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@@ -0,0 +1,2 @@
|
||||
|
||||
*.bak
|
||||
@@ -8,14 +8,15 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
|
||||
|
||||
Contributors:
|
||||
Kaz - splash screen, ideas
|
||||
Adam - font, ideas
|
||||
Emkay - splash screen music
|
||||
Miker - game sfx, ideas
|
||||
Bocianu - important ideas, FujiNet implementation
|
||||
- Kaz - splash screen, ideas
|
||||
- Miker (@mikerro) - game sfx, ideas, QA
|
||||
- Adam (@6502adam) - font, ideas, QA
|
||||
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
||||
- Emkay - splash screen music
|
||||
|
||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert
|
||||
|
||||
You can contact us at pecus@poczta.fm or pirx@5oft.pl
|
||||
home page of this project is https://github.com/pkali/scorch_src
|
||||
|
||||
This source code was originally compiled under [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
|
||||
|
||||
@@ -31,12 +32,12 @@ Game source code is split into 5+4 parts:
|
||||
- display.asm - display lists and text screen definitions
|
||||
- ai.asm - artificial stupidity of computer opponents
|
||||
- weapons.asm - general arsenal of tankies
|
||||
- definitions.asm - label definitions, moved to make it work better with Altirra debug.
|
||||
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
||||
|
||||
We were trying to use as much macros and pseudo-ops as possible.
|
||||
They are defined in atari.hea and macro.hea files together with many atari constants. This way it should be relatively easy to port this code to e.g. C64
|
||||
We were trying to use macros, pseudo-ops and simple graphics primitives as much as possible.
|
||||
This way it should be relatively easy to port this code to e.g. C64
|
||||
|
||||
After those N years of working on this piece of code we are sure it would be much wiser to write it in C, Action! or MadPascal but on the other hand it is so much fun to type 150 chars where all you want to have y=ax+b :)
|
||||
After those N years of working on this piece of code we are sure it would be much wiser to write it in C, Action! or MadPascal but on the other hand it is so much fun to type 150 chars where all you want to have y=a*x+b :)
|
||||
|
||||
Originally most variables were in Polish, comments were sparse, but we wanted to release this piece of code to public.
|
||||
Because of being always short of time/energy (to finish the game) we decided it must go in 'English' to let other people work on it.
|
||||
@@ -46,10 +47,42 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
|
||||
|
||||
## Changes:
|
||||
|
||||
###### Build 138
|
||||
###### Build 142
|
||||
2022-05-30
|
||||
Late build. The bugs we tried to squelch turned out to be more difficult than usual. Some progress has been made though even if it is not yet visible.
|
||||
- 4x4 font rewritten by @Pecusx as a prep for Y standarization. It makes the messages to appear faster. This is a good change.
|
||||
- https://github.com/pkali/scorch_src/issues/5 and #80 fixed (again) - no funkybomb traces staying on the screen
|
||||
- https://github.com/pkali/scorch_src/issues/70 too strong Shooters fixed
|
||||
- https://github.com/pkali/scorch_src/issues/63 - tank say goodbye when (mostly) visible
|
||||
- several other small changes and improvements that will pay off in the following releases.
|
||||
|
||||
###### Build 141
|
||||
2022-05-22
|
||||
Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment.
|
||||
- https://github.com/pkali/scorch_src/issues/73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
|
||||
- https://github.com/pkali/scorch_src/issues/72 Screen glitches improved
|
||||
- https://github.com/pkali/scorch_src/issues/70 AI shoot with more force than their energy allows. We might still have to revise this one
|
||||
- https://github.com/pkali/scorch_src/issues/69 Explosions wrapping around the screen
|
||||
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after intro
|
||||
- https://github.com/pkali/scorch_src/issues/65 Saved ~90 bytes by removing cosinus table
|
||||
- https://github.com/pkali/scorch_src/issues/62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
|
||||
- https://github.com/pkali/scorch_src/issues/61 [SHIFT] was repeating the last key
|
||||
- https://github.com/pkali/scorch_src/issues/57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
|
||||
- https://github.com/pkali/scorch_src/issues/55 Glitches in the status bar. This one was surprisingly tough.
|
||||
|
||||
###### Build 140
|
||||
2022-05-15
|
||||
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now background color, "sky" and empty areas are in fact pixels. This allowed for introducing better tank colorization, fully devised and lead by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
|
||||
- few new sfx added (end of round, weapon change, soil eating weapons)
|
||||
- added colors to tank name and level selection screen
|
||||
- Bug https://github.com/pkali/scorch_src/issues/57 possibly alleviated by using TRIG0S instead of TRIG0. Please test - it did not show for me.
|
||||
Other unlisted minor bugs and typos fixed.
|
||||
"Nightly" version moved to `develop` branch. `master` will be updated with stablish and playablish builds only.
|
||||
|
||||
###### Build 139
|
||||
2022-05-09
|
||||
The post midnight release with great, heavy new features:
|
||||
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to Miker we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
|
||||
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
|
||||
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it from directly from the weapon store!
|
||||
- (fix) https://github.com/pkali/scorch_src/issues/53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices
|
||||
- (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now
|
||||
@@ -91,7 +124,7 @@ Other small fixes:
|
||||
2022-04-10
|
||||
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when missile is out of the screen
|
||||
- https://github.com/pkali/scorch_src/issues/33 - Poor AIs do not purchase non-working weapons
|
||||
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing from zero page LZSS routine by @dmsc
|
||||
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from zero page
|
||||
- https://github.com/pkali/scorch_src/issues/31 - STA WSYNC removed from missile flight delay
|
||||
- https://github.com/pkali/scorch_src/issues/30 - player level remembered between rounds, thx @KrzysRog
|
||||
- https://github.com/pkali/scorch_src/issues/5 - funkybomb smoke stays on the edges of the screen
|
||||
@@ -102,7 +135,7 @@ Other small fixes:
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to purchase screen. Still room to improvement!
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/22 Redesign information panel (top 2 lines of the game screen). Now game might make some sense for a newcomer :)
|
||||
- change: https://github.com/pkali/scorch_src/issues/28 remove white lines around out-of-the-screen point tracker. Now it is visible and looks better!
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @miker for the hint. Speed of the shell is configurable now, 5 speeds available.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. Speed of the shell is configurable now, 5 speeds available.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/27 Remember game settings between games.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/24 Remember player names between games. Thanks @bocianu
|
||||
|
||||
|
||||
@@ -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)
|
||||
@@ -33,7 +33,7 @@ loop
|
||||
ArtificialIntelligence .proc ;
|
||||
; A - skill of the TankNr
|
||||
; returns shoot energy and angle in
|
||||
; EnergyTable/L/H and AngleTable
|
||||
; ForceTable/L/H and AngleTable
|
||||
;----------------------------------------------
|
||||
asl
|
||||
tax
|
||||
@@ -77,24 +77,22 @@ Shooter .proc
|
||||
lda PreviousAngle,x
|
||||
clc
|
||||
adc #5
|
||||
bmi leftQuadrant
|
||||
bmi @+
|
||||
cmp #90
|
||||
bcc continue
|
||||
bcc @+
|
||||
lda #(-90)
|
||||
bne continue
|
||||
leftQuadrant
|
||||
|
||||
|
||||
|
||||
continue
|
||||
@
|
||||
sta NewAngle
|
||||
|
||||
|
||||
sec
|
||||
lda PreviousEnergyL,x
|
||||
sta EnergyTableL,x
|
||||
lda PreviousEnergyH,x
|
||||
sta EnergyTableH,x
|
||||
|
||||
sbc #5
|
||||
sta ForceTableL,x
|
||||
lda PreviousEnergyH,x
|
||||
sbc #0
|
||||
sta ForceTableH,x
|
||||
jmp endo
|
||||
|
||||
firstShoot
|
||||
; compare the x position with the middle of the screen
|
||||
lda xTanksTableL,x
|
||||
@@ -108,7 +106,6 @@ firstShoot
|
||||
and #$1F
|
||||
clc
|
||||
adc #5
|
||||
;lda #45
|
||||
|
||||
sta NewAngle
|
||||
jmp forceNow
|
||||
@@ -123,15 +120,17 @@ tankIsOnTheRight
|
||||
forceNow
|
||||
mwa #100 RandBoundaryLow
|
||||
mwa #800 RandBoundaryHigh
|
||||
ldx TankNr ;this is possibly not necessary
|
||||
jsr RandomizeForce
|
||||
|
||||
endo
|
||||
ldx TankNr ;this is possibly not necessary
|
||||
jsr RandomizeForce.LimitForce
|
||||
lda NewAngle
|
||||
sta PreviousAngle,x
|
||||
lda EnergyTableL,x
|
||||
lda ForceTableL,x
|
||||
sta PreviousEnergyL,x
|
||||
lda EnergyTableH,x
|
||||
lda ForceTableH,x
|
||||
sta PreviousEnergyH,x
|
||||
|
||||
; choose the best weapon
|
||||
@@ -214,6 +213,7 @@ skipThisPlayer
|
||||
forceNow
|
||||
mwa #300 RandBoundaryLow
|
||||
mwa #700 RandBoundaryHigh
|
||||
ldx TankNr
|
||||
jsr RandomizeForce
|
||||
|
||||
endo
|
||||
|
||||
+28
-3
@@ -45,11 +45,16 @@ regX .ds 1
|
||||
regY .ds 1
|
||||
; --- MAIN PROGRAM
|
||||
org $2000
|
||||
ant dta $F0
|
||||
ant dta $80
|
||||
dta $42,a(scr),$02,$02,$02,$02,$02,$02,$02,$02,$02,$82,$02,$02,$02,$02,$82
|
||||
dta $02,$02,$02,$82,$82,$82,$02,$82,$02,$02,$02,$82,$70
|
||||
dta $02,$02,$02,$82,$82,$82,$02,$82,$02,$02,$02,$82
|
||||
dta $42,a(verline)
|
||||
dta $41,a(ant)
|
||||
|
||||
verline
|
||||
:37 dta d" "
|
||||
build
|
||||
|
||||
scr ins "HIMARS14.scr"
|
||||
|
||||
.ds 2*40
|
||||
@@ -202,6 +207,19 @@ main
|
||||
|
||||
lda:cmp:req $14 ;wait 1 frame
|
||||
|
||||
; copy system font to $a000
|
||||
ldx #0
|
||||
@ lda $e000,x
|
||||
sta $a000,x
|
||||
;lda $e100,x ; i need digits only :]
|
||||
;sta $a100,x
|
||||
;lda $e200,x
|
||||
;sta $a200,x
|
||||
;lda $e300,x
|
||||
;sta $a300,x
|
||||
inx
|
||||
bne @-
|
||||
|
||||
sei ;stop IRQ interrupts
|
||||
mva #$00 nmien ;stop NMI interrupts
|
||||
sta dmactl
|
||||
@@ -249,6 +267,11 @@ stop
|
||||
@ sta POKEY,x
|
||||
dex
|
||||
bpl @-
|
||||
|
||||
;no glitching please (issue #67)
|
||||
lda #0
|
||||
sta $D400 ;dmactl
|
||||
sta $022F ;dmactls
|
||||
rts ;return to ... DOS
|
||||
|
||||
; --- DLI PROGRAM
|
||||
@@ -339,8 +362,10 @@ dli7
|
||||
dli11
|
||||
sta regA
|
||||
|
||||
lda #$01
|
||||
lda #>$a000 ; system font
|
||||
sta wsync ;line=232
|
||||
sta chbase
|
||||
lda #$01
|
||||
sta gtictl
|
||||
|
||||
lda regA
|
||||
|
||||
Executable → Regular
Executable → Regular
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.
Executable → Regular
Executable → Regular
Executable → Regular
Executable → Regular
+35
-118
@@ -5,13 +5,20 @@
|
||||
;===================================================================================
|
||||
;==========================CONSTANT TABLES, do not erase!===========================
|
||||
;===================================================================================
|
||||
TankColoursTable .BYTE $52,$32,$72,$92,$B2,$02
|
||||
TankColoursTable .BYTE $88,$cc,$38,$1c,$6a,$02
|
||||
TankStatusColoursTable .BYTE $80,$c0,$30,$10,$60,$00
|
||||
dliColorsBack
|
||||
:10 .by $02,$00
|
||||
dliColorsFore
|
||||
.by $0a
|
||||
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||
TextForegroundColor = $0c
|
||||
CashOptionL ;(one zero less than on the screen)
|
||||
.by 0,<200,<500,<800,<1000
|
||||
CashOptionH
|
||||
.by 0,>200,>500,>800,>1000
|
||||
GravityTable .by 10,20,25,30,40
|
||||
MaxWindTable .by 5,20,40,60,80
|
||||
MaxWindTable .by 5,20,40,70,99
|
||||
RoundsTable .by 10,20,30,40,50
|
||||
flyDelayTable .by 255,150,75,35,1
|
||||
seppukuTable .by 255, 45,25,15,9
|
||||
@@ -189,99 +196,6 @@ sintable
|
||||
.by 255
|
||||
.by 255 ;anti self destruction byte
|
||||
|
||||
costable
|
||||
.by 255 ;anti self destruction byte
|
||||
.by 255
|
||||
.by 255
|
||||
.by 255
|
||||
.by 255
|
||||
.by 255
|
||||
.by 254
|
||||
.by 254
|
||||
.by 253
|
||||
.by 252
|
||||
.by 252
|
||||
.by 251
|
||||
.by 250
|
||||
.by 249
|
||||
.by 248
|
||||
.by 247
|
||||
.by 246
|
||||
.by 244
|
||||
.by 243
|
||||
.by 242
|
||||
.by 240
|
||||
.by 238
|
||||
.by 237
|
||||
.by 235
|
||||
.by 233
|
||||
.by 232
|
||||
.by 230
|
||||
.by 228
|
||||
.by 226
|
||||
.by 223
|
||||
.by 221
|
||||
.by 219
|
||||
.by 217
|
||||
.by 214
|
||||
.by 212
|
||||
.by 209
|
||||
.by 207
|
||||
.by 204
|
||||
.by 201
|
||||
.by 198
|
||||
.by 196
|
||||
.by 193
|
||||
.by 190
|
||||
.by 187
|
||||
.by 184
|
||||
.by 181
|
||||
.by 177
|
||||
.by 174
|
||||
.by 171
|
||||
.by 167
|
||||
.by 164
|
||||
.by 161
|
||||
.by 157
|
||||
.by 154
|
||||
.by 150
|
||||
.by 146
|
||||
.by 143
|
||||
.by 139
|
||||
.by 135
|
||||
.by 131
|
||||
.by 128
|
||||
.by 124
|
||||
.by 120
|
||||
.by 116
|
||||
.by 112
|
||||
.by 108
|
||||
.by 104
|
||||
.by 100
|
||||
.by 95
|
||||
.by 91
|
||||
.by 87
|
||||
.by 83
|
||||
.by 79
|
||||
.by 74
|
||||
.by 70
|
||||
.by 66
|
||||
.by 61
|
||||
.by 57
|
||||
.by 53
|
||||
.by 48
|
||||
.by 44
|
||||
.by 40
|
||||
.by 35
|
||||
.by 31
|
||||
.by 26
|
||||
.by 22
|
||||
.by 17
|
||||
.by 13
|
||||
.by 8
|
||||
.by 4
|
||||
.by 0
|
||||
|
||||
linetableL
|
||||
:screenheight+1 .by <(display+screenBytes*#)
|
||||
linetableH
|
||||
@@ -569,6 +483,7 @@ WhereToSlideTable
|
||||
.BY %000 ; 11111111
|
||||
|
||||
EndOfTheBarrelX
|
||||
; right angles from 0 (vertically up) to 90 (horizontally to the right)
|
||||
.by 4,4,4,4,4,4,4,4,4,4,4
|
||||
.by 5,5,5,5,5,5,5,5,5,5
|
||||
.by 6,6,6,6,6,6,6,6,6
|
||||
@@ -578,15 +493,16 @@ EndOfTheBarrelX
|
||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7
|
||||
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7
|
||||
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0 ; not used
|
||||
|
||||
; left angles from 90 (horizontally to the left) to 1 (vertically up)
|
||||
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
@@ -597,6 +513,7 @@ EndOfTheBarrelX
|
||||
.by 3,3,3,3,3,3,3,3,3,3,3
|
||||
|
||||
EndOfTheBarrelY
|
||||
; right angles from 0 (vertically up) to 90 (horizontally to the right)
|
||||
.by 7,7,7,7,7,7,7,7,7,7,7
|
||||
.by 7,7,7,7,7,7,7,7,7,7
|
||||
.by 7,7,7,7,7,7,7,7,7
|
||||
@@ -606,15 +523,16 @@ EndOfTheBarrelY
|
||||
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
|
||||
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
||||
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0
|
||||
.by 0,0,0,0
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0,0,0,0,0,0,0 ; not used
|
||||
.by 0,0,0,0 ; not used
|
||||
|
||||
; left angles from 90 (horizontally to the left) to 1 (vertically up)
|
||||
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
||||
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
|
||||
.by 5,5,5,5,5,5,5,5,5,5
|
||||
@@ -698,7 +616,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Auto_Defense___
|
||||
.by >price_Fuel_Tank______
|
||||
.by >price_Contact_Trigger
|
||||
.by >price______________63
|
||||
.by >price_White_Flag_____
|
||||
|
||||
WeaponPriceL
|
||||
.by <price_Baby_Missile___
|
||||
@@ -764,7 +682,7 @@ WeaponPriceL
|
||||
.by <price_Auto_Defense___
|
||||
.by <price_Fuel_Tank______
|
||||
.by <price_Contact_Trigger
|
||||
.by <price______________63
|
||||
.by <price_White_Flag_____
|
||||
|
||||
;-------------------------------------------------
|
||||
; how many units (bulletd) of a given weapon we get for a given price
|
||||
@@ -836,7 +754,7 @@ WeaponUnits
|
||||
.by 1 ;Auto_Defense___
|
||||
.by 10 ;Fuel_Tank______
|
||||
.by 25 ;Contact_Trigger
|
||||
.by 0 ;_____________63
|
||||
.by 1 ;_____________63
|
||||
|
||||
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
;the comment is an index in the tables
|
||||
@@ -968,9 +886,10 @@ NamesOfWeapons ;the comment is an index in the tables
|
||||
dta d"Auto Defense " ; 60
|
||||
dta d"Fuel Tank " ; 61
|
||||
dta d"Contact Trigger " ; 62
|
||||
dta d"----------------" ; 63
|
||||
dta d"White Flag " ; 63
|
||||
weaponsOfDeath
|
||||
dta 0,1,2,3,7,8,9,15,16,17,18,19,20,21,22,23,24,25,26,27
|
||||
dta 1,2,3,7,15,16,17,18,19,20,21,22,23,24,25,26,27
|
||||
weaponsOfDeathEnd
|
||||
joyToKeyTable
|
||||
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
|
||||
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
|
||||
@@ -989,7 +908,5 @@ scrcodes
|
||||
dta d"qrstuvwx"
|
||||
dta d"yz123456"
|
||||
dta d"7890." ; "-"
|
||||
dliColors
|
||||
:10 .by $02,$00
|
||||
|
||||
.endif
|
||||
|
||||
+29
-29
@@ -74,35 +74,35 @@ price_Super_Mag______ = $ffff ;_59
|
||||
price_Auto_Defense___ = $ffff ;_60
|
||||
price_Fuel_Tank______ = $ffff ;_61
|
||||
price_Contact_Trigger = $ffff ;_62
|
||||
price______________63 = $ffff
|
||||
price_White_Flag_____ = $0 ;_63
|
||||
;--------------------------------
|
||||
; names of RMT instruments (sfx)
|
||||
;--------------------------------
|
||||
sfx_set_power_1 = $00
|
||||
sfx_set_power_2 = $01
|
||||
sfx_lightning = $02
|
||||
sfx_dunno = $03
|
||||
sfx_nuke = $04
|
||||
sfx_baby_missile= $05
|
||||
sfx_death_begin = $06
|
||||
sfx_plasma_1_2 = $07
|
||||
sfx_plasma_2_2 = $08
|
||||
sfx_napalm = $09
|
||||
sfx_dirt_charge = $0a
|
||||
sfx_missile_hit = $0b
|
||||
sfx_funky_hit = $0c
|
||||
sfx_shield_on = $0d
|
||||
sfx_shield_off = $0e
|
||||
sfx_parachute = $0f
|
||||
sfx_smoke_cloud = $10
|
||||
sfx_riot_blast = $11
|
||||
sfx_sandhog = $12
|
||||
sfx_dirt_chrg_s = $13
|
||||
sfx_digger = $14
|
||||
sfx_silencer = $15
|
||||
sfx_next_player = $16
|
||||
sfx_purchase = $17
|
||||
sfx_keyclick = $18
|
||||
sfx_shoot = $19
|
||||
sfx_seppuku = $1a
|
||||
sfx_liquid_dirt = $1b
|
||||
sfx_set_power_1 = $00 ;A
|
||||
sfx_set_power_2 = $01 ;b
|
||||
sfx_lightning = $02 ;c
|
||||
sfx_dunno = $03 ;d
|
||||
sfx_nuke = $04 ;e
|
||||
sfx_baby_missile= $05 ;f
|
||||
sfx_death_begin = $06 ;g
|
||||
sfx_plasma_1_2 = $07 ;h
|
||||
sfx_plasma_2_2 = $08 ;i
|
||||
sfx_napalm = $09 ;j
|
||||
sfx_dirt_charge = $0a ;k
|
||||
sfx_missile_hit = $0b ;l
|
||||
sfx_funky_hit = $0c ;m
|
||||
sfx_shield_on = $0d ;n
|
||||
sfx_shield_off = $0e ;o
|
||||
sfx_parachute = $0f ;p
|
||||
sfx_smoke_cloud = $10 ;q
|
||||
sfx_riot_blast = $11 ;r
|
||||
sfx_sandhog = $12 ;s
|
||||
sfx_dirt_chrg_s = $13 ;t
|
||||
sfx_digger = $14 ;u
|
||||
sfx_silencer = $15 ;v
|
||||
sfx_next_player = $16 ;w
|
||||
sfx_purchase = $17 ;x
|
||||
sfx_keyclick = $18 ;y
|
||||
sfx_shoot = $19 ;z
|
||||
sfx_seppuku = $1a ;1
|
||||
sfx_liquid_dirt = $1b ;2
|
||||
|
||||
Executable → Regular
+7
-7
@@ -40,8 +40,8 @@ NameDL
|
||||
.byte $42
|
||||
.word NameScreen
|
||||
.byte $30
|
||||
.byte $02,$30,$2
|
||||
.byte $10,2,2,2,$30,2,2
|
||||
.byte $02,$30+$80,$02
|
||||
.byte $10,$02,$02,$02,$30,$02,$02
|
||||
.byte $41
|
||||
.word NameDL
|
||||
; -------------------------------------------------
|
||||
@@ -142,7 +142,7 @@ WeaponsDescription
|
||||
EmptyLine
|
||||
dta d" "
|
||||
LastLine
|
||||
:40 dta $ff
|
||||
:40 dta $00
|
||||
; -------------------------------------------------
|
||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||
NameScreen
|
||||
@@ -154,7 +154,7 @@ NameAdr
|
||||
dta d" "
|
||||
NamesOfLevels
|
||||
dta d" HUMAN Moron Shooter "
|
||||
dta d" Poolshark Toosser Chooser "
|
||||
dta d" Poolshark Tosser Chooser "
|
||||
dta d" Spoiler Cyborg Unknown "
|
||||
dta d" "
|
||||
dta d"Tab"*
|
||||
@@ -166,10 +166,10 @@ NamesOfLevels
|
||||
textbuffer
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Player: "
|
||||
dta d"Energy: 99 Angle: <99> Force: 9999 "
|
||||
dta d" Round: 99 Wind: <99> "
|
||||
dta d"Energy: Angle: Force: "
|
||||
dta d" Round: Wind: "
|
||||
textbuffer2
|
||||
dta d"Player: ******** Cash: 99990 "
|
||||
dta d"Player: Cash: "
|
||||
dta d"----------------------------------------"
|
||||
|
||||
|
||||
|
||||
Executable → Regular
+205
-243
@@ -214,37 +214,20 @@ LineGoesLeft
|
||||
; line goes left - we are reversing X
|
||||
sbw xtempDRAW temp xdraw ; XI
|
||||
PutPixelinDraw
|
||||
jsr DrawJumpPad
|
||||
; end of the special PLOT for DRAW
|
||||
|
||||
; XI=XI+1
|
||||
; UNTIL XI=XK
|
||||
inw XI
|
||||
cpw XI XK
|
||||
jne DrawLoop
|
||||
|
||||
EndOfDraw
|
||||
mwa xtempDRAW xdraw
|
||||
mva ytempDRAW ydraw
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------JumpPad-------------
|
||||
DrawJumpPad
|
||||
jmp (DrawJumpAddr)
|
||||
Drawplot
|
||||
jmp plot
|
||||
DrawLen
|
||||
inw LineLength
|
||||
rts
|
||||
;-------------JumpPad-------------
|
||||
|
||||
DrawCheck .proc
|
||||
lda tracerflag
|
||||
ora SmokeTracerFlag
|
||||
; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
|
||||
bit drawFunction
|
||||
bpl @+
|
||||
inw LineLength
|
||||
bne ContinueDraw ; ==jmp
|
||||
@
|
||||
bvc @+
|
||||
DrawCheck
|
||||
lda tracerflag
|
||||
ora SmokeTracerFlag
|
||||
yestrace
|
||||
beq notrace
|
||||
jsr plot
|
||||
beq notrace
|
||||
jsr plot
|
||||
notrace
|
||||
;aftertrace
|
||||
lda HitFlag
|
||||
@@ -267,17 +250,34 @@ CheckCollisionDraw
|
||||
cmp (temp),y
|
||||
bcc StopHitChecking
|
||||
|
||||
mva #1 HitFlag
|
||||
mwa xdraw XHit
|
||||
mwa ydraw YHit
|
||||
|
||||
|
||||
lda (temp),y
|
||||
sec
|
||||
sbc #1
|
||||
sta YHit
|
||||
mva #0 YHit+1
|
||||
;mwa ydraw YHit
|
||||
mva #1 HitFlag
|
||||
StopHitChecking
|
||||
jmp ContinueDraw
|
||||
@
|
||||
jsr plot
|
||||
|
||||
ContinueDraw
|
||||
; XI=XI+1
|
||||
; UNTIL XI=XK
|
||||
inw XI
|
||||
cpw XI XK
|
||||
jne DrawLoop
|
||||
|
||||
EndOfDraw
|
||||
mwa xtempDRAW xdraw
|
||||
mva ytempDRAW ydraw
|
||||
rts
|
||||
.endp
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
circle .proc ;fxxxing good circle drawing :)
|
||||
.proc circle ;fxxxing good circle drawing :)
|
||||
;--------------------------------------------------
|
||||
;Turbo Basic source
|
||||
; R=30
|
||||
@@ -441,8 +441,9 @@ splot8 .proc
|
||||
;--------------------------------------------------
|
||||
clearscreen .proc
|
||||
;--------------------------------------------------
|
||||
lda #0
|
||||
tax
|
||||
|
||||
lda #$ff
|
||||
ldx #0
|
||||
@
|
||||
:31 sta display+($100*#),x
|
||||
sta display+$1e50,x ; this is so no space outside of the screen is cleared
|
||||
@@ -559,11 +560,10 @@ UnequalTanks
|
||||
bpl CheckNextTank
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
drawtanks
|
||||
;-------------------------------------------------
|
||||
|
||||
|
||||
;-------------------------------------------------
|
||||
.proc drawtanks
|
||||
;-------------------------------------------------
|
||||
lda tanknr
|
||||
pha
|
||||
ldx #$00
|
||||
@@ -580,8 +580,9 @@ DrawNextTank
|
||||
sta tankNr
|
||||
|
||||
rts
|
||||
.endp
|
||||
;---------
|
||||
drawtanknr
|
||||
.proc DrawTankNr
|
||||
ldx tanknr
|
||||
; let's check the energy
|
||||
lda eXistenZ,x
|
||||
@@ -629,7 +630,7 @@ DrawTankNrX
|
||||
rorw xbyte ; divide by 2 (carry does not matter)
|
||||
lda xbyte
|
||||
clc
|
||||
adc #$24 ; P/M to graphics offser
|
||||
adc #$24 ; P/M to graphics offset
|
||||
cpx #$4 ; 5th tank are joined missiles and offset is defferent
|
||||
bne NoMissile
|
||||
clc
|
||||
@@ -669,25 +670,27 @@ ZeroesToGo
|
||||
NoPlayerMissile
|
||||
DoNotDrawTankNr
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
drawmountains .proc
|
||||
.proc drawmountains
|
||||
;--------------------------------------------------
|
||||
|
||||
mwa #0 xdraw
|
||||
mwa #mountaintable modify
|
||||
|
||||
mva #1 color
|
||||
|
||||
drawmountainsloop
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
cmp #screenheight
|
||||
beq NoMountain
|
||||
sta ydraw
|
||||
jsr DrawLine
|
||||
NoMountain
|
||||
inw modify
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
bne drawmountainsloop
|
||||
|
||||
rts
|
||||
;--------------------------------------------------
|
||||
drawmountainspixel
|
||||
@@ -709,7 +712,7 @@ drawmountainspixelloop
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
SoilDown2 .proc
|
||||
.proc SoilDown2
|
||||
;--------------------------------------------------
|
||||
|
||||
; how it is supposed to work:
|
||||
@@ -837,8 +840,9 @@ ColumnIsReady
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
calculatemountains .proc
|
||||
.proc calculatemountains
|
||||
;--------------------------------------------------
|
||||
mwa #0 xdraw
|
||||
|
||||
@@ -940,15 +944,15 @@ EndDrawing
|
||||
.endp
|
||||
; ****************************************************
|
||||
;--------------------------------------------------
|
||||
calculatemountains0 .proc
|
||||
; Only for testing - makes ground flat (one pixel)
|
||||
.proc calculatemountains0
|
||||
; Only for testing - makes ground flat (0 pixels)
|
||||
; and places tanks on it
|
||||
; remember to remove in final compilation :)
|
||||
;--------------------------------------------------
|
||||
mwa #0 xdraw
|
||||
nextPointDrawing
|
||||
adw xdraw #mountaintable modify
|
||||
lda #screenheight-1
|
||||
lda #screenheight
|
||||
ldy #0
|
||||
sta (modify),y
|
||||
inw xdraw
|
||||
@@ -957,15 +961,16 @@ nextPointDrawing
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
SetYofNextTank
|
||||
lda #screenheight-2
|
||||
lda #screenheight-1
|
||||
sta ytankstable,x
|
||||
dex
|
||||
bpl SetYofNextTank
|
||||
rts
|
||||
.endp
|
||||
; ****************************************************
|
||||
|
||||
; -----------------------------------------
|
||||
unPlot .proc
|
||||
.proc unPlot
|
||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||
; -----------------------------------------
|
||||
ldx #0 ; only one pixel
|
||||
@@ -1021,7 +1026,7 @@ MakeUnPlot
|
||||
|
||||
|
||||
lda color
|
||||
beq ClearUnPlot
|
||||
bne ClearUnPlot
|
||||
|
||||
;plotting here
|
||||
lda (xbyte),y
|
||||
@@ -1033,7 +1038,7 @@ ClearUnPlot
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
and bittable2,x
|
||||
; sta (xbyte),y
|
||||
sta (xbyte),y
|
||||
ContinueUnPlot
|
||||
ldx WhichUnPlot
|
||||
lda OldOraTemp
|
||||
@@ -1068,8 +1073,9 @@ SkipThisPlot
|
||||
EndOfUnPlot
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -----------------------------------------
|
||||
plot .proc ;plot (xdraw, ydraw, color)
|
||||
.proc plot ;plot (xdraw, ydraw, color)
|
||||
; color == 1 --> put pixel
|
||||
; color == 0 --> erase pixel
|
||||
; this is one of the most important routines in the whole
|
||||
@@ -1102,11 +1108,7 @@ MakePlot
|
||||
lsr
|
||||
lsr
|
||||
tay ;save
|
||||
;---
|
||||
|
||||
|
||||
|
||||
|
||||
;---
|
||||
ldx ydraw
|
||||
lda linetableL,x
|
||||
sta xbyte
|
||||
@@ -1115,7 +1117,7 @@ MakePlot
|
||||
|
||||
ldx ybit
|
||||
lda color
|
||||
beq ClearPlot
|
||||
bne ClearPlot
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable,x
|
||||
@@ -1128,17 +1130,16 @@ ClearPlot
|
||||
sta (xbyte),y
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -----------------------------------------
|
||||
point .proc
|
||||
.proc point
|
||||
; -----------------------------------------
|
||||
; checks state of the pixel (coordinates in xdraw and ydraw)
|
||||
; result is in A (zero or appropriate bit is set)
|
||||
|
||||
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
mwa xdraw xbyte
|
||||
|
||||
|
||||
lda xbyte
|
||||
and #$7
|
||||
sta ybit
|
||||
@@ -1150,9 +1151,7 @@ point .proc
|
||||
lsr
|
||||
lsr
|
||||
tay ;save
|
||||
|
||||
;---
|
||||
|
||||
;---
|
||||
ldx ydraw
|
||||
lda linetableL,x
|
||||
sta xbyte
|
||||
@@ -1163,37 +1162,36 @@ point .proc
|
||||
|
||||
lda (xbyte),y
|
||||
and bittable,x
|
||||
eor bittable,x
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
DrawLine .proc
|
||||
.proc DrawLine
|
||||
;--------------------------------------------------
|
||||
mva #0 ydraw+1
|
||||
lda #screenheight
|
||||
sec
|
||||
sbc ydraw
|
||||
sta tempbyte01
|
||||
jsr plot
|
||||
jsr plot.MakePlot
|
||||
;rts
|
||||
jmp IntoDraw ; jumps inside Draw routine
|
||||
; because one pixel is already plotted
|
||||
; because one pixel is already plotted
|
||||
|
||||
|
||||
loopdraw
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable,x
|
||||
sta (xbyte),y
|
||||
IntoDraw adw xbyte #screenBytes
|
||||
|
||||
dec tempbyte01
|
||||
bne loopdraw
|
||||
@
|
||||
lda (xbyte),y
|
||||
and bittable2,x
|
||||
sta (xbyte),y
|
||||
IntoDraw
|
||||
adw xbyte #screenBytes
|
||||
dec tempbyte01
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
;
|
||||
|
||||
; ------------------------------------------
|
||||
TypeChar .proc
|
||||
.proc TypeChar
|
||||
; puts char on the graphics screen
|
||||
; in: CharCode
|
||||
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
|
||||
@@ -1214,8 +1212,9 @@ TypeChar .proc
|
||||
ldy #7
|
||||
CopyChar
|
||||
lda (fontind),y
|
||||
eor #$ff
|
||||
sta char1,y
|
||||
lda #$00
|
||||
lda #$ff
|
||||
sta char2,y
|
||||
dey
|
||||
bpl CopyChar
|
||||
@@ -1224,8 +1223,9 @@ CopyChar
|
||||
ldy #7
|
||||
CopyMask
|
||||
lda (fontind),y
|
||||
eor #$ff
|
||||
sta mask1,y
|
||||
lda #$ff
|
||||
lda #$00
|
||||
sta mask2,y
|
||||
dey
|
||||
bpl CopyMask
|
||||
@@ -1240,7 +1240,6 @@ CopyMask
|
||||
lsrw xbyte ; div 8
|
||||
rorw xbyte
|
||||
rorw xbyte
|
||||
|
||||
;---
|
||||
ldy xbyte
|
||||
|
||||
@@ -1257,53 +1256,22 @@ CopyMask
|
||||
ldx ybit
|
||||
beq MaskOK00
|
||||
MakeMask00
|
||||
sec
|
||||
ror mask1
|
||||
ror mask2
|
||||
sec
|
||||
ror mask1+1
|
||||
ror mask2+1
|
||||
sec
|
||||
ror mask1+2
|
||||
ror mask2+2
|
||||
sec
|
||||
ror mask1+3
|
||||
ror mask2+3
|
||||
sec
|
||||
ror mask1+4
|
||||
ror mask2+4
|
||||
sec
|
||||
ror mask1+5
|
||||
ror mask2+5
|
||||
sec
|
||||
ror mask1+6
|
||||
ror mask2+6
|
||||
sec
|
||||
ror mask1+7
|
||||
ror mask2+7
|
||||
lsr char1
|
||||
ror char2
|
||||
ror char1+1
|
||||
ror char2+1
|
||||
ror char1+2
|
||||
ror char2+2
|
||||
ror char1+3
|
||||
ror char2+3
|
||||
ror char1+4
|
||||
ror char2+4
|
||||
ror char1+5
|
||||
ror char2+5
|
||||
ror char1+6
|
||||
ror char2+6
|
||||
ror char1+7
|
||||
ror char2+7
|
||||
.rept 8
|
||||
lsr mask1+#
|
||||
ror mask2+#
|
||||
.endr
|
||||
.rept 8
|
||||
sec
|
||||
ror char1+#
|
||||
ror char2+#
|
||||
.endr
|
||||
dex
|
||||
bne MakeMask00
|
||||
MaskOK00
|
||||
; here x=0
|
||||
lda Erase
|
||||
beq CharLoopi ; it works, because x=0
|
||||
lda #0
|
||||
lda #$ff
|
||||
ldx #7
|
||||
EmptyChar
|
||||
sta char1,x
|
||||
@@ -1313,145 +1281,139 @@ EmptyChar
|
||||
ldx #0
|
||||
CharLoopi
|
||||
lda (xbyte),y
|
||||
and mask1,x
|
||||
ora char1,x
|
||||
ora mask1,x
|
||||
and char1,x
|
||||
sta (xbyte),y
|
||||
iny
|
||||
lda (xbyte),y
|
||||
and mask2,x
|
||||
ora char2,x
|
||||
ora mask2,x
|
||||
and char2,x
|
||||
sta (xbyte),y
|
||||
dey
|
||||
adw xbyte #screenBytes
|
||||
inx
|
||||
cpx #8
|
||||
bne CharLoopi
|
||||
EndPutChar
|
||||
rts
|
||||
.endp
|
||||
|
||||
; ------------------------------------------
|
||||
PutChar4x4 .proc ;puts 4x4 pixels char on the graphics screen
|
||||
; in: xdraw, ydraw (upper left corner of the char)
|
||||
.proc PutChar4x4
|
||||
; puts 4x4 pixels char on the graphics screen
|
||||
; in: xdraw, ydraw (LOWER left corner of the char)
|
||||
; in: CharCode4x4 (.sbyte)
|
||||
; in: plot4x4color (0/1)
|
||||
; all pixels are being drawn
|
||||
; (empty and not empty)
|
||||
;--------------------------------------------------
|
||||
lda plot4x4color
|
||||
sta color
|
||||
|
||||
|
||||
; calculating address of the first byte
|
||||
mva #4 LoopCounter4x4
|
||||
; cpw ydraw #(screenheight-4)
|
||||
; jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; cpw xdraw #(screenwidth-4)
|
||||
; jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; checks ommited.
|
||||
lda plot4x4color
|
||||
beq FontColor0
|
||||
lda #$ff ; better option to check (plot4x4color = $00 or $ff)
|
||||
sta plot4x4color
|
||||
FontColor0
|
||||
; char to the table
|
||||
lda CharCode4x4
|
||||
and #1
|
||||
beq Upper4bits
|
||||
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
|
||||
Upper4bits
|
||||
sta nibbler4x4
|
||||
lda CharCode4x4
|
||||
ror
|
||||
; in carry there is which nibble of the byte is to be taken
|
||||
clc
|
||||
adc #(3*32)
|
||||
sta y4x4
|
||||
nextline4x4
|
||||
mva #4 Xcounter4x4
|
||||
ldy y4x4
|
||||
lda font4x4,y ;there was a problem with OMC here, but it works now
|
||||
lsr
|
||||
sta fontind
|
||||
lda #$00
|
||||
sta fontind+1
|
||||
|
||||
adw fontind #font4x4
|
||||
|
||||
ldx nibbler4x4
|
||||
beq uppernibble
|
||||
; and 4 bytes to the table
|
||||
ldy #0
|
||||
ldx #3
|
||||
CopyChar
|
||||
lda (fontind),y ; Y must be 0 !!!!
|
||||
bit nibbler4x4
|
||||
bpl GetUpper4bits
|
||||
:4 rol
|
||||
GetUpper4bits
|
||||
ora #$0f
|
||||
sta char1,x
|
||||
lda #$ff
|
||||
sta char2,x
|
||||
; and 4 bytes as a mask
|
||||
lda #$f0
|
||||
sta mask1,x
|
||||
lda #$00
|
||||
sta mask2,x
|
||||
adw fontind #32 ; next byte of 4x4 font
|
||||
dex
|
||||
bpl CopyChar
|
||||
|
||||
asl
|
||||
asl
|
||||
asl
|
||||
asl
|
||||
uppernibble
|
||||
rol
|
||||
sta StoreA4x4
|
||||
bcs EmptyPixel ; the font I drawn is in inverse ...
|
||||
;lda plot4x4color ;these lines are not necessary
|
||||
;sta color ;if a plots are one color only
|
||||
jsr plot
|
||||
;jmp Loop4x4Continued
|
||||
EmptyPixel
|
||||
;lda #1 ;reverse color (color==1-color)
|
||||
;sec
|
||||
;sbc plot4x4color
|
||||
;sta color
|
||||
;jsr plot
|
||||
;this is turned off for speed
|
||||
;anyway we assume the text is being drawn
|
||||
;over an empty space
|
||||
Loop4x4Continued
|
||||
inw xdraw
|
||||
lda StoreA4x4
|
||||
dec Xcounter4x4
|
||||
ldx Xcounter4x4
|
||||
bne uppernibble
|
||||
; here we have on screen one line of the char
|
||||
inw ydraw
|
||||
sbw xdraw #4
|
||||
sbw y4x4 #32
|
||||
dec:lda LoopCounter4x4
|
||||
bne nextline4x4
|
||||
; calculating coordinates from xdraw and ydraw
|
||||
mwa xdraw xbyte
|
||||
|
||||
rts
|
||||
.endp
|
||||
; ------------------------------------------
|
||||
PutChar4x4FULL .proc;
|
||||
;this routine works just like PutChar4x4,
|
||||
;but this time all pixels are being drawn
|
||||
;(empty and not empty)
|
||||
;--------------------------------------------------
|
||||
lda xbyte
|
||||
and #$7
|
||||
sta ybit
|
||||
|
||||
; calculating address of the first byte
|
||||
mva #4 LoopCounter4x4
|
||||
lda CharCode4x4
|
||||
and #1
|
||||
sta nibbler4x4
|
||||
lda CharCode4x4
|
||||
ror
|
||||
; in carry there is which nibble of the byte is to be taken clc
|
||||
clc
|
||||
adc #(3*32)
|
||||
sta y4x4
|
||||
nextline4x4FULL
|
||||
mva #4 Xcounter4x4
|
||||
ldy y4x4
|
||||
lda font4x4,y
|
||||
|
||||
ldx nibbler4x4
|
||||
beq uppernibbleFULL
|
||||
|
||||
asl
|
||||
asl
|
||||
asl
|
||||
asl
|
||||
uppernibbleFULL
|
||||
rol
|
||||
sta StoreA4x4
|
||||
bcs EmptyPixelFULL
|
||||
lda plot4x4color ;these lines are not necessary
|
||||
sta color ;if a plots are one color only
|
||||
jsr plot
|
||||
jmp Loop4x4ContinuedFULL
|
||||
EmptyPixelFULL
|
||||
lda #1 ;reverse color (color==1-color)
|
||||
lsrw xbyte ; div 8
|
||||
rorw xbyte
|
||||
rorw xbyte
|
||||
;---
|
||||
ldy xbyte
|
||||
lda ydraw ; y = y - 3 because left lower.
|
||||
sec
|
||||
sbc plot4x4color
|
||||
sta color
|
||||
jsr plot
|
||||
;this is turned on now
|
||||
;of course it is slower
|
||||
|
||||
Loop4x4ContinuedFULL
|
||||
inw xdraw
|
||||
lda StoreA4x4
|
||||
dec Xcounter4x4
|
||||
ldx Xcounter4x4
|
||||
bne uppernibbleFULL
|
||||
; here we have on screen one line of the char
|
||||
inw ydraw
|
||||
sbw xdraw #4
|
||||
sbw y4x4 #32 ; why? possibly because of width of the 4x4 font
|
||||
dec:lda LoopCounter4x4
|
||||
bne nextline4x4FULL
|
||||
sbc #3
|
||||
tax
|
||||
|
||||
lda linetableL,x
|
||||
sta xbyte
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
; mask preparation and character shifting
|
||||
ldx ybit
|
||||
beq MaskOK01
|
||||
MakeMask01
|
||||
.rept 4
|
||||
lsr mask1+#
|
||||
ror mask2+#
|
||||
.endr
|
||||
.rept 4
|
||||
sec
|
||||
ror char1+#
|
||||
ror char2+#
|
||||
.endr
|
||||
dex
|
||||
bne MakeMask01
|
||||
MaskOK01
|
||||
ldx #0
|
||||
CharLoopi4x4
|
||||
lda (xbyte),y
|
||||
ora mask1,x
|
||||
bit plot4x4color
|
||||
bpl PutInColor0_1 ; only mask - no char
|
||||
and char1,x
|
||||
PutInColor0_1
|
||||
sta (xbyte),y
|
||||
iny
|
||||
lda (xbyte),y
|
||||
ora mask2,x
|
||||
bit plot4x4color
|
||||
bpl PutInColor0_2 ; only mask - no char
|
||||
and char2,x
|
||||
PutInColor0_2
|
||||
sta (xbyte),y
|
||||
dey
|
||||
adw xbyte #screenBytes
|
||||
inx
|
||||
cpx #4
|
||||
bne CharLoopi4x4
|
||||
EndPut4x4
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
@@ -76,6 +76,9 @@
|
||||
.MACRO WAIT
|
||||
; WAIT
|
||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||
lda CONSOL
|
||||
cmp #6 ; START KEY
|
||||
beq ?nowait
|
||||
LDA VCOUNT
|
||||
ldy vcount
|
||||
?WA cpy VCOUNT
|
||||
@@ -83,6 +86,7 @@
|
||||
?wframe
|
||||
cmp vcount
|
||||
bne ?wframe
|
||||
?nowait
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.macro negw
|
||||
|
||||
+180
-144
@@ -3,7 +3,7 @@
|
||||
;---------------------------------------------------
|
||||
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||
;Warsaw 2000,2001,2002,2003,2009,2012,2013
|
||||
;Miami 2022
|
||||
;Miami&Warsaw 2022
|
||||
;you can contact us at pecus@poczta.fm or pirx@5oft.pl
|
||||
;home page of this project is https://github.com/pkali/scorch_src
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
;we decided it must go in 'English' to let other people work on it
|
||||
|
||||
.macro build
|
||||
dta d"139" ; number of this build (3 bytes)
|
||||
dta d"142" ; number of this build (3 bytes)
|
||||
.endm
|
||||
|
||||
icl 'definitions.asm'
|
||||
@@ -116,54 +116,35 @@ START
|
||||
|
||||
; Startup sequence
|
||||
jsr Initialize
|
||||
VMAIN VBLinterrupt,6 ; jsr SetVBL
|
||||
|
||||
mwa #OptionsDL dlptrs
|
||||
lda dmactls
|
||||
and #$fc
|
||||
ora #$02 ; normal screen width
|
||||
sta dmactls
|
||||
|
||||
|
||||
jsr Options ;startup screen
|
||||
lda escFlag
|
||||
bne START
|
||||
|
||||
;entering names of players
|
||||
mwa #NameDL dlptrs
|
||||
lda dmactls
|
||||
and #$fc
|
||||
ora #$01 ; narrow screen (32 chars)
|
||||
sta dmactls
|
||||
|
||||
mva #0 TankNr
|
||||
|
||||
@ jsr EnterPlayerName
|
||||
inc TankNr
|
||||
lda TankNr
|
||||
cmp NumberOfPlayers
|
||||
bne @-
|
||||
|
||||
mwa #dl dlptrs
|
||||
lda dmactls
|
||||
and #$fc
|
||||
ora #$02 ; normal screen width
|
||||
sta dmactls
|
||||
|
||||
jsr EnterPlayerNames
|
||||
jsr RandomizeSequence
|
||||
; for the round #1 shooting sequence is random
|
||||
|
||||
MainGameLoop
|
||||
VDLI DLIinterrupt ; jsr SetDLI
|
||||
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
|
||||
|
||||
jsr CallPurchaseForEveryTank
|
||||
|
||||
mwa #dl dlptrs
|
||||
|
||||
; issue #72 (glitches when switches)
|
||||
mva #0 dmactl
|
||||
lda dmactls
|
||||
and #$fc
|
||||
ora #$02 ; 2=normal, 3 = wide screen width
|
||||
;ora #$02 ; 2=normal, 3 = wide screen width, 0 = no screen
|
||||
sta dmactls
|
||||
|
||||
|
||||
jsr GetRandomWind
|
||||
|
||||
jsr Round
|
||||
jsr RoundInit
|
||||
|
||||
jsr MainRoundLoop
|
||||
mva #0 TankNr ;
|
||||
|
||||
jsr SortSequence
|
||||
|
||||
@@ -180,15 +161,7 @@ MainGameLoop
|
||||
; Results are number of other deaths
|
||||
; before the player dies itself
|
||||
|
||||
; add gains and substract losses
|
||||
; gain is what player gets for lost energy of opponents
|
||||
; energy lost by opponents is added during Round and
|
||||
; little below in source, multiplied by 2 to get "dollars".
|
||||
; By analogy, loss is energy that given player losses during
|
||||
; each Round.
|
||||
; Important! If player has 10 energy and gets a central hit
|
||||
; from nuke that would take 90 energy points, his loss
|
||||
; is 90, not 10
|
||||
|
||||
jsr DisplayResults
|
||||
|
||||
;check demo mode
|
||||
@@ -209,6 +182,16 @@ noKey
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
CalculateGains
|
||||
; add gains and substract losses
|
||||
; gain is what player gets for lost energy of opponents
|
||||
; energy lost by opponents is added during Round and
|
||||
; little below in source, multiplied by 2 to get "dollars".
|
||||
; By analogy, loss is energy that given player losses during
|
||||
; each Round.
|
||||
; Important! If player has 10 energy and gets a central hit
|
||||
; from nuke that would take 90 energy points, his loss
|
||||
; is 90, not 10
|
||||
|
||||
; add gain * 2
|
||||
asl gainL,x
|
||||
rol gainH,x
|
||||
@@ -249,13 +232,14 @@ skipzeroing
|
||||
lda GameIsOver
|
||||
jne START
|
||||
|
||||
|
||||
inc CurrentRoundNr
|
||||
mva #0 dmactl ; issue #72
|
||||
mva #sfx_silencer sfx_effect
|
||||
jmp MainGameLoop
|
||||
|
||||
|
||||
;--------------------------------------------------
|
||||
Round .proc ;
|
||||
.proc RoundInit
|
||||
;--------------------------------------------------
|
||||
; at the beginning of each Round we set energy
|
||||
; of all players to 99
|
||||
@@ -264,16 +248,16 @@ Round .proc ;
|
||||
; the shooting angle is randomized
|
||||
; of course gains an looses are zeroed
|
||||
|
||||
jsr StatusDisplay
|
||||
;jsr StatusDisplay
|
||||
lda #0
|
||||
tax
|
||||
@
|
||||
sta previousAngle,x
|
||||
sta singleRoundVars,x
|
||||
inx
|
||||
cpx #(singleRoundVarsEnd-PreviousAngle)
|
||||
cpx #(singleRoundVarsEnd-singleRoundVars)
|
||||
bne @-
|
||||
|
||||
ldx #5
|
||||
ldx #(MaxPlayers-1)
|
||||
SettingEnergies
|
||||
lda #$00
|
||||
sta gainL,x
|
||||
@@ -286,20 +270,20 @@ SettingEnergies
|
||||
sta LASTeXistenZ,x
|
||||
; anything in eXistenZ table means that this tank exist
|
||||
; in the given round
|
||||
lda #232
|
||||
sta MaxEnergyTableL,x
|
||||
lda #3
|
||||
sta MaxEnergyTableH,x
|
||||
lda #94
|
||||
sta EnergyTableL,x
|
||||
lda #1
|
||||
sta EnergyTableH,x
|
||||
lda #<1000
|
||||
sta MaxForceTableL,x
|
||||
lda #>1000
|
||||
sta MaxForceTableH,x
|
||||
lda #<350
|
||||
sta ForceTableL,x
|
||||
lda #>350
|
||||
sta ForceTableH,x
|
||||
|
||||
;lda #(255-45)
|
||||
;it does not look good when all tanks have
|
||||
;barrels pointing the same direction
|
||||
;so it would be nice to have more or less random
|
||||
;angles
|
||||
|
||||
jsr RandomizeAngle
|
||||
sta AngleTable,x
|
||||
|
||||
@@ -313,18 +297,27 @@ SettingEnergies
|
||||
jsr PMoutofScreen ;let P/M disappear
|
||||
jsr clearscreen ;let the screen be clean
|
||||
jsr placetanks ;let the tanks be evenly placed
|
||||
jsr calculatemountains ;let mountains be nice for the eye
|
||||
; jsr calculatemountains0 ;only fort tests - makes mountains flat and one pixel height
|
||||
jsr calculatemountains ;let mountains be easy for the eye
|
||||
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
|
||||
|
||||
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||
lda dmactls
|
||||
and #$fc
|
||||
ora #$02 ; 2=normal, 3 = wide screen width
|
||||
sta dmactls
|
||||
|
||||
|
||||
jsr drawmountains ;draw them
|
||||
jsr drawtanks ;finally draw tanks
|
||||
|
||||
.endp ; not really end of the procedure, but just for now. TODO: revisit.
|
||||
|
||||
;--------------------round screen is ready---------
|
||||
|
||||
mva #0 TankSequencePointer
|
||||
;--------------------round screen is ready---------
|
||||
rts
|
||||
.endp
|
||||
|
||||
MainRoundLoop
|
||||
;--------------------------------------------------
|
||||
.proc MainRoundLoop
|
||||
; here we must check if by a chance there is only one
|
||||
; tank with energy greater than 0 left
|
||||
|
||||
@@ -395,7 +388,7 @@ DoNotFinishTheRound
|
||||
|
||||
mva #1 color ;to display flying point
|
||||
|
||||
lda TankColoursTable,x
|
||||
lda TankStatusColoursTable,x
|
||||
sta colpf2s ; set color of status line
|
||||
|
||||
lda SkillTable,x
|
||||
@@ -481,20 +474,19 @@ missed
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
NextPlayerShoots
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
;mva #1 Erase
|
||||
;jsr drawtanks
|
||||
|
||||
;before it shoots, the eXistenZ table must be
|
||||
;updated accordingly to actual energy (was forgotten, sorry to ourselves)
|
||||
|
||||
ldx #5
|
||||
ldx #(MaxPlayers-1)
|
||||
SeteXistenZ
|
||||
lda Energy,x
|
||||
sta eXistenZ,x
|
||||
sta L1
|
||||
|
||||
;DATA L1,L2
|
||||
;RESULT WH*256+L1
|
||||
;Multiplication 8bit*8bit,
|
||||
;result 16bit
|
||||
;this algiorithm is a little longer than in Ruszczyc 6502 book
|
||||
@@ -508,32 +500,29 @@ LP0
|
||||
ROR L1
|
||||
BCC B0
|
||||
CLC
|
||||
ADC #10 ; multiplication by 10
|
||||
ADC #10 ; (L2) multiplication by 10
|
||||
B0 DEY
|
||||
BNE LP0
|
||||
ror
|
||||
ROR L1
|
||||
STA MaxEnergyTableH,x
|
||||
STA MaxForceTableH,x
|
||||
lda L1
|
||||
sta MaxEnergyTableL,x
|
||||
sta MaxForceTableL,x
|
||||
|
||||
dex
|
||||
bpl SeteXistenZ
|
||||
|
||||
;was setup of maximum energy for players
|
||||
|
||||
mva #0 Erase
|
||||
jsr drawtanks
|
||||
;mva #0 Erase
|
||||
;jsr drawtanks
|
||||
|
||||
;inc TankNr
|
||||
;lda TankNr
|
||||
inc:lda TankSequencePointer
|
||||
cmp NumberOfPlayers
|
||||
bne PlayersAgain
|
||||
;mva 0 TankNr
|
||||
mva #0 TankSequencePointer
|
||||
|
||||
PlayersAgain .proc
|
||||
PlayersAgain
|
||||
|
||||
; In LASTeXistenZ there are values of eXistenZ before shoot
|
||||
; from the next tank.
|
||||
@@ -564,20 +553,28 @@ NoPlayerNoDeath
|
||||
bpl CheckingPlayersDeath
|
||||
; if processor is here it means there are no more explosions
|
||||
jmp MainRoundLoop
|
||||
.endp
|
||||
.endp
|
||||
|
||||
;---------------------------------
|
||||
.proc Seppuku
|
||||
lda #0
|
||||
sta FallDown1
|
||||
sta FallDown2
|
||||
lda #1
|
||||
sta ydraw+1
|
||||
; get position of the tank
|
||||
ldx TankNr
|
||||
lda xtankstableL,x
|
||||
sta xdraw
|
||||
lda xtankstableH,x
|
||||
sta xdraw+1
|
||||
lda yTanksTable,x
|
||||
sta ydraw
|
||||
lda #1 ; Missile
|
||||
jsr ExplosionDirect
|
||||
jmp continueMainRoundLoopAfterSeppuku
|
||||
jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
|
||||
.endp
|
||||
;---------------------------------
|
||||
PlayerXdeath .proc
|
||||
|
||||
.proc PlayerXdeath
|
||||
|
||||
; this tank should not explode anymore:
|
||||
; there is 0 in A, and Tank Number in X, so...
|
||||
@@ -600,11 +597,8 @@ PlayerXdeath .proc
|
||||
adc ResultsTable,x
|
||||
sta ResultsTable,x
|
||||
inc CurrentResult
|
||||
.endp
|
||||
|
||||
|
||||
mva #sfx_death_begin sfx_effect
|
||||
|
||||
;RandomizeDeffensiveText
|
||||
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
||||
sta TextNumberOff
|
||||
@@ -619,8 +613,6 @@ PlayerXdeath .proc
|
||||
mva #0 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
|
||||
|
||||
; calculate position of the explosion (the post-death one)
|
||||
ldx TankTempY
|
||||
clc
|
||||
@@ -653,12 +645,12 @@ PlayerXdeath .proc
|
||||
MetodOfDeath
|
||||
lda random
|
||||
and #%00011111 ; range 0-31
|
||||
cmp #20 ; we have 20 weapons in table (from 0 to 19)
|
||||
cmp #(weaponsOfDeathEnd-weaponsOfDeath) ; we have 20 weapons in table (from 0 to 19)
|
||||
bcs MetodOfDeath
|
||||
tay
|
||||
lda weaponsOfDeath,y
|
||||
jsr ExplosionDirect
|
||||
mva #$15 sfx_effect
|
||||
mva #sfx_silencer sfx_effect
|
||||
|
||||
|
||||
; jump to after explosion routines (soil fallout, etc.)
|
||||
@@ -667,10 +659,11 @@ MetodOfDeath
|
||||
; a deadly shot here again.
|
||||
|
||||
|
||||
jmp AfterExplode
|
||||
jmp MainRoundLoop.AfterExplode
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
DecreaseEnergyX .proc
|
||||
.proc DecreaseEnergyX
|
||||
;Decreases energy of player nr X
|
||||
;increases his financial loss
|
||||
;increases gain of tank TankNr
|
||||
@@ -756,7 +749,7 @@ loop05
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
Initialize .proc
|
||||
.proc Initialize
|
||||
;Initialization sequence
|
||||
;--------------------------------------------------
|
||||
deletePtr = temp
|
||||
@@ -765,7 +758,7 @@ deletePtr = temp
|
||||
sta Erase
|
||||
sta tracerflag
|
||||
sta GameIsOver
|
||||
|
||||
sta escFlag
|
||||
|
||||
; clean variables
|
||||
tay
|
||||
@@ -784,8 +777,8 @@ deletePtr = temp
|
||||
jsr WeaponCleanup
|
||||
|
||||
|
||||
mva #$2 colpf2s
|
||||
mva #12 colpf3s
|
||||
mva #TextBackgroundColor colpf2s
|
||||
mva #TextForegroundColor colpf3s
|
||||
mva #>WeaponFont chbas
|
||||
|
||||
;parameter for old plot (unPlot) max 5 points
|
||||
@@ -797,6 +790,7 @@ SetunPlots
|
||||
sta oldplotH,x
|
||||
lda #0
|
||||
sta oldply,x
|
||||
lda #$ff
|
||||
sta oldora,x
|
||||
dex
|
||||
bpl SetunPlots
|
||||
@@ -818,21 +812,21 @@ SetunPlots
|
||||
lda #$10 ; P/M priorities (bit 4 joins missiles)
|
||||
sta gtictls
|
||||
jsr PMoutofScreen
|
||||
lda #$50 ; temporary colours of sprites under tanks
|
||||
sta $2c0
|
||||
lda #$30
|
||||
sta $2c1
|
||||
lda #$70
|
||||
sta $2c2
|
||||
lda #$90
|
||||
sta $2c3
|
||||
LDA #$B0
|
||||
STA COLPF3S
|
||||
lda TankColoursTable ; temporary colours of sprites under tanks
|
||||
sta COLPM0S
|
||||
lda TankColoursTable+1
|
||||
sta COLPM1S
|
||||
lda TankColoursTable+2
|
||||
sta COLPM2S
|
||||
lda TankColoursTable+3
|
||||
sta COLPM3S
|
||||
LDA TankColoursTable+4
|
||||
STA COLPF3S ; joined missiles (5th tank)
|
||||
mva #0 hscrol
|
||||
|
||||
|
||||
;let the tanks be visible!
|
||||
ldx #5
|
||||
ldx #(maxPlayers-1)
|
||||
lda #1 ; tank is visible
|
||||
MakeTanksVisible
|
||||
sta eXistenZ,x
|
||||
@@ -862,24 +856,38 @@ ClearResults
|
||||
lda #0 ;starting song line 0-255 to A reg
|
||||
jsr RASTERMUSICTRACKER ;Init
|
||||
;
|
||||
VMAIN VBLinterrupt,6 ;jsr SetVBL
|
||||
|
||||
rts
|
||||
.endp
|
||||
|
||||
DLIinterrupt .proc
|
||||
DLIinterruptGraph .proc
|
||||
pha
|
||||
phy
|
||||
ldy dliCounter
|
||||
lda dliColors,y
|
||||
;lda #$02 ; color of playground
|
||||
sta WSYNC
|
||||
sta COLPF2
|
||||
lda dliColorsBack,y
|
||||
ldy dliColorsFore
|
||||
nop
|
||||
nop
|
||||
nop
|
||||
sta COLPF1
|
||||
sty COLPF2
|
||||
inc dliCounter
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
|
||||
DLIinterruptText .proc
|
||||
pha
|
||||
sta WSYNC
|
||||
mva #TextBackgroundColor colpf2
|
||||
mva #TextForegroundColor colpf3
|
||||
pla
|
||||
DLIinterruptNone
|
||||
rti
|
||||
.endp
|
||||
|
||||
VBLinterrupt .proc
|
||||
pha
|
||||
phx
|
||||
@@ -906,7 +914,19 @@ lab2
|
||||
jmp SYSVBV
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
RandomizeSequence .proc
|
||||
.proc RandomizeSequence0
|
||||
ldx #0
|
||||
@ txa
|
||||
sta TankSequence,x
|
||||
inx
|
||||
cpx #MaxPlayers
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
|
||||
.proc RandomizeSequence
|
||||
; in: NumberOfPlayers
|
||||
; out: TankSequence
|
||||
; how: get random number lower than NumberOfPlayers
|
||||
@@ -979,7 +999,7 @@ RandomizeAngle .proc ;
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
RandomizeForce .proc
|
||||
; routine returns in EnergyTable/L/H
|
||||
; routine returns in ForceTable/L/H
|
||||
; valid force of shooting for TankNr
|
||||
; in X must be TankNr
|
||||
; low and high randomize boundary passed as word value
|
||||
@@ -987,40 +1007,45 @@ RandomizeForce .proc
|
||||
; RandBoundaryHigh
|
||||
;----------------------------------------------
|
||||
|
||||
lda MaxEnergyTableL,x
|
||||
sta temp
|
||||
lda MaxEnergyTableH,x
|
||||
sta temp+1
|
||||
GetRandomAgain
|
||||
lda RANDOM
|
||||
; gets values in range(256,765)
|
||||
sta temp2
|
||||
lda RANDOM ; :)
|
||||
lda RANDOM
|
||||
and #%00000011 ;(0..1023)
|
||||
sta temp2+1
|
||||
|
||||
cpw RandBoundaryLow temp2
|
||||
bcs GetRandomAgain
|
||||
bcs RandomizeForce
|
||||
|
||||
cpw RandBoundaryHigh temp2
|
||||
bcc GetRandomAgain
|
||||
bcc RandomizeForce
|
||||
|
||||
cpw temp temp2
|
||||
bcs EnergyInRange
|
||||
|
||||
mwa temp temp2
|
||||
|
||||
EnergyInRange
|
||||
lda temp2
|
||||
sta EnergyTableL,x
|
||||
sta ForceTableL,x
|
||||
lda temp2+1
|
||||
sta EnergyTableH,x
|
||||
|
||||
sta ForceTableH,x
|
||||
|
||||
;---------
|
||||
LimitForce
|
||||
; in X must be TankNr
|
||||
; cuts force to MaxForceTable
|
||||
lda MaxForceTableH,x
|
||||
cmp ForceTableH,x
|
||||
bne @+
|
||||
lda MaxForceTableL,x
|
||||
cmp ForceTableL,x
|
||||
@ bcs @+
|
||||
|
||||
lda MaxForceTableL,x
|
||||
sta ForceTableL,x
|
||||
lda MaxForceTableH,x
|
||||
sta ForceTableH,x
|
||||
@
|
||||
rts
|
||||
|
||||
.endp
|
||||
|
||||
;----------------------------------------------
|
||||
MoveBarrelToNewPosition .proc
|
||||
.proc MoveBarrelToNewPosition
|
||||
jsr DrawTankNr
|
||||
ldx TankNr
|
||||
lda AngleTable,x
|
||||
@@ -1038,14 +1063,14 @@ rotateRight;older is lower
|
||||
bne MoveBarrelToNewPosition
|
||||
|
||||
mva #$30 CharCode ; if angle goes through 0 we clear the barrel
|
||||
jsr drawtankNrX
|
||||
jsr DrawTankNr.drawtankNrX
|
||||
|
||||
jmp MoveBarrelToNewPosition
|
||||
rotateLeft
|
||||
dec angleTable,x
|
||||
bpl MoveBarrelToNewPosition
|
||||
mva #$2e CharCode
|
||||
jsr drawtankNrX
|
||||
jsr DrawTankNr.drawtankNrX
|
||||
|
||||
jmp MoveBarrelToNewPosition
|
||||
|
||||
@@ -1055,7 +1080,7 @@ BarrelPositionIsFine
|
||||
.endp
|
||||
|
||||
;----------------------------------------------
|
||||
SortSequence .proc ;
|
||||
.proc SortSequence ;
|
||||
;----------------------------------------------
|
||||
; here we try to get a sequence of tanks for two
|
||||
; purposes:
|
||||
@@ -1143,18 +1168,23 @@ nextishigher
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
getkey .proc; waits for pressing a key and returns pressed value in A
|
||||
.proc getkey ; waits for pressing a key and returns pressed value in A
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
@
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
beq checkJoyGetKey ; key not pressed, check Joy
|
||||
cmp #$f7 ; SHIFT
|
||||
beq checkJoyGetKey
|
||||
|
||||
mva #sfx_keyclick sfx_effect
|
||||
lda kbcode
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
rts
|
||||
cmp #28 ; ESC
|
||||
bne getkeyend
|
||||
mvx #1 escFlag
|
||||
bne getkeyend
|
||||
|
||||
checkJoyGetKey
|
||||
;------------JOY-------------
|
||||
;happy happy joy joy
|
||||
@@ -1165,13 +1195,19 @@ checkJoyGetKey
|
||||
beq notpressedJoyGetKey
|
||||
tay
|
||||
lda joyToKeyTable,y
|
||||
rts
|
||||
bne getkeyend
|
||||
|
||||
notpressedJoyGetKey
|
||||
;fire
|
||||
lda TRIG0
|
||||
lda TRIG0S
|
||||
bne @-
|
||||
lda #$0c ;Return key
|
||||
|
||||
getkeyend
|
||||
mvx #sfx_keyclick sfx_effect
|
||||
rts
|
||||
|
||||
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
getkeynowait .proc;
|
||||
@@ -1188,7 +1224,7 @@ WaitForKeyRelease .proc
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
bne WaitForKeyRelease
|
||||
lda TRIG0
|
||||
lda TRIG0S
|
||||
beq WaitForKeyRelease
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
|
||||
BIN
Binary file not shown.
Executable → Regular
+99
-58
@@ -16,13 +16,24 @@ Options .proc
|
||||
; - money each player has on the beginning of the game (moneyL i moneyH)
|
||||
; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight
|
||||
|
||||
mwa #OptionsDL dlptrs
|
||||
lda dmactls
|
||||
and #$fc
|
||||
ora #$02 ; normal screen width
|
||||
sta dmactls
|
||||
|
||||
VDLI DLIinterruptText.DLIinterruptNone ; jsr SetDLI for text screen without DLIs
|
||||
|
||||
mva #0 OptionsY
|
||||
|
||||
OptionsMainLoop
|
||||
|
||||
jsr OptionsInversion
|
||||
jsr getkey
|
||||
cmp #$f ;cursor down
|
||||
ldx escFlag
|
||||
seq:rts
|
||||
|
||||
cmp #$f ;cursor down
|
||||
bne OptionsNoDown
|
||||
inc:lda OptionsY
|
||||
cmp #maxoptions
|
||||
@@ -190,6 +201,7 @@ OptionsYLoop
|
||||
;-------------------------------------------
|
||||
; call of the purchase screens for each tank
|
||||
.proc CallPurchaseForEveryTank
|
||||
jsr PMoutofScreen
|
||||
mwa #PurchaseDL dlptrs
|
||||
lda dmactls
|
||||
and #$fc
|
||||
@@ -197,21 +209,20 @@ OptionsYLoop
|
||||
sta dmactls
|
||||
|
||||
mva #0 TankNr
|
||||
loop03
|
||||
ldx TankNr
|
||||
lda SkillTable,x
|
||||
beq ManualPurchase
|
||||
jsr PurchaseAI
|
||||
jmp AfterManualPurchase
|
||||
@
|
||||
ldx TankNr
|
||||
lda SkillTable,x
|
||||
beq ManualPurchase
|
||||
jsr PurchaseAI
|
||||
jmp AfterManualPurchase
|
||||
|
||||
ManualPurchase
|
||||
jsr Purchase
|
||||
jsr Purchase
|
||||
AfterManualPurchase
|
||||
|
||||
inc TankNr
|
||||
lda TankNr
|
||||
cmp NumberOfPlayers
|
||||
bne loop03
|
||||
inc:lda TankNr
|
||||
cmp NumberOfPlayers
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -223,12 +234,10 @@ AfterManualPurchase
|
||||
; Rest of the data is taken from appropriate tables
|
||||
; and during the purchase these tables are modified.
|
||||
|
||||
|
||||
mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
|
||||
jsr PMoutofScreen
|
||||
|
||||
ldx tankNr
|
||||
lda TankColoursTable,x
|
||||
lda TankStatusColoursTable,x
|
||||
sta colpf2s
|
||||
|
||||
; we are clearing list of the weapons
|
||||
@@ -238,12 +247,9 @@ AfterManualPurchase
|
||||
|
||||
; there is a tank (player) number in tanknr
|
||||
; we are displaying name of the player
|
||||
|
||||
tay ; from 0 to y
|
||||
tay ; 0 to y
|
||||
lda tanknr
|
||||
asl
|
||||
asl
|
||||
asl ; 8 chars per name
|
||||
:3 asl ; 8 chars per name
|
||||
tax
|
||||
NextChar03
|
||||
lda tanksnames,x
|
||||
@@ -553,16 +559,17 @@ ChoosingItemForPurchase
|
||||
cmp #$2c ; Tab
|
||||
jeq ListChange
|
||||
cmp #$0c ; Return
|
||||
beq EndOfPurchase
|
||||
sne:rts
|
||||
cmp #$e
|
||||
beq PurchaseKeyUp
|
||||
cmp #$f
|
||||
beq PurchaseKeyDown
|
||||
cmp #$21 ; Space
|
||||
jeq PurchaseWeaponNow
|
||||
cmp #$07 ; cursor right
|
||||
jeq PurchaseWeaponNow
|
||||
bne ChoosingItemForPurchase
|
||||
jmp PurchaseWeaponNow
|
||||
EndOfPurchase
|
||||
rts
|
||||
|
||||
PurchaseKeyUp
|
||||
lda WhichList
|
||||
beq GoUp1
|
||||
@@ -816,6 +823,29 @@ NoArrowDown
|
||||
rts
|
||||
.endp
|
||||
; -----------------------------------------------------
|
||||
.proc EnterPlayerNames
|
||||
;entering names of players
|
||||
mwa #NameDL dlptrs
|
||||
lda dmactls
|
||||
and #$fc
|
||||
ora #$01 ; narrow screen (32 chars)
|
||||
sta dmactls
|
||||
VDLI DLIinterruptText ; jsr SetDLI for text (names) screen
|
||||
|
||||
mva #0 TankNr
|
||||
@ tax
|
||||
lda TankStatusColoursTable,x
|
||||
sta colpf2s ; set color of player name line
|
||||
jsr EnterPlayerName
|
||||
lda escFlag
|
||||
jne START
|
||||
inc TankNr
|
||||
lda TankNr
|
||||
cmp NumberOfPlayers
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
; -----------------------------------------------------
|
||||
.proc EnterPlayerName
|
||||
; in: TankNr
|
||||
; Out: TanksNames, SkillTable
|
||||
@@ -867,6 +897,9 @@ endOfTankName
|
||||
|
||||
CheckKeys
|
||||
jsr getkey
|
||||
ldx escFlag
|
||||
seq:rts
|
||||
|
||||
; is the char to be recorded?
|
||||
ldx #keycodesEnd-keycodes ;table was 38 chars long
|
||||
IsLetter
|
||||
@@ -1322,7 +1355,8 @@ TypeLine4x4Loop
|
||||
sta CharCode4x4
|
||||
mwa LineXdraw Xdraw
|
||||
mva LineYdraw Ydraw
|
||||
jsr PutChar4x4FULL ;type empty pixels as well!
|
||||
mva #1 plot4x4color
|
||||
jsr PutChar4x4 ;type empty pixels as well!
|
||||
adw LineXdraw #4
|
||||
inc LineCharNr
|
||||
jmp TypeLine4x4Loop
|
||||
@@ -1340,11 +1374,12 @@ EndOfTypeLine4x4
|
||||
mwa Xdraw xk
|
||||
mva Ydraw yc
|
||||
|
||||
mva #15 fs ; temp, how many times blink the billboard
|
||||
@
|
||||
lda fs
|
||||
and #$01
|
||||
sta plot4x4color
|
||||
mva #20 fs ; temp, how many times blink the billboard
|
||||
seppuku_loop
|
||||
lda CONSOL ; turbo mode
|
||||
cmp #6 ; START
|
||||
sne:mva #1 fs ; finish it
|
||||
|
||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||
|
||||
;top frame
|
||||
@@ -1366,12 +1401,10 @@ EndOfTypeLine4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
|
||||
dec fs
|
||||
bne @-
|
||||
|
||||
|
||||
;clean seppuku
|
||||
mva #3 fs
|
||||
|
||||
mva #3 dx
|
||||
mva #4 ResultY
|
||||
@
|
||||
mva #1 plot4x4color
|
||||
@@ -1381,9 +1414,13 @@ EndOfTypeLine4x4
|
||||
jsr TypeLine4x4
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
dec fs
|
||||
bne @-
|
||||
dec dx
|
||||
bne @-
|
||||
|
||||
dec fs
|
||||
jne seppuku_loop
|
||||
|
||||
quit_seppuku
|
||||
;restore vars
|
||||
mva yc Ydraw
|
||||
mwa xk Xdraw
|
||||
@@ -1393,6 +1430,8 @@ EndOfTypeLine4x4
|
||||
.proc DisplayResults ;
|
||||
;displays results of the round
|
||||
;using 4x4 font
|
||||
|
||||
mva #sfx_smoke_cloud sfx_effect
|
||||
|
||||
;centering the result screen
|
||||
mwa #((ScreenWidth/2)-(8*4)) ResultX
|
||||
@@ -1581,15 +1620,6 @@ FinishResultDisplay
|
||||
lda WeaponSymbols,y
|
||||
sta TextBuffer+18
|
||||
|
||||
;---------------------
|
||||
;displaying the energy of a tank
|
||||
;---------------------
|
||||
|
||||
lda Energy,x
|
||||
|
||||
sta decimal
|
||||
mwa #textbuffer+48 displayposition
|
||||
jsr displaybyte
|
||||
;---------------------
|
||||
;displaying quantity of the given weapon
|
||||
;---------------------
|
||||
@@ -1608,28 +1638,39 @@ FinishResultDisplay
|
||||
sta temp ;get back number of the weapon
|
||||
mva #0 temp+1
|
||||
; times 16 (because this is length of weapon name)
|
||||
ldy #3 ; rotate 4 times
|
||||
RotateDISP02
|
||||
aslw temp
|
||||
dey
|
||||
bpl RotateDISP02
|
||||
ldy #3 ; shift left 4 times
|
||||
@
|
||||
aslw temp
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
adw temp #NamesOfWeapons
|
||||
ldy #6 ; from 6th character
|
||||
|
||||
ldy #15
|
||||
loop06
|
||||
lda (temp),y
|
||||
sta textbuffer+23,y
|
||||
dey
|
||||
bpl loop06
|
||||
@
|
||||
lda (temp),y
|
||||
sta textbuffer+23,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
;---------------------
|
||||
;displaying the energy of a tank
|
||||
;---------------------
|
||||
|
||||
lda Energy,x
|
||||
|
||||
sta decimal
|
||||
mwa #textbuffer+48 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;=========================
|
||||
;display Force
|
||||
;=========================
|
||||
ldx TankNr
|
||||
lda EnergyTableL,x
|
||||
lda ForceTableL,x
|
||||
sta decimal
|
||||
lda EnergyTableH,x
|
||||
lda ForceTableH,x
|
||||
sta decimal+1
|
||||
mwa #textbuffer+40+34 displayposition
|
||||
jsr displaydec
|
||||
|
||||
Executable → Regular
+13
-10
@@ -15,7 +15,7 @@ TanksNames ; DO NOT ZERO - ticket #24
|
||||
:6 dta d" "
|
||||
;----------------------------
|
||||
;Options DO NOT ZERO - ticket #27
|
||||
OptionsTable .by 0,0,2,2,0,1,4
|
||||
OptionsTable .by 0,0,2,2,0,1,3
|
||||
RoundsInTheGame .by 10 ;how many rounds in the current game
|
||||
seppukuVal .by 75
|
||||
;--------------------------------------------------
|
||||
@@ -33,6 +33,9 @@ RoundNrDisplay
|
||||
.byte $ff
|
||||
|
||||
variablesStart ; zeroing starts here
|
||||
drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
|
||||
;--------------
|
||||
escFlag .ds 1
|
||||
;--------------
|
||||
sfx_effect .ds 1
|
||||
;--------------
|
||||
@@ -43,7 +46,7 @@ flyDelay .ds 1
|
||||
;--------------
|
||||
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
||||
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
|
||||
GameIsOver .DS 1 ; 1 - it was the last round in the game
|
||||
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
||||
;-----------------------------------
|
||||
moneyH ;we place zero at the end of prices and money
|
||||
;and have range from 0 to 99990 (not too much)
|
||||
@@ -81,14 +84,14 @@ TempResults
|
||||
CurrentResult
|
||||
.DS 1
|
||||
;-----------------------------------
|
||||
EnergyTableL ;shooting Force of the tank during the round
|
||||
ForceTableL ;shooting Force of the tank during the round
|
||||
.DS [MaxPlayers]
|
||||
EnergyTableH
|
||||
ForceTableH
|
||||
.DS [MaxPlayers] ;maxplayers=6
|
||||
MaxEnergyTableL ;Energy of the tank during the round
|
||||
MaxForceTableL ;Energy of the tank during the round
|
||||
;(limes superior force of the Shoot)
|
||||
.DS [MaxPlayers] ;1000 is the default
|
||||
MaxEnergyTableH
|
||||
MaxForceTableH
|
||||
.DS [MaxPlayers]
|
||||
;-----------------------------------
|
||||
|
||||
@@ -125,11 +128,11 @@ xtankstableH
|
||||
.DS [MaxPlayers]
|
||||
ytankstable ;Y positions of tanks (lower left point)
|
||||
.DS [MaxPlayers]
|
||||
LowResDistances ; coarse stank positions divided by 4 (to be in just one byte)
|
||||
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||
.DS [MaxPlayers]
|
||||
;-----------------------------------
|
||||
Erase .DS 1 ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
|
||||
;-----------------------------------
|
||||
RangeLeft .DS 2 ;range of the soil to be fallen down
|
||||
@@ -152,13 +155,12 @@ digtabyL .DS [8]
|
||||
digtabyH .DS [8]
|
||||
; liquiddirt
|
||||
TempXfill .ds 2
|
||||
FillCounter .ds 1
|
||||
FillCounter .ds 2
|
||||
;sandhog
|
||||
sandhogflag .DS 1 ; (0 digger, 8 sandhog)
|
||||
;ofdirt
|
||||
magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
|
||||
;draw
|
||||
DrawJumpAddr .DS 2
|
||||
HowToDraw .DS 1
|
||||
; bits here mean
|
||||
; 0 - negative X (go up)
|
||||
@@ -332,6 +334,7 @@ TextNumberOff .DS 1
|
||||
TankTempY
|
||||
.DS 1
|
||||
;-------------- single round variables --------------
|
||||
singleRoundVars
|
||||
previousAngle
|
||||
.DS [MaxPlayers]
|
||||
previousEnergyL
|
||||
|
||||
Executable → Regular
+108
-97
@@ -13,7 +13,7 @@
|
||||
ldx TankNr
|
||||
lda ActiveWeapon,x
|
||||
.endp
|
||||
ExplosionDirect .proc
|
||||
.proc ExplosionDirect
|
||||
asl
|
||||
tax
|
||||
lda ExplosionRoutines+1,x
|
||||
@@ -50,7 +50,7 @@ ExplosionRoutines
|
||||
.word dirtclod-1
|
||||
.word dirtball-1
|
||||
.word tonofdirt-1
|
||||
.word liquiddirt-1 ;liquiddirt
|
||||
.word liquiddirt-1
|
||||
.word dirtcharge-1
|
||||
.word VOID-1 ;earthdisrupter
|
||||
.word VOID-1 ;plasmablast
|
||||
@@ -214,9 +214,7 @@ FunkyBombLoop
|
||||
lda random
|
||||
lsr
|
||||
and #%00011111
|
||||
bcc DoNotEor
|
||||
eor #$ff
|
||||
DoNotEor
|
||||
scc:eor #$ff
|
||||
sta Angle
|
||||
|
||||
lda #0
|
||||
@@ -231,6 +229,7 @@ DoNotEor
|
||||
lda HitFlag
|
||||
beq NoExplosionInFunkyBomb
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
mva #11 ExplosionRadius
|
||||
jsr xmissile
|
||||
NoExplosionInFunkyBomb
|
||||
dec FunkyBombCounter
|
||||
@@ -523,6 +522,12 @@ DiggerCharacter
|
||||
jmp cleanDirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc liquiddirt
|
||||
mva #sfx_liquid_dirt sfx_effect
|
||||
mwa #254 FillCounter
|
||||
jmp xliquiddirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc laser
|
||||
ldx TankNr
|
||||
lda AngleTable,x
|
||||
@@ -539,7 +544,7 @@ DiggerCharacter
|
||||
sbc EndOfTheBarrelY,y
|
||||
sta ybyte
|
||||
mva #0 ybyte+1
|
||||
mwa #Drawplot DrawJumpAddr
|
||||
mva #0 drawFunction
|
||||
mwa xdraw LaserCoordinate
|
||||
mwa ydraw LaserCoordinate+2
|
||||
mwa xbyte LaserCoordinate+4
|
||||
@@ -610,7 +615,7 @@ ExplosionLoop2
|
||||
|
||||
;check tanks' distance from the centre of the explosion
|
||||
|
||||
mwa #DrawLen DrawJumpAddr
|
||||
mva #%10000000 drawFunction
|
||||
;the above switches Draw to measuring length
|
||||
;trick is easy - how many pixels does it take to draw
|
||||
;a line from one point to another
|
||||
@@ -652,9 +657,7 @@ DistanceCheckLoop
|
||||
;multiply difference by 8
|
||||
clc
|
||||
adc #1
|
||||
asl
|
||||
asl
|
||||
asl
|
||||
:3 asl
|
||||
tay
|
||||
jsr DecreaseEnergyX
|
||||
|
||||
@@ -686,6 +689,7 @@ dirtLoop
|
||||
; -----------------
|
||||
.proc xriotbomb ;
|
||||
; -----------------
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
lda #0
|
||||
sta radius
|
||||
sta color
|
||||
@@ -746,13 +750,13 @@ UpNotYet
|
||||
beq HowMuchToFallRight2
|
||||
.nowarn dew xdraw
|
||||
lda xdraw
|
||||
bne RollinContinues
|
||||
jne RollinContinues ; like cpw xdraw #0
|
||||
lda xdraw+1
|
||||
jne RollinContinues
|
||||
beq ExplodeNow
|
||||
HowMuchToFallRight2
|
||||
inw xdraw
|
||||
cpw xdraw screenwidth
|
||||
cpw xdraw #screenwidth
|
||||
jne RollinContinues
|
||||
ExplodeNow
|
||||
mwa xdraw xcircle ; we must store somewhere (BAD)
|
||||
@@ -890,17 +894,15 @@ EndOfTheDirt
|
||||
rts
|
||||
.endp
|
||||
; ----------------
|
||||
.proc liquiddirt ;
|
||||
mva #sfx_liquid_dirt sfx_effect
|
||||
.proc xliquiddirt ;
|
||||
mva xdraw TempXfill
|
||||
mva #254 FillCounter
|
||||
RepeatFill
|
||||
mva TempXfill xdraw
|
||||
jsr checkRollDirection
|
||||
; HowMuchToFall - direction
|
||||
; $FF - we are in a hole (flying in missile direction)
|
||||
; 1 - right, 2 - left
|
||||
adw xdraw #mountaintable tempXROLLER
|
||||
adw xdraw #mountaintable tempXROLLER
|
||||
ldy #0
|
||||
lda (tempXROLLER),y
|
||||
sta HeightRol ; relative point
|
||||
@@ -911,7 +913,6 @@ RollinContinuesLiquid
|
||||
ldy #0
|
||||
lda (tempXROLLER),y
|
||||
sta ydraw
|
||||
beq FillNow
|
||||
cmp HeightRol
|
||||
beq UpNotYet2
|
||||
bcc FillNow
|
||||
@@ -924,14 +925,12 @@ UpNotYet2
|
||||
cmp #1
|
||||
beq HowMuchToFallRight3
|
||||
.NOWARN dew xdraw
|
||||
lda xdraw
|
||||
bne RollinContinuesLiquid
|
||||
lda xdraw+1
|
||||
cpw xdraw #$ffff
|
||||
jne RollinContinuesLiquid
|
||||
beq FillNow
|
||||
HowMuchToFallRight3
|
||||
inw xdraw
|
||||
cpw xdraw screenwidth
|
||||
cpw xdraw #(screenwidth+1)
|
||||
jne RollinContinuesLiquid
|
||||
FillNow
|
||||
; finally one pixel more
|
||||
@@ -948,12 +947,15 @@ FillHole
|
||||
adw xdraw #mountaintable tempXROLLER
|
||||
lda (tempXROLLER),y
|
||||
sta ydraw
|
||||
beq ToHighFill ; if we filled all playfield (very rare but possible)
|
||||
dec ydraw ; one pixel up
|
||||
ToHighFill
|
||||
lda ydraw
|
||||
sta (tempXROLLER),y ;mountaintable update
|
||||
mva #1 color
|
||||
jsr plot
|
||||
dec FillCounter
|
||||
jsr plot.MakePlot
|
||||
.nowarn dew FillCounter
|
||||
cpw FillCounter #0
|
||||
jne RepeatFill
|
||||
rts
|
||||
.endp
|
||||
@@ -973,17 +975,17 @@ FillHole
|
||||
ldx TankNr
|
||||
|
||||
;Checking the maximal force
|
||||
lda MaxEnergyTableH,x
|
||||
cmp EnergyTableH,x
|
||||
lda MaxForceTableH,x
|
||||
cmp ForceTableH,x
|
||||
bne ContinueToCheckMaxForce2
|
||||
lda MaxEnergyTableL,x
|
||||
cmp EnergyTableL,x
|
||||
lda MaxForceTableL,x
|
||||
cmp ForceTableL,x
|
||||
ContinueToCheckMaxForce2
|
||||
bcs @+
|
||||
lda MaxEnergyTableH,x
|
||||
sta EnergyTableH,x
|
||||
lda MaxEnergyTableL,x
|
||||
sta EnergyTableL,x
|
||||
lda MaxForceTableH,x
|
||||
sta ForceTableH,x
|
||||
lda MaxForceTableL,x
|
||||
sta ForceTableL,x
|
||||
@
|
||||
jsr StatusDisplay ;all digital values like force, angle, wind, etc.
|
||||
jsr PutTankNameOnScreen
|
||||
@@ -1001,12 +1003,12 @@ ContinueToCheckMaxForce2
|
||||
; $f3 - shift+key
|
||||
|
||||
notpressed
|
||||
lda TRIG0
|
||||
lda TRIG0S
|
||||
beq notpressed
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
beq checkJoy
|
||||
cmp #$f7
|
||||
cmp #$f7 ; SHIFT
|
||||
beq checkJoy
|
||||
|
||||
lda kbcode
|
||||
@@ -1046,7 +1048,7 @@ checkJoy
|
||||
jmp jumpFromStick
|
||||
notpressedJoy
|
||||
;fire
|
||||
lda TRIG0
|
||||
lda TRIG0S
|
||||
jeq pressedSpace
|
||||
jmp notpressed
|
||||
|
||||
@@ -1054,36 +1056,36 @@ notpressedJoy
|
||||
pressedUp
|
||||
;force increaseeee!
|
||||
ldx TankNr
|
||||
inc EnergyTableL,x
|
||||
inc ForceTableL,x
|
||||
bne CheckingMaxForce
|
||||
inc EnergyTableH,x
|
||||
inc ForceTableH,x
|
||||
CheckingMaxForce
|
||||
|
||||
mva #sfx_set_power_1 sfx_effect
|
||||
|
||||
lda MaxEnergyTableH,x
|
||||
cmp EnergyTableH,x
|
||||
lda MaxForceTableH,x
|
||||
cmp ForceTableH,x
|
||||
bne FurtherCheckMaxForce
|
||||
lda MaxEnergyTableL,x
|
||||
cmp EnergyTableL,x
|
||||
lda MaxForceTableL,x
|
||||
cmp ForceTableL,x
|
||||
FurtherCheckMaxForce
|
||||
jcs BeforeFire
|
||||
|
||||
lda MaxEnergyTableH,x
|
||||
sta EnergyTableH,x
|
||||
lda MaxEnergyTableL,x
|
||||
sta EnergyTableL,x
|
||||
lda MaxForceTableH,x
|
||||
sta ForceTableH,x
|
||||
lda MaxForceTableL,x
|
||||
sta ForceTableL,x
|
||||
|
||||
jmp BeforeFire
|
||||
|
||||
CTRLPressedUp
|
||||
ldx TankNr
|
||||
lda EnergyTableL,x
|
||||
lda ForceTableL,x
|
||||
clc
|
||||
adc #10
|
||||
sta EnergyTableL,x
|
||||
sta ForceTableL,x
|
||||
bcc CheckingMaxForce
|
||||
inc EnergyTableH,x
|
||||
inc ForceTableH,x
|
||||
jmp CheckingMaxForce
|
||||
|
||||
|
||||
@@ -1091,16 +1093,16 @@ pressedDown
|
||||
mva #sfx_set_power_1 sfx_effect
|
||||
|
||||
ldx TankNr
|
||||
dec EnergyTableL,x
|
||||
lda EnergyTableL,x
|
||||
dec ForceTableL,x
|
||||
lda ForceTableL,x
|
||||
cmp #$ff
|
||||
bne @+
|
||||
dec EnergyTableH,x
|
||||
dec ForceTableH,x
|
||||
bpl @+
|
||||
ForceGoesZero
|
||||
lda #0
|
||||
sta EnergyTableH,x
|
||||
sta EnergyTableL,x
|
||||
sta ForceTableH,x
|
||||
sta ForceTableL,x
|
||||
@
|
||||
jmp BeforeFire
|
||||
|
||||
@@ -1109,11 +1111,11 @@ CTRLPressedDown
|
||||
|
||||
ldx TankNr
|
||||
sec
|
||||
lda EnergyTableL,x
|
||||
lda ForceTableL,x
|
||||
sbc #10
|
||||
sta EnergyTableL,x
|
||||
sta ForceTableL,x
|
||||
jcs BeforeFire
|
||||
dec EnergyTableH,x
|
||||
dec ForceTableH,x
|
||||
bmi ForceGoesZero
|
||||
jmp BeforeFire
|
||||
|
||||
@@ -1125,7 +1127,7 @@ pressedLeft
|
||||
cmp #$ff ; if angle goes through 0 we clear the barrel
|
||||
bne NotThrough90DegreesLeft
|
||||
mva #$2e CharCode
|
||||
jsr drawtankNrX
|
||||
jsr DrawTankNr.drawtankNrX
|
||||
NotThrough90DegreesLeft
|
||||
cmp #(255-91)
|
||||
jne BeforeFire
|
||||
@@ -1140,7 +1142,7 @@ pressedRight
|
||||
lda AngleTable,x
|
||||
bne NotThrough90DegreesRight
|
||||
mva #$30 CharCode ; if angle goes through 0 we clear the barrel
|
||||
jsr drawtankNrX
|
||||
jsr DrawTankNr.drawtankNrX
|
||||
NotThrough90DegreesRight
|
||||
cmp #91
|
||||
jne BeforeFire
|
||||
@@ -1149,6 +1151,7 @@ NotThrough90DegreesRight
|
||||
jmp BeforeFire
|
||||
|
||||
pressedTAB
|
||||
mva #sfx_purchase sfx_effect
|
||||
ldx TankNr
|
||||
inc ActiveWeapon,x
|
||||
lda ActiveWeapon,x
|
||||
@@ -1216,9 +1219,9 @@ RandomizeOffensiveText
|
||||
sta Force+1
|
||||
bne AfterStrongShoot
|
||||
NotStrongShoot
|
||||
lda EnergyTableL,x
|
||||
lda ForceTableL,x
|
||||
sta Force
|
||||
lda EnergyTableH,x
|
||||
lda ForceTableH,x
|
||||
sta Force+1
|
||||
AfterStrongShoot
|
||||
lda #$0
|
||||
@@ -1268,7 +1271,7 @@ AfterStrongShoot
|
||||
|
||||
|
||||
;--------------------------------------------------
|
||||
TankFalls .proc;
|
||||
.proc TankFalls;
|
||||
;--------------------------------------------------
|
||||
mva #sfx_shield_off sfx_effect
|
||||
lda #0
|
||||
@@ -1530,7 +1533,7 @@ noSmokeTracer
|
||||
RepeatIfSmokeTracer
|
||||
mwa ytraj+1 Ytrajold+1
|
||||
mwa xtraj+1 Xtrajold+1
|
||||
mwa #DrawCheck DrawJumpAddr
|
||||
mva #%01000000 drawFunction
|
||||
|
||||
lda #0
|
||||
sta Result
|
||||
@@ -1550,7 +1553,7 @@ RepeatIfSmokeTracer
|
||||
stx LeapFrogAngle ; we will need it later
|
||||
|
||||
;Angle works like this:
|
||||
;0 'degrees' is sraight up
|
||||
;0 'degrees' is straight up
|
||||
;90 'degrees' is horizontally right
|
||||
;255 is straight up (same as 0)
|
||||
;255-90 (165) horizontally left
|
||||
@@ -1623,8 +1626,11 @@ DoNotAdd
|
||||
sta Result+1
|
||||
sta Result+2
|
||||
;--
|
||||
ldx Angle
|
||||
lda costable,x
|
||||
lda #90
|
||||
sec
|
||||
sbc Angle
|
||||
tax
|
||||
lda sintable,x
|
||||
|
||||
sta Multiplee ;cos(Angle)*Force
|
||||
mwa Force Multiplier
|
||||
@@ -1725,13 +1731,13 @@ FlightLeft
|
||||
lda goleft
|
||||
bne FlightsLeft ;blow on bullet flighting left
|
||||
lda WindOrientation
|
||||
bne WindToLeft
|
||||
bne LWindToRight
|
||||
beq LWindToLeft
|
||||
FlightsLeft
|
||||
lda WindOrientation
|
||||
beq LWindToRight
|
||||
LWindToLeft
|
||||
|
||||
LWindToLeft
|
||||
; here Wind to right, bullet goes right as well, so vx=vx+Wind
|
||||
; here Wind to left, bullet goes left as well, so vx=vx+Wind
|
||||
clc
|
||||
@@ -1748,23 +1754,23 @@ LWindToLeft
|
||||
adc #0
|
||||
sta vx+3
|
||||
jmp @+
|
||||
WindToLeft
|
||||
|
||||
LWindToRight
|
||||
;Wind to left, bullet right, so vx=vx-Wind
|
||||
;Wind to right, bullet left, so vx=vx-Wind
|
||||
sec
|
||||
lda vx
|
||||
sbc Wind
|
||||
sta vx
|
||||
lda vx+1
|
||||
sbc Wind+1
|
||||
sta vx+1
|
||||
lda vx+2
|
||||
sbc #0
|
||||
sta vx+2
|
||||
lda vx+3
|
||||
sbc #0
|
||||
sta vx+3
|
||||
;Wind to left, bullet right, so vx=vx-Wind
|
||||
;Wind to right, bullet left, so vx=vx-Wind
|
||||
sec
|
||||
lda vx
|
||||
sbc Wind
|
||||
sta vx
|
||||
lda vx+1
|
||||
sbc Wind+1
|
||||
sta vx+1
|
||||
lda vx+2
|
||||
sbc #0
|
||||
sta vx+2
|
||||
lda vx+3
|
||||
sbc #0
|
||||
sta vx+3
|
||||
@
|
||||
mwa xtrajold+1 xdraw
|
||||
mwa ytrajold+1 ydraw
|
||||
@@ -1804,8 +1810,7 @@ SkipCollisionCheck
|
||||
jsr UnPlot
|
||||
|
||||
NoUnPlot
|
||||
; jsr PlotPointer
|
||||
|
||||
|
||||
jmp Loopi
|
||||
|
||||
Hit
|
||||
@@ -1815,12 +1820,14 @@ Hit
|
||||
jsr unPlot
|
||||
EndOfFlight
|
||||
mwa xdraw xcircle ; we must store for a little while
|
||||
mva ydraw ycircle ; xdraw and ydraw
|
||||
mva ydraw ycircle ; xdraw and ydraw .... but this values are in YHit and XHit !!!
|
||||
mwa #0 xdraw
|
||||
mva #screenheight-1 ydraw
|
||||
jsr unPlot
|
||||
mwa xcircle xdraw
|
||||
mva ycircle ydraw
|
||||
; mwa XHit xdraw
|
||||
; mva YHit ydraw
|
||||
|
||||
ldy SmokeTracerFlag
|
||||
beq EndOfFlight2
|
||||
@@ -1836,9 +1843,9 @@ SecondFlight .proc
|
||||
; ---------------- copied code fragment from before firing. not too elegant.
|
||||
; ---------------- get fire parameters again
|
||||
ldx TankNr
|
||||
lda EnergyTableL,x
|
||||
lda ForceTableL,x
|
||||
sta Force
|
||||
lda EnergyTableH,x
|
||||
lda ForceTableH,x
|
||||
sta Force+1
|
||||
lda #$0
|
||||
sta Force+2
|
||||
@@ -1875,7 +1882,7 @@ SecondFlight .proc
|
||||
sbc #0
|
||||
sta ytraj+2
|
||||
|
||||
ldy #100
|
||||
ldy #100 ; ???
|
||||
mva #1 tracerflag ; I do not know (I mean I think I know ;) )
|
||||
; 10 years later - I do not know!!!
|
||||
; 20 years later - still do not know :]
|
||||
@@ -1964,12 +1971,10 @@ MIRVcopyParameters
|
||||
ldx #$FF ; it will turn 0 in a moment anyway
|
||||
stx MirvMissileCounter
|
||||
mrLoopi
|
||||
inc MirvMissileCounter
|
||||
lda MirvMissileCounter
|
||||
inc:lda MirvMissileCounter
|
||||
cmp #5
|
||||
bne mrLoopix
|
||||
mva #0 MirvMissileCounter
|
||||
mrLoopix
|
||||
sne:mva #0 MirvMissileCounter
|
||||
|
||||
ldx MirvMissileCounter
|
||||
; Y changes only for bullet number 0
|
||||
; because rest of the bullets have the same Y (height)
|
||||
@@ -2131,7 +2136,7 @@ MIRVcheckCollision
|
||||
lda xtraj02,x
|
||||
adc #>mountaintable
|
||||
sta temp+1
|
||||
; adw mountaintable --- it does not work!!!!!!!! and should! (OMC bug?) #temp
|
||||
|
||||
ldy #0
|
||||
lda ytraj+1
|
||||
cmp (temp),y
|
||||
@@ -2158,7 +2163,7 @@ mrHit
|
||||
; we have to make unPlot over the screen (to initialise it)
|
||||
; before actual explosion
|
||||
mwa #0 xdraw
|
||||
mva #screenheight-1 ydraw
|
||||
mwa #screenheight-1 ydraw
|
||||
jsr unPlot.unPlotAfterX
|
||||
ldx MirvMissileCounter
|
||||
ldy #0
|
||||
@@ -2173,6 +2178,8 @@ mrHit
|
||||
adc #>mountaintable
|
||||
sta temp+1
|
||||
lda (temp),y
|
||||
sec
|
||||
sbc #1
|
||||
sta ydraw
|
||||
sty ydraw+1 ;we know that y=0
|
||||
jsr missile ; explode ....
|
||||
@@ -2279,9 +2286,9 @@ CalculateExplosionRange0
|
||||
lda #0
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
mva #11 ExplosionRadius
|
||||
mva #11 ExplosionRadius ; what is this magic value?
|
||||
;--------------------------------------------------
|
||||
CalculateExplosionRange .proc
|
||||
.proc CalculateExplosionRange
|
||||
;--------------------------------------------------
|
||||
;calculates total horizontal range of explosion by
|
||||
;"summing up" ranges of all separate explosions
|
||||
@@ -2369,6 +2376,9 @@ HowManyBullets .proc
|
||||
|
||||
;--------------------------------------------------
|
||||
ShellDelay .proc
|
||||
lda CONSOL
|
||||
cmp #6
|
||||
beq noShellDelay
|
||||
ldx flyDelay
|
||||
DelayLoop
|
||||
lda VCOUNT
|
||||
@@ -2376,6 +2386,7 @@ DelayLoop
|
||||
beq @-
|
||||
dex
|
||||
bne DelayLoop
|
||||
noShellDelay
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
Reference in New Issue
Block a user