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v1.00
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@@ -0,0 +1,4 @@
|
|||||||
|
|
||||||
|
*.bak
|
||||||
|
scorch.lab
|
||||||
|
scorch.lst
|
||||||
@@ -8,14 +8,16 @@ 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
|
|
||||||
|
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
||||||
|
|
||||||
This source code was originally compiled under [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
|
This source code was originally compiled under [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
|
||||||
|
|
||||||
@@ -31,12 +33,12 @@ Game source code is split into 5+4 parts:
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- display.asm - display lists and text screen definitions
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- display.asm - display lists and text screen definitions
|
||||||
- ai.asm - artificial stupidity of computer opponents
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- ai.asm - artificial stupidity of computer opponents
|
||||||
- weapons.asm - general arsenal of tankies
|
- weapons.asm - general arsenal of tankies
|
||||||
- definitions.asm - label definitions, moved to make it work better with Altirra debug.
|
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
||||||
|
|
||||||
We were trying to use as much macros and pseudo-ops as possible.
|
We were trying to use macros, pseudo-ops and simple graphics primitives as much as possible.
|
||||||
They are defined in atari.hea and macro.hea files together with many atari constants. This way it should be relatively easy to port this code to e.g. C64
|
This way it should be relatively easy to port this code to e.g. C64
|
||||||
|
|
||||||
After those N years of working on this piece of code we are sure it would be much wiser to write it in C, Action! or MadPascal but on the other hand it is so much fun to type 150 chars where all you want to have y=ax+b :)
|
After those N years of working on this piece of code we are sure it would be much wiser to write it in C, Action! or MadPascal but on the other hand it is so much fun to type 150 chars where all you want to have y=a*x+b :)
|
||||||
|
|
||||||
Originally most variables were in Polish, comments were sparse, but we wanted to release this piece of code to public.
|
Originally most variables were in Polish, comments were sparse, but we wanted to release this piece of code to public.
|
||||||
Because of being always short of time/energy (to finish the game) we decided it must go in 'English' to let other people work on it.
|
Because of being always short of time/energy (to finish the game) we decided it must go in 'English' to let other people work on it.
|
||||||
@@ -46,10 +48,156 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
|
|||||||
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|
||||||
## Changes:
|
## Changes:
|
||||||
|
|
||||||
###### Build 138
|
###### 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 +239,7 @@ 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 +250,7 @@ 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"
|
||||||
|
|
||||||
|
; --- 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
|
||||||
|
|
||||||
|
POKEY = $D200
|
||||||
|
|
||||||
|
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 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
|
||||||
|
|
||||||
|
sta colbaks
|
||||||
|
lda #$0E
|
||||||
|
sta colpf1s
|
||||||
|
lda #$84
|
||||||
|
sta colpf2s
|
||||||
|
lda #$0E
|
||||||
|
sta colpf3s
|
||||||
|
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 #$00 pmcntl ;PMG disabled
|
||||||
|
tax
|
||||||
|
sta:rne hposp0,x+
|
||||||
|
|
||||||
|
;mva #$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 @-
|
||||||
|
|
||||||
|
|
||||||
|
;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 color2
|
||||||
|
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 color0
|
||||||
|
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 color1
|
||||||
|
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 color1
|
||||||
|
stx colpm2
|
||||||
|
sta wsync ;line=191
|
||||||
|
c21 lda #$0A
|
||||||
|
sta wsync ;line=192
|
||||||
|
sta color1
|
||||||
|
c22 lda #$08
|
||||||
|
sta wsync ;line=193
|
||||||
|
sta color1
|
||||||
|
c23 lda #$0A
|
||||||
|
sta wsync ;line=194
|
||||||
|
sta color1
|
||||||
|
c24 lda #$34
|
||||||
|
sta wsync ;line=195
|
||||||
|
sta color2
|
||||||
|
c25 lda #$0C
|
||||||
|
sta wsync ;line=196
|
||||||
|
sta color1
|
||||||
|
c26 lda #$0A
|
||||||
|
sta wsync ;line=197
|
||||||
|
sta color1
|
||||||
|
c27 lda #$0C
|
||||||
|
sta wsync ;line=198
|
||||||
|
sta color1
|
||||||
|
sta wsync ;line=199
|
||||||
|
sta wsync ;line=200
|
||||||
|
c28 lda #$0E
|
||||||
|
sta wsync ;line=201
|
||||||
|
sta color1
|
||||||
|
c29 lda #$0C
|
||||||
|
sta wsync ;line=202
|
||||||
|
sta color1
|
||||||
|
c30 lda #$0E
|
||||||
|
sta wsync ;line=203
|
||||||
|
sta color1
|
||||||
|
c31 lda #$0C
|
||||||
|
sta wsync ;line=204
|
||||||
|
sta color1
|
||||||
|
c32 lda #$0E
|
||||||
|
sta wsync ;line=205
|
||||||
|
sta color1
|
||||||
|
DLINEW dli16 1 1 1
|
||||||
|
|
||||||
|
dli16
|
||||||
|
sta regA
|
||||||
|
|
||||||
|
sta wsync ;line=208
|
||||||
|
sta wsync ;line=209
|
||||||
|
c33 lda #$0C
|
||||||
|
sta wsync ;line=210
|
||||||
|
sta color1
|
||||||
|
c34 lda #$0E
|
||||||
|
sta wsync ;line=211
|
||||||
|
sta color1
|
||||||
|
c35 lda #$0C
|
||||||
|
sta wsync ;line=212
|
||||||
|
sta color1
|
||||||
|
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 color1
|
||||||
|
c37 lda #$0C
|
||||||
|
sta wsync ;line=217
|
||||||
|
sta color1
|
||||||
|
c38 lda #$0A
|
||||||
|
x24 ldx #$9D
|
||||||
|
c39 ldy #$34
|
||||||
|
sta wsync ;line=218
|
||||||
|
sta color1
|
||||||
|
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 color1
|
||||||
|
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 color1
|
||||||
|
stx color2
|
||||||
|
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 color1
|
||||||
|
c44 lda #$0C
|
||||||
|
sta wsync ;line=227
|
||||||
|
sta color1
|
||||||
|
sta wsync ;line=228
|
||||||
|
sta wsync ;line=229
|
||||||
|
c45 lda #$0E
|
||||||
|
sta wsync ;line=230
|
||||||
|
sta color1
|
||||||
|
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 color1
|
||||||
|
c2 lda #$84
|
||||||
|
sta color2
|
||||||
|
c3 lda #$0E
|
||||||
|
sta color3
|
||||||
|
lda #$02
|
||||||
|
sta chrctl
|
||||||
|
lda #$01
|
||||||
|
sta gtictl
|
||||||
|
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 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
|
||||||
|
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\schorch_str2.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 ;(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.
Binary file not shown.
Binary file not shown.
Executable → Regular
+121
-118
@@ -1,125 +1,128 @@
|
|||||||
.proc talk
|
.proc talk
|
||||||
L0 dta c"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
L0 dta d"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
||||||
L1 dta c"DIE!"
|
L1 dta d"DIE!"
|
||||||
L2 dta c"EAT MY SHORTS!"
|
L2 dta d"EAT MY SHORTS!"
|
||||||
L3 dta c"YOU'RE TOAST!"
|
L3 dta d"YOU'RE TOAST!"
|
||||||
L4 dta c"BANZAI!"
|
L4 dta d"BANZAI!"
|
||||||
L5 dta c"FROM HELL'S HEART I STAB AT THEE..."
|
L5 dta d"FROM HELL'S HEART I STAB AT THEE..."
|
||||||
L6 dta c"I DIDN'T DO IT. NOBODY SAW ME DO IT."
|
L6 dta d"I DIDN'T DO IT. NOBODY SAW ME DO IT."
|
||||||
L7 dta c"TAKE A HIKE!"
|
L7 dta d"TAKE A HIKE!"
|
||||||
L8 dta c"YOU'RE DEAD MEAT."
|
L8 dta d"YOU'RE DEAD MEAT."
|
||||||
L9 dta c"MAKE MY DAY."
|
L9 dta d"MAKE MY DAY."
|
||||||
L10 dta c"CHARGE!"
|
L10 dta d"CHARGE!"
|
||||||
L11 dta c"ATTACK!"
|
L11 dta d"ATTACK!"
|
||||||
L12 dta c"YOU'RE OUTTA HERE."
|
L12 dta d"YOU'RE OUTTA HERE."
|
||||||
L13 dta c"WATTSA MATTA YOU?"
|
L13 dta d"WATTSA MATTA YOU?"
|
||||||
L14 dta c"FREEZE, OR I'LL SHOOT!"
|
L14 dta d"FREEZE, OR I'LL SHOOT!"
|
||||||
L15 dta c"HA HA HA."
|
L15 dta d"HA HA HA."
|
||||||
L16 dta c"WE COME IN PEACE - SHOOT TO KILL!"
|
L16 dta d"WE COME IN PEACE - SHOOT TO KILL!"
|
||||||
L17 dta c"IN YOUR FACE!"
|
L17 dta d"IN YOUR FACE!"
|
||||||
L18 dta c"DIE COMMIE PIG!"
|
L18 dta d"DIE COMMIE PIG!"
|
||||||
L19 dta c"I LOVE THE SMELL OF NAPALM IN THE MORNING."
|
L19 dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."
|
||||||
L20 dta c"VICTORY!"
|
L20 dta d"VICTORY!"
|
||||||
L21 dta c"SHOW SOME RESPECT."
|
L21 dta d"SHOW SOME RESPECT."
|
||||||
L22 dta c"JUST WHO DO YOU THINK YOU ARE?"
|
L22 dta d"JUST WHO DO YOU THINK YOU ARE?"
|
||||||
L23 dta c"LOOK OUT BELOW!"
|
L23 dta d"LOOK OUT BELOW!"
|
||||||
L24 dta c"KNOCK, KNOCK."
|
L24 dta d"KNOCK, KNOCK."
|
||||||
L25 dta c"LOOK OVER THERE."
|
L25 dta d"LOOK OVER THERE."
|
||||||
L26 dta c"GUESS WHAT'S COMING FOR DINNER?"
|
L26 dta d"GUESS WHAT'S COMING FOR DINNER?"
|
||||||
L27 dta c"MERRY CHRISTMAS."
|
L27 dta d"MERRY CHRISTMAS."
|
||||||
L28 dta c"OPEN WIDE!"
|
L28 dta d"OPEN WIDE!"
|
||||||
L29 dta c"HERE GOES NOTHING..."
|
L29 dta d"HERE GOES NOTHING..."
|
||||||
L30 dta c"DON'T WORRY, IT ISN'T A LIVE ROUND."
|
L30 dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."
|
||||||
L31 dta c"BLOOD, PAIN, VIOLENCE!"
|
L31 dta d"BLOOD, PAIN, VIOLENCE!"
|
||||||
L32 dta c"TAKE THIS, SISSY!"
|
L32 dta d"TAKE THIS, SISSY!"
|
||||||
L33 dta c"I SHALL FLATTEN YOU!"
|
L33 dta d"I SHALL FLATTEN YOU!"
|
||||||
L34 dta c"I SHALL SMASH YOUR UGLY TANK!"
|
L34 dta d"I SHALL SMASH YOUR UGLY TANK!"
|
||||||
L35 dta c"I WONDER WHAT THIS BUTTON DOES?"
|
L35 dta d"I WONDER WHAT THIS BUTTON DOES?"
|
||||||
L36 dta c"DON'T TAKE THIS PERSONALLY."
|
L36 dta d"DON'T TAKE THIS PERSONALLY."
|
||||||
L37 dta c"WOULD THIS MAKE YOU MAD?"
|
L37 dta d"WOULD THIS MAKE YOU MAD?"
|
||||||
L38 dta c"I TOLD YOU TO LEAVE MY SISTER ALONE!"
|
L38 dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"
|
||||||
L39 dta c"I COULD SPARE YOU, BUT WHY?"
|
L39 dta d"I COULD SPARE YOU, BUT WHY?"
|
||||||
L40 dta c"MY BOMB IS BIGGER THAN YOURS."
|
L40 dta d"MY BOMB IS BIGGER THAN YOURS."
|
||||||
L41 dta c"DON'T FORGET ABOUT ME!"
|
L41 dta d"DON'T FORGET ABOUT ME!"
|
||||||
L42 dta c"HASTA LA VISTA, BABY!"
|
L42 dta d"HASTA LA VISTA, BABY!"
|
||||||
L43 dta c"THIS IS YOUR BRAIN ON SCORCH."
|
L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
|
||||||
L44 dta c"TAKE THIS!"
|
L44 dta d"TAKE THIS!"
|
||||||
L45 dta c"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
||||||
L46 dta c"DIE, ALIEN SWINE!"
|
L46 dta d"DIE, ALIEN SWINE!"
|
||||||
L47 dta c"SAY ARRGGHHHHH...."
|
L47 dta d"SAY ARRGGHHHHH...."
|
||||||
L48 dta c"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
||||||
L49 dta c"DIE, TANK-SCUM!"
|
L49 dta d"DIE, TANK-SCUM!"
|
||||||
L50 dta c"I'M GONNA BREAK YOUR FACE!"
|
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||||
L51 dta c"MAMA SAID KNOCK YOU OUT!"
|
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
||||||
L52 dta c"I HOPE YOU ENJOY PAIN!"
|
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
|
||||||
|
|||||||
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.
+215
-563
@@ -2,21 +2,46 @@
|
|||||||
|
|
||||||
.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,$7a,$de
|
||||||
|
TankStatusColoursTable .BYTE $54,$24,$94,$c4,$74,$d4
|
||||||
|
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 +55,46 @@ 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
|
||||||
@@ -189,99 +188,6 @@ sintable
|
|||||||
.by 255
|
.by 255
|
||||||
.by 255 ;anti self destruction byte
|
.by 255 ;anti self destruction byte
|
||||||
|
|
||||||
costable
|
|
||||||
.by 255 ;anti self destruction byte
|
|
||||||
.by 255
|
|
||||||
.by 255
|
|
||||||
.by 255
|
|
||||||
.by 255
|
|
||||||
.by 255
|
|
||||||
.by 254
|
|
||||||
.by 254
|
|
||||||
.by 253
|
|
||||||
.by 252
|
|
||||||
.by 252
|
|
||||||
.by 251
|
|
||||||
.by 250
|
|
||||||
.by 249
|
|
||||||
.by 248
|
|
||||||
.by 247
|
|
||||||
.by 246
|
|
||||||
.by 244
|
|
||||||
.by 243
|
|
||||||
.by 242
|
|
||||||
.by 240
|
|
||||||
.by 238
|
|
||||||
.by 237
|
|
||||||
.by 235
|
|
||||||
.by 233
|
|
||||||
.by 232
|
|
||||||
.by 230
|
|
||||||
.by 228
|
|
||||||
.by 226
|
|
||||||
.by 223
|
|
||||||
.by 221
|
|
||||||
.by 219
|
|
||||||
.by 217
|
|
||||||
.by 214
|
|
||||||
.by 212
|
|
||||||
.by 209
|
|
||||||
.by 207
|
|
||||||
.by 204
|
|
||||||
.by 201
|
|
||||||
.by 198
|
|
||||||
.by 196
|
|
||||||
.by 193
|
|
||||||
.by 190
|
|
||||||
.by 187
|
|
||||||
.by 184
|
|
||||||
.by 181
|
|
||||||
.by 177
|
|
||||||
.by 174
|
|
||||||
.by 171
|
|
||||||
.by 167
|
|
||||||
.by 164
|
|
||||||
.by 161
|
|
||||||
.by 157
|
|
||||||
.by 154
|
|
||||||
.by 150
|
|
||||||
.by 146
|
|
||||||
.by 143
|
|
||||||
.by 139
|
|
||||||
.by 135
|
|
||||||
.by 131
|
|
||||||
.by 128
|
|
||||||
.by 124
|
|
||||||
.by 120
|
|
||||||
.by 116
|
|
||||||
.by 112
|
|
||||||
.by 108
|
|
||||||
.by 104
|
|
||||||
.by 100
|
|
||||||
.by 95
|
|
||||||
.by 91
|
|
||||||
.by 87
|
|
||||||
.by 83
|
|
||||||
.by 79
|
|
||||||
.by 74
|
|
||||||
.by 70
|
|
||||||
.by 66
|
|
||||||
.by 61
|
|
||||||
.by 57
|
|
||||||
.by 53
|
|
||||||
.by 48
|
|
||||||
.by 44
|
|
||||||
.by 40
|
|
||||||
.by 35
|
|
||||||
.by 31
|
|
||||||
.by 26
|
|
||||||
.by 22
|
|
||||||
.by 17
|
|
||||||
.by 13
|
|
||||||
.by 8
|
|
||||||
.by 4
|
|
||||||
.by 0
|
|
||||||
|
|
||||||
linetableL
|
linetableL
|
||||||
:screenheight+1 .by <(display+screenBytes*#)
|
:screenheight+1 .by <(display+screenBytes*#)
|
||||||
linetableH
|
linetableH
|
||||||
@@ -303,328 +209,18 @@ 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 +229,6 @@ 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________
|
||||||
@@ -683,22 +278,22 @@ 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_Vert_Guidance__
|
||||||
.by >price_Lazy_Boy_______
|
.by >price_Lazy_Boy_______
|
||||||
.by >price_Parachute______
|
.by >price_Parachute______
|
||||||
.by >price_Battery________
|
.by >price_StrongParachute
|
||||||
.by >price_Mag_Deflector__
|
.by >price_Mag_Deflector__
|
||||||
.by >price_Shield_________
|
.by >price_Shield_________
|
||||||
.by >price_Force_Shield___
|
|
||||||
.by >price_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___
|
||||||
@@ -749,22 +344,22 @@ 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_Vert_Guidance__
|
||||||
.by <price_Lazy_Boy_______
|
.by <price_Lazy_Boy_______
|
||||||
.by <price_Parachute______
|
.by <price_Parachute______
|
||||||
.by <price_Battery________
|
.by <price_StrongParachute
|
||||||
.by <price_Mag_Deflector__
|
.by <price_Mag_Deflector__
|
||||||
.by <price_Shield_________
|
.by <price_Shield_________
|
||||||
.by <price_Force_Shield___
|
|
||||||
.by <price_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 +370,18 @@ 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_____
|
||||||
@@ -798,9 +393,9 @@ WeaponUnits
|
|||||||
.by 10 ;Baby_Sandhog___
|
.by 10 ;Baby_Sandhog___
|
||||||
.by 5 ;Sandhog________
|
.by 5 ;Sandhog________
|
||||||
.by 2 ;Heavy_Sandhog__
|
.by 2 ;Heavy_Sandhog__
|
||||||
.by 10 ;Dirt_Clod______
|
.by 5 ;Dirt_Clod______
|
||||||
.by 5 ;Dirt_Ball______
|
.by 3 ;Dirt_Ball______
|
||||||
.by 2 ;Ton_of_Dirt____
|
.by 1 ;Ton_of_Dirt____
|
||||||
.by 4 ;Liquid_Dirt____
|
.by 4 ;Liquid_Dirt____
|
||||||
.by 2 ;Dirt_Charge____
|
.by 2 ;Dirt_Charge____
|
||||||
.by 10 ;Earth_Disrupter
|
.by 10 ;Earth_Disrupter
|
||||||
@@ -821,74 +416,70 @@ 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 3 ;Battery________
|
||||||
.by 2 ;Bal_Guidance___
|
.by 2 ;Bal_Guidance___
|
||||||
.by 5 ;Horz_Guidance__
|
.by 5 ;Horz_Guidance__
|
||||||
.by 5 ;Vert_Guidance__
|
.by 5 ;Vert_Guidance__
|
||||||
.by 2 ;Lazy_Boy_______
|
.by 2 ;Lazy_Boy_______
|
||||||
.by 8 ;Parachute______
|
.by 3 ;Parachute______
|
||||||
.by 10 ;Battery________
|
.by 2 ;StrongParachute
|
||||||
.by 2 ;Mag_Deflector__
|
.by 2 ;Mag_Deflector__
|
||||||
.by 3 ;Shield_________
|
.by 3 ;Shield_________
|
||||||
.by 3 ;Force_Shield___
|
|
||||||
.by 2 ;Heavy_Shield___
|
.by 2 ;Heavy_Shield___
|
||||||
|
.by 3 ;Force_Shield___
|
||||||
.by 2 ;Super_Mag______
|
.by 2 ;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 ","Earth Disrupter ","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
|
; "Vert Guidance ","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 ","Earth Disrupter ","Plasma Blast "
|
||||||
|
.by %00000000
|
||||||
|
; "Laser "
|
||||||
|
.by %00000000
|
||||||
|
.by 0 ; offset to defensives
|
||||||
|
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
|
||||||
|
; "Vert Guidance ","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
|
||||||
@@ -899,8 +490,8 @@ WeaponSymbols
|
|||||||
.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
|
.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
|
||||||
.by $20,$00,$00,$00,$00,$00,$00,$00
|
.by $20,$00,$00,$00,$00,$00,$00,$00
|
||||||
.by $00,$00,$00,$00,$00,$00,$00,$00
|
.by $00,$00,$00,$00,$00,$00,$00,$00
|
||||||
.by $02,$03,$06,$1d,$0a,$1b,$1c,$1e
|
.by $5f,$1c,$03,$06,$1d,$0a,$1b,$1b ; defensives
|
||||||
.by $3b,$3c,$3d,$3e,$3f,$5e,$5f,$00
|
.by $1e,$3b,$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
|
||||||
@@ -951,26 +542,44 @@ 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"Vert Guidance " ; 52
|
||||||
dta d"Parachute " ; 53
|
dta d"Lazy Boy " ; 53
|
||||||
dta d"Battery " ; 54
|
dta d"Parachute " ; 54 - no energy
|
||||||
dta d"Mag Deflector " ; 55
|
dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
|
||||||
dta d"Shield " ; 56
|
dta d"Mag Deflector " ; 56 - with shield and energy
|
||||||
dta d"Force Shield " ; 57
|
dta d"Shield " ; 57 - shield for one shot - no energy
|
||||||
dta d"Heavy Shield " ; 58
|
dta d"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 00 ; Vert Guidance
|
||||||
|
.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
|
||||||
@@ -989,7 +598,50 @@ scrcodes
|
|||||||
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"Stay tuned for the FujiNet version",d"!"*
|
||||||
|
dta d" "*
|
||||||
|
CreditsEnd
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
+166
-65
@@ -1,14 +1,38 @@
|
|||||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
|
;----------------------------------------------
|
||||||
|
; Player/missile memory
|
||||||
|
|
||||||
|
PMGraph = $0800
|
||||||
|
display = $1010 ;screen takes $2K due to clearing routine
|
||||||
|
|
||||||
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
|
margin = 40 ;mountain drawing Y variable margin
|
||||||
display = $1010 ;screen takes $2K due to clearing routine
|
|
||||||
MaxPlayers = 6
|
MaxPlayers = 6
|
||||||
maxOptions = 7 ;number of all options
|
maxOptions = 8 ;number of all options
|
||||||
PMOffset = $23 ; P/M to graphics offset
|
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 +43,31 @@ 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_Earth_Disrupter = $ffff ;430 ;_30
|
||||||
price_Plasma_Blast___ = $ffff ;274 ;_31
|
price_Plasma_Blast___ = $ffff ;274 ;_31
|
||||||
price_Laser__________ = 577 ;_32
|
price_Laser__________ = 277 ;_32
|
||||||
price______________33 = 0
|
price______________33 = 0
|
||||||
price______________34 = 0
|
price______________34 = 0
|
||||||
price______________35 = 0
|
price______________35 = 0
|
||||||
@@ -59,50 +83,127 @@ price______________44 = 0
|
|||||||
price______________45 = 0
|
price______________45 = 0
|
||||||
price______________46 = 0
|
price______________46 = 0
|
||||||
price______________47 = 0
|
price______________47 = 0
|
||||||
price_Heat_Guidance__ = $ffff ;_48_($30)
|
price_White_Flag_____ = $0 ;_48_($30)
|
||||||
price_Bal_Guidance___ = $ffff ;_49
|
price_Battery________ = 300 ;_49
|
||||||
price_Horz_Guidance__ = $ffff ;_50
|
price_Bal_Guidance___ = $ffff ;_50
|
||||||
price_Vert_Guidance__ = $ffff ;_51
|
price_Horz_Guidance__ = $ffff ;_51
|
||||||
price_Lazy_Boy_______ = $ffff ;_52
|
price_Vert_Guidance__ = $ffff ;_52
|
||||||
price_Parachute______ = 1100 ;_53
|
price_Lazy_Boy_______ = $ffff ;_53
|
||||||
price_Battery________ = $ffff ;_54
|
price_Parachute______ = 234 ;_54
|
||||||
price_Mag_Deflector__ = $ffff ;_55
|
price_StrongParachute = 1000 ;_55
|
||||||
price_Shield_________ = $ffff ;_56
|
price_Mag_Deflector__ = 745 ;_56
|
||||||
price_Force_Shield___ = $ffff ;_57
|
price_Shield_________ = 224 ;_57
|
||||||
price_Heavy_Shield___ = $ffff ;_58
|
price_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_Earth_Disrupter = 30
|
||||||
|
ind_Plasma_Blast___ = 31
|
||||||
|
ind_Laser__________ = 32
|
||||||
|
ind______________33 = 0
|
||||||
|
ind______________34 = 0
|
||||||
|
ind______________35 = 0
|
||||||
|
ind______________36 = 0
|
||||||
|
ind______________37 = 0
|
||||||
|
ind______________38 = 0
|
||||||
|
ind______________39 = 0
|
||||||
|
ind______________40 = 0
|
||||||
|
ind______________41 = 0
|
||||||
|
ind______________42 = 0
|
||||||
|
ind______________43 = 0
|
||||||
|
ind______________44 = 0
|
||||||
|
ind______________45 = 0
|
||||||
|
ind______________46 = 0
|
||||||
|
ind______________47 = 0
|
||||||
|
ind_White_Flag_____ = 48
|
||||||
|
ind_Battery________ = 49
|
||||||
|
ind_Bal_Guidance___ = 50
|
||||||
|
ind_Horz_Guidance__ = 51
|
||||||
|
ind_Vert_Guidance__ = 52
|
||||||
|
ind_Lazy_Boy_______ = 53
|
||||||
|
ind_Parachute______ = 54
|
||||||
|
ind_StrongParachute = 55
|
||||||
|
ind_Mag_Deflector__ = 56
|
||||||
|
ind_Shield_________ = 57
|
||||||
|
ind_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
|
||||||
|
;--------------------------------
|
||||||
|
; RMT songs (lines)
|
||||||
|
;--------------------------------
|
||||||
|
song_silencio = $00
|
||||||
|
song_main_menu = $02
|
||||||
|
song_ingame = $06
|
||||||
|
song_round_over = $0b
|
||||||
|
song_ending_looped = $0e
|
||||||
|
song_supermarket = $1b
|
||||||
|
|||||||
Executable → Regular
+102
-51
@@ -1,4 +1,4 @@
|
|||||||
; @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
|
||||||
|
|
||||||
@@ -31,6 +31,11 @@ OptionsDL
|
|||||||
.word OptionsScreen
|
.word OptionsScreen
|
||||||
.byte $30,$02,$02,$70
|
.byte $30,$02,$02,$70
|
||||||
:maxOptions .by $02,$10
|
:maxOptions .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
|
||||||
;------------------------
|
;------------------------
|
||||||
@@ -40,8 +45,8 @@ NameDL
|
|||||||
.byte $42
|
.byte $42
|
||||||
.word NameScreen
|
.word NameScreen
|
||||||
.byte $30
|
.byte $30
|
||||||
.byte $02,$30,$2
|
.byte $02,$30+$80,$02
|
||||||
.byte $10,2,2,2,$30,2,2
|
.byte $10,$02,$02,$02,$30,$02,$02
|
||||||
.byte $41
|
.byte $41
|
||||||
.word NameDL
|
.word NameDL
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
@@ -54,62 +59,63 @@ 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
|
;Screen displays go first to avoid crossing 4kb barrier
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
OptionsScreen
|
OptionsScreen
|
||||||
dta d"Welcome to Scorch ver. "
|
dta d"Welcome to Scorch v. "
|
||||||
build ; 3 bytes from scorch.asm (fancy method) :)
|
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||||
dta d" (un)2000-2022"
|
dta d" (un)2000-2022"
|
||||||
dta d" Please select option with cursor keys "
|
dta d" Please select option with cursor keys "
|
||||||
dta d" and press (Return) to proceed "
|
dta d" and press (Return) to proceed "
|
||||||
OptionsHere
|
OptionsHere
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
dta d"Players : 2 3 4 5 6 "
|
dta d"Players : 2 3 4 5 6 "
|
||||||
dta d"Cash : none 2K 5K 8K 10K "
|
dta d"Cash : none 2K 8K 12K 20K "
|
||||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||||
dta d"Rounds : 10 20 30 40 50 "
|
dta d"Rounds : 10 20 30 40 50 "
|
||||||
dta d"Missiles : slug slow norm fast hare "
|
dta d"Missiles : slug slow norm fast hare "
|
||||||
dta d"Seppuku : nevr rare norm oftn alws "
|
dta d"Seppuku : nevr rare norm oftn alws "
|
||||||
|
dta d"Mountains: NL BE CZ CH NP "
|
||||||
OptionsScreenEnd
|
OptionsScreenEnd
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
MoreUp
|
MoreUp
|
||||||
@@ -127,6 +133,7 @@ MoreDown
|
|||||||
ListOfWeapons
|
ListOfWeapons
|
||||||
:36 dta d" "
|
:36 dta d" "
|
||||||
ListOfWeapons1End
|
ListOfWeapons1End
|
||||||
|
;GameOverResults ; reuse after game (remember to clear on start new)
|
||||||
ListOfDefensiveWeapons
|
ListOfDefensiveWeapons
|
||||||
:16 dta d" "
|
:16 dta d" "
|
||||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||||
@@ -136,15 +143,50 @@ WeaponsDescription
|
|||||||
dta d" - Defensive/Offensive weapon "
|
dta d" - Defensive/Offensive weapon "
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"Space"*
|
dta d"Space"*
|
||||||
dta d" - Purchase "
|
dta d" - "
|
||||||
|
purchaseActivate
|
||||||
|
dta d"Purchase "
|
||||||
dta d"Return"*
|
dta d"Return"*
|
||||||
dta d" - Finish "
|
dta d" - Finish "
|
||||||
EmptyLine
|
EmptyLine
|
||||||
dta d" "
|
dta d" "
|
||||||
LastLine
|
|
||||||
:40 dta $ff
|
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||||
|
;-----------------------------------------------
|
||||||
|
GameOverResults = display+$0ff0 ; reuse after game
|
||||||
|
Credits = GameOverResults +(6*40)
|
||||||
|
CreditsLastLine = Credits + (41*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 $70+$80
|
||||||
|
.byte $42+$20 ; VSCRL
|
||||||
|
DLCreditsAddr
|
||||||
|
.word Credits
|
||||||
|
:6 .byte $02+$20
|
||||||
|
.byte $02
|
||||||
|
.byte $41
|
||||||
|
.word GameOverDL
|
||||||
|
|
||||||
NameScreen
|
NameScreen
|
||||||
dta d" Enter names of players "
|
dta d" Enter names of players "
|
||||||
dta d" Tank 01 Name:"
|
dta d" Tank 01 Name:"
|
||||||
@@ -154,7 +196,7 @@ NameAdr
|
|||||||
dta d" "
|
dta d" "
|
||||||
NamesOfLevels
|
NamesOfLevels
|
||||||
dta d" HUMAN Moron Shooter "
|
dta d" HUMAN Moron Shooter "
|
||||||
dta d" Poolshark Toosser Chooser "
|
dta d" Poolshark Tosser Chooser "
|
||||||
dta d" Spoiler Cyborg Unknown "
|
dta d" Spoiler Cyborg Unknown "
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"Tab"*
|
dta d"Tab"*
|
||||||
@@ -166,11 +208,20 @@ NamesOfLevels
|
|||||||
textbuffer
|
textbuffer
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
dta d"Player: "
|
dta d"Player: "
|
||||||
dta d"Energy: 99 Angle: <99> Force: 9999 "
|
dta d"Energy: Angle: Force: "
|
||||||
dta d" Round: 99 Wind: <99> "
|
dta d"Round: Wind: "
|
||||||
textbuffer2
|
textbuffer2
|
||||||
dta d"Player: ******** Cash: 99990 "
|
dta d"Player: Cash: 0 " ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||||
dta d"----------------------------------------"
|
dta d"----------------------------------------"
|
||||||
|
;---------------------------------------------------
|
||||||
|
activateText
|
||||||
.endif
|
dta d"Activate"
|
||||||
|
activateTextEnd
|
||||||
|
purchaseText
|
||||||
|
dta d"Purchase"
|
||||||
|
purchaseTextEnd
|
||||||
|
GameOverTitle
|
||||||
|
dta d" game over "*
|
||||||
|
GameOverTitle2
|
||||||
|
dta d" Player Points Hits Earned Money "
|
||||||
|
.endif
|
||||||
Executable → Regular
+956
-355
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,157 @@
|
|||||||
|
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)
|
||||||
|
- ilość 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), do strzelistych i wysokich (NP)
|
||||||
|
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 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 joustick: 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
|
||||||
|
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 [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.
|
||||||
|
|
||||||
|
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).
|
||||||
|
|
||||||
|
|
||||||
|
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. 1 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!
|
||||||
|
loose - 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 - loose
|
||||||
|
if money <0 then money=0
|
||||||
|
|
||||||
|
(na starcie każdej rundy gain i loose 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:
|
||||||
|
loose = loose + 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:
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
|
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.
|
||||||
|
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.
|
||||||
|
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, Auto Defense 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 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 :) ).
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
+20
-19
@@ -1,33 +1,33 @@
|
|||||||
.enum @dmactl
|
.enum @dmactl
|
||||||
blank = %00
|
blank = %00
|
||||||
narrow = %01
|
narrow = %01
|
||||||
standard= %10
|
standard= %10
|
||||||
wide = %11
|
wide = %11
|
||||||
missiles= %100
|
missiles= %100
|
||||||
players = %1000
|
players = %1000
|
||||||
lineX1 = %10000
|
lineX1 = %10000
|
||||||
lineX2 = %00000
|
lineX2 = %00000
|
||||||
dma = %100000
|
dma = %100000
|
||||||
.ende
|
.ende
|
||||||
|
|
||||||
scr48 = @dmactl(wide|dma|players|missiles|lineX1) ;screen 48b
|
scr48 = @dmactl(wide|dma|players|missiles|lineX1)
|
||||||
scr40 = @dmactl(standard|dma|players|missiles|lineX1) ;screen 40b
|
scr40 = @dmactl(standard|dma|players|missiles|lineX1)
|
||||||
scr32 = @dmactl(narrow|dma|players|missiles|lineX1) ;screen 32b
|
scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
||||||
|
|
||||||
.enum @pmcntl
|
.enum @pmcntl
|
||||||
missiles= %1
|
missiles= %1
|
||||||
players = %10
|
players = %10
|
||||||
trigs = %100
|
trigs = %100
|
||||||
.ende
|
.ende
|
||||||
|
|
||||||
.enum @gtictl
|
.enum @gtictl
|
||||||
prior0 = %0
|
prior0 = %0
|
||||||
prior1 = %1
|
prior1 = %1
|
||||||
prior2 = %10
|
prior2 = %10
|
||||||
prior4 = %100
|
prior4 = %100
|
||||||
prior8 = %1000
|
prior8 = %1000
|
||||||
ply5 = %10000 ; Fifth Player Enable
|
ply5 = %10000 ; Fifth Player Enable
|
||||||
mlc = %100000 ; Multiple Color Player Enable
|
mlc = %100000 ; Multiple Color Player Enable
|
||||||
mode9 = %01000000
|
mode9 = %01000000
|
||||||
mode10 = %10000000
|
mode10 = %10000000
|
||||||
mode11 = %11000000
|
mode11 = %11000000
|
||||||
@@ -147,6 +147,7 @@ NMIST = $D40F ; rejestr statusu przerwa� NMI
|
|||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
;additional system variables
|
;additional system variables
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
|
ATRACT = $004D
|
||||||
COLPM0S = $02C0 ;- - shadow register COLPM0
|
COLPM0S = $02C0 ;- - shadow register COLPM0
|
||||||
COLPM1S = $02C1 ;- - shadow register COLPM1
|
COLPM1S = $02C1 ;- - shadow register COLPM1
|
||||||
COLPM2S = $02C2 ;- - shadow register COLPM2
|
COLPM2S = $02C2 ;- - shadow register COLPM2
|
||||||
|
|||||||
+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
|
||||||
|
|||||||
+794
-413
File diff suppressed because it is too large
Load Diff
BIN
Binary file not shown.
Executable → Regular
+1071
-426
File diff suppressed because it is too large
Load Diff
Executable → Regular
+122
-87
@@ -8,33 +8,43 @@
|
|||||||
; 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 !
|
||||||
;--------------
|
noMusic .by 0 ; 0 - play music, $ff - do not play music
|
||||||
TanksNames ; DO NOT ZERO - ticket #24
|
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 RESTART GAME - 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
|
||||||
;--------------
|
;--------------
|
||||||
@@ -43,31 +53,33 @@ 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]
|
||||||
@@ -78,66 +90,74 @@ 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]
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
|
TargetTankNr ; Target tank index (for AI routines)
|
||||||
|
.DS 1
|
||||||
|
;----------------------------------------------------
|
||||||
Erase .DS 1 ; if 1 only mask of the character is printed
|
Erase .DS 1 ; if 1 only mask of the character is printed
|
||||||
; on the graphics screen. if 0 character is printed normally
|
; on the graphics screen. if 0 character is printed normally
|
||||||
|
|
||||||
;-----------------------------------
|
;----------------------------------------------------
|
||||||
RangeLeft .DS 2 ;range of the soil to be fallen down
|
RangeLeft .DS 2 ;range of the soil to be fallen down
|
||||||
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
|
||||||
@@ -152,13 +172,12 @@ digtabyL .DS [8]
|
|||||||
digtabyH .DS [8]
|
digtabyH .DS [8]
|
||||||
; liquiddirt
|
; liquiddirt
|
||||||
TempXfill .ds 2
|
TempXfill .ds 2
|
||||||
FillCounter .ds 1
|
FillCounter .ds 2
|
||||||
;sandhog
|
;sandhog
|
||||||
sandhogflag .DS 1 ; (0 digger, 8 sandhog)
|
sandhogflag .DS 1 ; (0 digger, 8 sandhog)
|
||||||
;ofdirt
|
;ofdirt
|
||||||
magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
|
magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
|
||||||
;draw
|
;draw
|
||||||
DrawJumpAddr .DS 2
|
|
||||||
HowToDraw .DS 1
|
HowToDraw .DS 1
|
||||||
; bits here mean
|
; bits here mean
|
||||||
; 0 - negative X (go up)
|
; 0 - negative X (go up)
|
||||||
@@ -171,14 +190,14 @@ 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?
|
||||||
; -------------------------------------------------
|
;----------------------------------------------------
|
||||||
;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
|
||||||
@@ -191,7 +210,10 @@ 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
|
||||||
@@ -203,12 +225,8 @@ 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
|
||||||
@@ -222,7 +240,7 @@ 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]
|
||||||
@@ -240,24 +258,22 @@ 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
|
.DS 1
|
||||||
PositionOnTheList ; pointer position on the list being displayed
|
PositionOnTheList ; pointer position on the list being displayed
|
||||||
.DS 1
|
.DS 1
|
||||||
@@ -273,17 +289,17 @@ WhichList ; list currently on the screen
|
|||||||
OffsetDL1 ; offset of the list screen (how many lines)....
|
OffsetDL1 ; offset of the list screen (how many lines)....
|
||||||
.DS 1
|
.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 ; Difficulty Level (human/cpu)
|
||||||
.DS 1
|
.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
|
||||||
@@ -295,7 +311,7 @@ FallDown2 .DS 1
|
|||||||
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 +338,7 @@ 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 +347,27 @@ 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 +376,6 @@ previousLeftRange
|
|||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
previousEnergyH
|
previousEnergyH
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
previousRightAngle
|
|
||||||
.DS [MaxPlayers]
|
|
||||||
RandBoundaryLow
|
RandBoundaryLow
|
||||||
.ds 2
|
.ds 2
|
||||||
RandBoundaryHigh
|
RandBoundaryHigh
|
||||||
@@ -349,9 +383,9 @@ RandBoundaryHigh
|
|||||||
AngleTablePointer
|
AngleTablePointer
|
||||||
.DS 1
|
.DS 1
|
||||||
singleRoundVarsEnd
|
singleRoundVarsEnd
|
||||||
;----------------------------------------------
|
;----------------------------------------------------
|
||||||
; 4x4 texts
|
; 4x4 texts
|
||||||
;----------------------------------------------
|
;----------------------------------------------------
|
||||||
LineAddress4x4
|
LineAddress4x4
|
||||||
.DS 2
|
.DS 2
|
||||||
LineCharNr
|
LineCharNr
|
||||||
@@ -369,8 +403,9 @@ ResultY
|
|||||||
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
|
||||||
@@ -382,6 +417,6 @@ plot4x4color .DS 1 ;1-white, 0-background
|
|||||||
|
|
||||||
|
|
||||||
variablesEnd
|
variablesEnd
|
||||||
;----------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
Executable → Regular
+996
-747
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user