1 ;only the decimal part (1/10 = 25)
|
;gravity .DS 1 ;only the decimal part (1/10 = 25)
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
Wind .ds 2 ;walue displayed on the screen
|
;Wind .ds 4 ;format: 0000.hhll
|
||||||
;multiplied by 16 (decimal part only)
|
;walue displayed on the screen is
|
||||||
;-----------------------------------
|
;decimal portion divided by 16 (>>4)
|
||||||
|
;----------------------------------------------------
|
||||||
MaxWind .ds 1 ;
|
MaxWind .ds 1 ;
|
||||||
WindOrientation .DS 1 ;(0-right,1-left)
|
WindOrientation .DS 1 ;(0-right,1-left)
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
Counter .DS 1 ;temporary Counter for outside loops
|
;Counter .DS 1 ;temporary Counter for outside loops
|
||||||
HitFlag .DS 1 ;1 when missile hit anything
|
;HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
xtankstableL ;X positions of tanks (lower left point)
|
xtankstableL ;X positions of tanks (lower left point)
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
xtankstableH
|
xtankstableH
|
||||||
.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
|
TargetTankNr ; Target tank index (for AI routines)
|
||||||
; on the graphics screen. if 0 character is printed normally
|
.DS 1
|
||||||
|
;----------------------------------------------------
|
||||||
|
;Erase .DS 1 ; if 1 only mask of the character is printed
|
||||||
|
; on the graphics screen. if 0 character is printed normally
|
||||||
|
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
RangeLeft .DS 2 ;range of the soil to be fallen down
|
;RangeLeft .DS 2 ;range of the soil to be fallen down
|
||||||
RangeRight .DS 2 ;it is being set by all Explosions
|
;RangeRight .DS 2 ;it is being set by all Explosions
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
|
WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
|
||||||
WeaponRangeRight .DS 2
|
WeaponRangeRight .DS 2
|
||||||
;--------------------------------------------------
|
;----------------------------------------------------
|
||||||
;xroller
|
;xroller
|
||||||
HowMuchToFall .ds 1
|
;HowMuchToFall .ds 1
|
||||||
HeightRol .DS 1
|
HeightRol .DS 1
|
||||||
;digger
|
;digger
|
||||||
digstartx .DS 2
|
;digstartx .DS 2
|
||||||
digstarty .DS 2
|
;digstarty .DS 2
|
||||||
diggery .DS 1
|
diggery .DS 1
|
||||||
DigLong .DS 1
|
DigLong .DS 1
|
||||||
digtabxL .DS [8]
|
digtabxL .DS [8]
|
||||||
@@ -152,63 +176,62 @@ 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)
|
||||||
; 1 - negative Y (left)
|
; 1 - negative Y (left)
|
||||||
; 2 - directional value > 1 (more than 45 degrees)
|
; 2 - directional value > 1 (more than 45 degrees)
|
||||||
; if all 0 then standart routine
|
; if all 0 then standart routine
|
||||||
XHit .DS 2
|
;XHit .DS 2
|
||||||
YHit .DS 2
|
YHit .DS 2
|
||||||
LineLength .DS 2
|
;LineLength .DS 2
|
||||||
;circle
|
;circle
|
||||||
radius .DS 1
|
;radius .DS 1
|
||||||
xcircle .DS 2
|
;xcircle .DS 2
|
||||||
ycircle .DS 1
|
;ycircle .DS 2
|
||||||
tempcir .DS 2
|
tempcir .DS 2
|
||||||
;TankFalls
|
;TankFalls
|
||||||
IfFallDown .DS 1
|
FallingSoundBit .DS 1
|
||||||
PreviousFall .DS 1
|
PreviousFall .DS 1
|
||||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||||
Parachute .DS 1 ; are you insured with parachute?
|
;Parachute .DS 1 ; are you insured with parachute?
|
||||||
; -------------------------------------------------
|
FloatingAlt .DS 1 ; floating tank altitude
|
||||||
|
;----------------------------------------------------
|
||||||
;Flight
|
;Flight
|
||||||
;variables for 5 missiles (used for mirv)
|
;variables for 5 missiles (used for mirv)
|
||||||
xtraj00 .DS [5] ; 3 bytes of xtraj times 5. Lowest byte
|
xtraj00 .DS [5] ; 3 bytes of xtraj times 5. Lowest byte
|
||||||
xtraj01 .DS [5] ; middle byte
|
xtraj01 .DS [5] ; middle byte
|
||||||
xtraj02 .DS [5] ; high byte
|
xtraj02 .DS [5] ; high byte
|
||||||
vx00 .DS [5]
|
;vx00 .DS [5] ; looks like it is not really used anywhere
|
||||||
vx01 .DS [5]
|
vx01 .DS [5]
|
||||||
vx02 .DS [5]
|
vx02 .DS [5]
|
||||||
vx03 .DS [5]
|
vx03 .DS [5]
|
||||||
MirvDown .DS [5] ; is given missile down?
|
MirvDown .DS [5] ; is given missile down?
|
||||||
MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
|
MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
|
||||||
SmokeTracerFlag .DS 1 ; if Smoketracer
|
SmokeTracerFlag .DS 1 ; if Smoketracer
|
||||||
; -------------------------------------------------
|
LaserFlag .DS 1 ; $ff if Laser
|
||||||
|
XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
|
||||||
|
YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen , %0100000 - under the screen)
|
||||||
|
;----------------------------------------------------
|
||||||
;CheckCollisionWithTank
|
;CheckCollisionWithTank
|
||||||
vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
|
;vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
|
||||||
vy .ds 4 ;0,0,0,0
|
;vy .ds 4 ;0,0,0,0
|
||||||
xtraj .ds 3 ; 0,0,0
|
;xtraj .ds 3 ; 0,0,0
|
||||||
ytraj .ds 3 ; 0,0,0
|
;ytraj .ds 3 ; 0,0,0
|
||||||
xtrajold .ds 3 ; 0,0,0
|
xtrajold .ds 3 ; 0,0,0
|
||||||
ytrajold .ds 3 ; 0,0,0
|
ytrajold .ds 3 ; 0,0,0
|
||||||
Angle .DS 1
|
;Angle .DS 1
|
||||||
Force .ds 3 ; 0,0,0
|
;Force .ds 3 ; 0,0,0
|
||||||
Multiplier .ds 3 ; 0,0,0
|
;Multiplier .ds 3 ; 0,0,0
|
||||||
Multiplee .ds 2 ; 0,0
|
Multiplee .ds 2 ; 0,0
|
||||||
Result .ds 3 ; 0,0,0
|
;goleft .DS 1 ;if 1 then flights left
|
||||||
goleft .DS 1 ;if 1 then flights left
|
;----------------------------------------------------
|
||||||
;--------------------------------------------------
|
|
||||||
;SoilDown2
|
|
||||||
IsEndOfTheFallFlag .DS 1
|
|
||||||
; -------------------------------------------------
|
|
||||||
;unPlot
|
;unPlot
|
||||||
WhichUnPlot .DS 1
|
WhichUnPlot .DS 1
|
||||||
; max 5 concurrent unPlots
|
; max 5 concurrent unPlots
|
||||||
@@ -221,18 +244,18 @@ FunkyBombCounter .DS 1
|
|||||||
xtrajfb .DS 2
|
xtrajfb .DS 2
|
||||||
ytrajfb .DS 2
|
ytrajfb .DS 2
|
||||||
;
|
;
|
||||||
tracerflag .DS 1
|
;tracerflag .DS 1
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
;TypeChar
|
;TypeChar
|
||||||
mask1 .DS [8]
|
mask1 .DS [8]
|
||||||
mask2 .DS [8]
|
mask2 .DS [8]
|
||||||
|
|
||||||
char1 .DS [8]
|
char1 .DS [8]
|
||||||
char2 .DS [8]
|
char2 .DS [8]
|
||||||
color .DS 1
|
;color .DS 1
|
||||||
ybit .DS 1
|
ybit .DS 1
|
||||||
tempbyte01 .DS 1
|
tempbyte01 .DS 1
|
||||||
delta .DS 2
|
;delta .DS 2
|
||||||
yfloat .DS 2
|
yfloat .DS 2
|
||||||
deltaX .DS 1
|
deltaX .DS 1
|
||||||
UpNdown .DS 1
|
UpNdown .DS 1
|
||||||
@@ -240,27 +263,25 @@ UpNdown .DS 1
|
|||||||
temptankX .DS 2
|
temptankX .DS 2
|
||||||
temptankNr .DS 1
|
temptankNr .DS 1
|
||||||
|
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Variables from textproc.s65
|
;Variables from textproc.s65
|
||||||
; tables with numbers of weapons on the right lists
|
; tables with indexes of weapons on the right lists
|
||||||
; to be honest - I do not know at the moment what the above
|
|
||||||
; comment was supposed to mean...
|
|
||||||
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
||||||
NubersOfWeaponsL1
|
IndexesOfWeaponsL1
|
||||||
.ds 8*5 ; :(8*5) .by $ff
|
.ds 8*5 ; max 40 offensive weapons. this is wrong, should be 48, still only 32 defined.
|
||||||
NubersOfWeaponsL2
|
IndexesOfWeaponsL2
|
||||||
.ds 8*2 ; :(8*2) .by $ff
|
.ds 8*2 ; max 16 defensive weapons.
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
; variables storing amount of weapons on the first and second
|
; variables storing amount of weapons on the first and second
|
||||||
; list and pointer position
|
; list and pointer position
|
||||||
|
|
||||||
HowManyOnTheList1
|
HowManyOnTheListOff
|
||||||
.DS 1
|
.DS 1
|
||||||
HowManyOnTheList2
|
HowManyOnTheListDef
|
||||||
.DS 1
|
|
||||||
PositionOnTheList ; pointer position on the list being displayed
|
|
||||||
.DS 1
|
.DS 1
|
||||||
|
;PositionOnTheList ; pointer position on the list being displayed
|
||||||
|
; .DS 1
|
||||||
LastWeapon
|
LastWeapon
|
||||||
; number of the last previously purchased weapon
|
; number of the last previously purchased weapon
|
||||||
; it is necessary when after purchase some weapon
|
; it is necessary when after purchase some weapon
|
||||||
@@ -270,32 +291,32 @@ LastWeapon
|
|||||||
WhichList ; list currently on the screen
|
WhichList ; list currently on the screen
|
||||||
; (0-offensive, 1-defensive)
|
; (0-offensive, 1-defensive)
|
||||||
.DS 1
|
.DS 1
|
||||||
OffsetDL1 ; offset of the list screen (how many lines)....
|
;OffsetDL1 .DS 1 ; offset of the list screen (how many lines)....
|
||||||
.DS 1
|
|
||||||
|
|
||||||
; -------------------------------------------------
|
|
||||||
|
;----------------------------------------------------
|
||||||
|
|
||||||
;mark the level
|
;mark the level
|
||||||
PositionInName ; cursor position in name of the player when name input
|
PositionInName ; cursor position in name of the player when name input
|
||||||
.DS 1
|
.DS 1
|
||||||
DifficultyLevel ; Difficulty Level (human/cpu)
|
;DifficultyLevel .DS 1 ; Difficulty Level (human/cpu)
|
||||||
.DS 1
|
|
||||||
;-------------------------------------------------
|
;----------------------------------------------------
|
||||||
;displaydecimal
|
;displaydecimal
|
||||||
decimal .DS 2
|
;decimal .DS 2
|
||||||
decimalresult .DS 4
|
decimalresult .DS 5
|
||||||
|
|
||||||
;xmissile
|
;xmissile
|
||||||
ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
|
;ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
|
||||||
;round
|
;round
|
||||||
CurrentRoundNr .DS 1
|
CurrentRoundNr .DS 1
|
||||||
FallDown1 .DS 1
|
FallDown1 .DS 1
|
||||||
FallDown2 .DS 1
|
;FallDown2 .DS 1
|
||||||
;leapfrog
|
;leapfrog
|
||||||
LeapFrogAngle .DS 1
|
LeapFrogAngle .DS 1
|
||||||
;laser
|
;laser
|
||||||
LaserCoordinate .DS 8 ; 2,2,2,2
|
LaserCoordinate .DS 8 ; 2,2,2,2
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
; Here go tables with weapons possesed by a given tank
|
; Here go tables with weapons possesed by a given tank
|
||||||
; Index in the table means weapon type
|
; Index in the table means weapon type
|
||||||
; number entered means ammo for given weapon possessed (max 99)
|
; number entered means ammo for given weapon possessed (max 99)
|
||||||
@@ -322,7 +343,7 @@ mountaintable2 ;table of mountains (size=screenwidth)
|
|||||||
.DS [screenwidth]
|
.DS [screenwidth]
|
||||||
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
||||||
MountaintableEnd ;good for table clearing
|
MountaintableEnd ;good for table clearing
|
||||||
;----------------------------------------------
|
;----------------------------------------------------
|
||||||
TextPositionX .DS 2
|
TextPositionX .DS 2
|
||||||
TextPositionY .DS 1
|
TextPositionY .DS 1
|
||||||
TextAddress .DS 2
|
TextAddress .DS 2
|
||||||
@@ -331,7 +352,27 @@ TextNumberOff .DS 1
|
|||||||
;--------------
|
;--------------
|
||||||
TankTempY
|
TankTempY
|
||||||
.DS 1
|
.DS 1
|
||||||
|
;----------------------------------------------------
|
||||||
;-------------- single round variables --------------
|
;-------------- single round variables --------------
|
||||||
|
;----------------------------------------------------
|
||||||
|
singleRoundVars
|
||||||
|
;--------------
|
||||||
|
;escFlag .ds 1 ; 0 - Esc or O not pressed, $80 - Esc pressed, $40 - O pressed
|
||||||
|
;--------------
|
||||||
|
CurrentResult
|
||||||
|
.DS 1
|
||||||
|
;--------------
|
||||||
|
AngleTable ;Angle of the barrel of each tank during the round
|
||||||
|
.DS [MaxPlayers]
|
||||||
|
;NewAngle ; used in AI
|
||||||
|
.DS 1
|
||||||
|
;previousBarrelAngle
|
||||||
|
; .DS [MaxPlayers]
|
||||||
|
EndOfTheBarrelX
|
||||||
|
.ds 2
|
||||||
|
EndOfTheBarrelY
|
||||||
|
.ds 1
|
||||||
|
;----------------------------------------------------
|
||||||
previousAngle
|
previousAngle
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
previousEnergyL
|
previousEnergyL
|
||||||
@@ -340,8 +381,6 @@ previousLeftRange
|
|||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
previousEnergyH
|
previousEnergyH
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
previousRightAngle
|
|
||||||
.DS [MaxPlayers]
|
|
||||||
RandBoundaryLow
|
RandBoundaryLow
|
||||||
.ds 2
|
.ds 2
|
||||||
RandBoundaryHigh
|
RandBoundaryHigh
|
||||||
@@ -349,39 +388,35 @@ RandBoundaryHigh
|
|||||||
AngleTablePointer
|
AngleTablePointer
|
||||||
.DS 1
|
.DS 1
|
||||||
singleRoundVarsEnd
|
singleRoundVarsEnd
|
||||||
;----------------------------------------------
|
;----------------------------------------------------
|
||||||
; 4x4 texts
|
; 4x4 texts
|
||||||
;----------------------------------------------
|
;----------------------------------------------------
|
||||||
LineAddress4x4
|
;LineAddress4x4 .DS 2
|
||||||
.DS 2
|
LineCharNr .DS 1
|
||||||
LineCharNr
|
;LineXdraw .DS 2
|
||||||
.DS 1
|
;LineYdraw .DS 1
|
||||||
LineXdraw
|
|
||||||
.DS 2
|
|
||||||
LineYdraw
|
|
||||||
.DS 1
|
|
||||||
|
|
||||||
;-----------
|
;-----------
|
||||||
ResultX
|
ResultX
|
||||||
.DS 2
|
.DS 2
|
||||||
ResultY
|
;ResultY .DS 1
|
||||||
.DS 1
|
|
||||||
ResultOfTankNr
|
ResultOfTankNr
|
||||||
.DS 1
|
.DS 1
|
||||||
|
|
||||||
;----------------------------
|
;----------------------------------------------------
|
||||||
;PutChar4x4
|
;PutChar4x4
|
||||||
|
;----------------------------------------------------
|
||||||
LoopCounter4x4 .DS 1
|
LoopCounter4x4 .DS 1
|
||||||
y4x4 .DS 1
|
y4x4 .DS 1
|
||||||
StoreA4x4 .DS 1
|
StoreA4x4 .DS 1
|
||||||
Xcounter4x4 .DS 1
|
Xcounter4x4 .DS 1
|
||||||
nibbler4x4 .DS 1
|
nibbler4x4 .DS 1
|
||||||
CharCode4x4 .DS 1
|
CharCode4x4 .DS 1
|
||||||
plot4x4color .DS 1 ;1-white, 0-background
|
;plot4x4color .DS 1 ;1-white, 0-background
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
variablesEnd
|
variablesEnd
|
||||||
;----------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
Executable → Regular
+1413
-762
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user