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Author SHA1 Message Date
Pirx 0b62cd9945 Merge pull request #127 from pkali/develop
Develop
2022-08-25 00:23:32 -04:00
Pirx 139499689d readme updt 2022-08-25 00:23:05 -04:00
Pecusx eeee624fe8 Esc correctly exits purchase screen. 2022-08-24 21:21:10 +02:00
Pecusx 8aa83f937f Small memory optimization 2022-08-24 21:07:19 +02:00
Pecusx 378fae3361 First letter in name bugfix and better Start+Option :) 2022-08-24 20:55:17 +02:00
Pecusx abb0bc52fb Better Start+Option handling 2022-08-24 17:25:44 +02:00
Pecusx 77317f263a Start + Option - Game Over 2022-08-24 12:44:33 +02:00
Pecusx 6f2e102c6a Manuals update 2022-08-24 09:11:58 +02:00
Pecusx 86ae6d55b9 Background color indicates type of walls. 2022-08-24 08:56:36 +02:00
Pecusx d2b412e860 Funky bomb bounces off the walls!
And optimizations.
2022-08-23 17:55:26 +02:00
Pecusx 492b662252 Boxy walls problem fix
Sometimes the bullet "bounced" off the ceiling indefinitely (above the screen).
2022-08-23 10:51:55 +02:00
Pecusx bfe777c4c6 Fix for silly "big mountains" bug.
It's not a real fix, but rather a workaround.
The putchar4x4 routine now checks for writing off-screen.
2022-08-23 10:13:22 +02:00
Pecusx 36d029bb87 Battery power fix 2022-08-22 23:58:02 +02:00
Pecusx c413deacb1 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2022-08-22 21:39:20 +02:00
Pecusx 701aff0435 Select and Option keys works in game 2022-08-22 21:39:16 +02:00
Pirx 8b29184886 Merge pull request #126 from pkali/develop
Develop
2022-08-22 15:05:42 -04:00
Pirx 4218791068 readme updt 2022-08-22 15:05:21 -04:00
Pecusx 90eff39dda Manuals update 2022-08-22 20:30:24 +02:00
Pecusx 662bc1304a v 1.11
Manuals update
2022-08-22 20:25:41 +02:00
Pecusx 8052add0ab Veeeeeery long tank names fix 2022-08-22 19:48:46 +02:00
Pecusx 7f85a7ed6a Walls added! #50
And Battery activation fix :)
2022-08-22 19:27:02 +02:00
13 changed files with 267 additions and 100 deletions
+31 -20
View File
@@ -12,11 +12,19 @@ On the first screen, you can configure gameplay options:
* number of rounds in a game * number of rounds in a game
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself) * missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose. * frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal) * The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
* the way the walls (edges of the screen) work:
* none - projectiles that flew off the screen do not return
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
* bump - the right and left walls deflect projectiles that want to fly through them
* boxy - just like bump, except that the "ceiling" also reflects projectiles
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.
Select options with cursor keys or joystick. Select options with cursor keys or a joystick.
The [RETURN] key or Joystick button moves to the next screen. The [RETURN] key or a joystick button moves to the next screen.
## 2. Entering the name of players and selecting the level of computer-controlled players ## 2. Entering the name of players and selecting the level of computer-controlled players
@@ -48,14 +56,15 @@ The status line shows which player is currently allowed to take a shot and a set
The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot. The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
* [SPACE] or joystick button pressed briefly - firing a shot. * [SPACE] or joystick button pressed briefly - firing a shot.
* [TAB] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). * [TAB] or [SELECT] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
* [I] or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. * [I] or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon.
* [A] - go directly to the defensive weapons activation. * [A] or [OPTION] - go directly to the defensive weapons activation.
* [M] key - disable/enable background music. * [M] key - disable/enable background music.
* [S] key - disable/enable effect sounds. * [S] key - disable/enable effect sounds.
* [START] - speed up some game animations. * [START] - speed up some game animations.
* [O] - end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed.
* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). * [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
* [O] - end the current game and jump to the Game Over screen with a summary.
## 5. Game mechanics ## 5. Game mechanics
@@ -64,9 +73,9 @@ And here's a rundown of the description of how each weapon works, scoring rules,
### First, what we know about tank energy ### First, what we know about tank energy
- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round. - Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
- Energy of tanks is depleted in 3 ways: - Energy of tanks is depleted in 3 ways:
1. one unit after firing each shot, * one unit after firing each shot,
2. while falling (one pixel down takes 2 units of energy), * while falling (one pixel down takes 2 units of energy),
3. when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile. * when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
### How energy subtraction works (and makes money!) ### How energy subtraction works (and makes money!)
@@ -82,7 +91,9 @@ Specifically:
### After each round: ### After each round:
`money = money + (2 * (gain + energy))` `money = money + (2 * (gain + energy))`
`money = money - lose` `money = money - lose`
`if money < 0 then money = 0` `if money < 0 then money = 0`
(at the start of each round `gain` and `lose` have a value of 0) (at the start of each round `gain` and `lose` have a value of 0)
@@ -126,16 +137,16 @@ And here are the `ExplosionRadius` values for each weapon:
| Baby Missile | 11 | | Baby Missile | 11 |
| Missile | 17 | | Missile | 17 |
| Baby Nuke | 25 | | Baby Nuke | 25 |
| Nuke | 31 | | Nuke | 30 |
| LeapFrog| 17 15 13 | | LeapFrog| 17 15 13 |
| Funky Bomb | 21 11 (* 5) | | Funky Bomb | 21 11 (* 5) |
| MIRV | 17 (* 5) | | MIRV | 17 (* 5) |
| Death's Head | 31 (* 5) | | Death's Head | 30 (* 5) |
| Napalm | x 40 (this weapon is different and the distance from the center is not determined, simply any tank within range of the flames loses 40 units of energy - the ExplosionRadius variable is not used) | | Napalm | x 40 (this weapon is different and the distance from the center is not determined, simply any tank within range of the flames loses 40 units of energy - the ExplosionRadius variable is not used) |
| Hot Napalm | x 80 (the same principle as in Napalm) | | Hot Napalm | x 80 (the same principle as in Napalm) |
| Baby Roller | 11 | | Baby Roller | 11 |
| Roller | 21 | | Roller | 21 |
| Heavy Roller | 31 | | Heavy Roller | 30 |
| Riot Charge | 31 | | Riot Charge | 31 |
| Riot Blast | 0 (in reality - 61 but with these weapons it is not taken into account when counting energy loss only the width of the ground to fall) | | Riot Blast | 0 (in reality - 61 but with these weapons it is not taken into account when counting energy loss only the width of the ground to fall) |
| Riot Bomb | 17 | | Riot Bomb | 17 |
@@ -153,27 +164,27 @@ And here are the `ExplosionRadius` values for each weapon:
| Dirt Charge | 0 (61 - as above) | | Dirt Charge | 0 (61 - as above) |
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).| | Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (White Flag) is not added to those that died and does not give points. The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (using **White Flag**), it is not counted and does not give big points.
Only these points determine the order in the summary Only these big points determine the order in the summary.
## 6. And now defensive weapons: ## 6. And now for defensive weapons:
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation. * **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
* **Battery** - when activated, it recharges the tank's energy to full (99 units) and at the same time is the only defensive weapon that does not deactivate other defensive weapons when used. * **Battery** - when activated, it recharges the tank's energy to full (99 units) and at the same time is the only defensive weapon that does not deactivate other defensive weapons when used.
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks. * **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated. * **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether it's just a "scratch" or a direct hit with a nuke), and deactivates immediately afterward. * **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether tis but a scratch or a direct hit with a nuke), and deactivates immediately afterward.
* **Heavy Shield** - a shield with its own energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its own energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield. * **Heavy Shield** - a shield with its own energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its own energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield.
* **Force Shield** - the strongest shield - works just like Heavy Shield only that it is combined with **Parachute**. What is important in this case, falling does not take energy away from the shield or the tank. It is only taken away by hits. * **Force Shield** - the strongest shield - works just like Heavy Shield only that it is combined with **Parachute**. What is important in this case, falling does not take energy away from the shield or the tank. It is only taken away by hits.
* **Bouncy Castle** - a passive-aggressive weapon :) . It works as follows. In case of a direct hit on the tank (and cover), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (you will probably have to rethink this value and give a smaller one here). * **Bouncy Castle** - a passive-aggressive weapon :). It works as follows - in a case of a direct tank hit (and shield), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it is also works like **Heavy Shield** and has 99 units at the start (we will probably have to rethink this value and give a smaller one here).
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one). * **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains. * **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated). * **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
Due to the different operations of **MIRV** weapons, **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons. Due to the different operations of **MIRV**, defensive weapons **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons. In addition, **MIRV** heads do not bounce or fly through sidewalls during descent!
In addition, none of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not work. None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated. **White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
@@ -183,4 +194,4 @@ And of course, activating a weapon when you already have some other weapon activ
## 7. "Other" weapons: ## 7. "Other" weapons:
* **Buy me!** - this 'weapon' cannot be used in gameplay. Buying it draws one of the offensive or (more rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the "Buy Me!" price) but also gain. You can get a weapon otherwise not affordable at all! * **Buy me!** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Buy Me!** price) but also gain. You can get a weapon otherwise not affordable at all!
+20 -10
View File
@@ -12,6 +12,14 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce) * 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. * częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu) * wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
* sposób działania ścian (krawędzi ekranu):
* none - pociski, które wyleciały poza ekran nie wracają
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony (i odwrotnie)
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć
* boxy - tak jak bump, tyle że "sufit" także odbija pociski
* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - niebieski, boxy - zielony.
Wybór opcji klawiszami kursora lub joystickiem. Wybór opcji klawiszami kursora lub joystickiem.
@@ -47,12 +55,14 @@ W linii statusowej widoczna jest informacja o tym który z graczy aktualnie moż
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału. Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
* [SPACJA] lub przycisk joysticka naciśnięte krótko - oddanie strzału * [SPACJA] lub przycisk joysticka naciśnięte krótko - oddanie strzału
* [TAB] - wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory) * [TAB] lub [SELECT]- wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
* Klawisz [I] lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. * Klawisz [I] lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną.
* Klawisz [A] - bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. * Klawisz [A] lub [OPTION]- bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
* Klawisz [M] - wyłączenie/włączenie muzyki w tle * Klawisz [M] - wyłączenie/włączenie muzyki w tle
* Klawisz [S] - wyłączenie/włączenie dźwięków efektów. * Klawisz [S] - wyłączenie/włączenie dźwięków efektów.
* [START] - przyspiesza/pomimja niektóre animacje w grze
* 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. * 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.
* [START] + [OPTION] - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia.
* [ESC] - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). * [ESC] - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
## 5. Zasady gry ## 5. Zasady gry
@@ -62,9 +72,9 @@ A tutaj zręby opisu działania poszczególnych broni, zasad punktacji itp:
### Najpierw co wiemy o energii czołgów ### Najpierw co wiemy o energii czołgów
- Czołgi mają energię (a Ogry warstwy - jak cebula) - na starcie 99 jednostek - Czołgi mają energię (a Ogry warstwy - jak cebula) - na starcie 99 jednostek
- Energii czołgom ubywa na 3 sposoby: - Energii czołgom ubywa na 3 sposoby:
1. jedna jednostka po oddaniu każdego strzału * jedna jednostka po oddaniu każdego strzału
2. w czasie spadania (jeden piksel w dół 2 jednostki) * 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. * 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!) ### 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: 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:
@@ -122,16 +132,16 @@ A oto wartości promienia rażenia (ExplosionRadius) dla poszczególnych broni:
| Baby Missile | 11 | | Baby Missile | 11 |
| Missile | 17 | | Missile | 17 |
| Baby Nuke | 25 | | Baby Nuke | 25 |
| Nuke | 31 | | Nuke | 30 |
| LeapFrog| 17 15 13 | | LeapFrog| 17 15 13 |
| Funky Bomb | 21 11 (* 5) | | Funky Bomb | 21 11 (* 5) |
| MIRV | 17 (* 5) | | MIRV | 17 (* 5) |
| Death's Head | 31 (* 5) | | Death's Head | 30 (* 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) | | 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) | | Hot Napalm | x 80 (zasada taka jak w Napalm) |
| Baby Roller | 11 | | Baby Roller | 11 |
| Roller | 21 | | Roller | 21 |
| Heavy Roller | 31 | | Heavy Roller | 30 |
| Riot Charge | 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 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 | | Riot Bomb | 17 |
@@ -166,9 +176,9 @@ Tylko te punkty decydują o kolejności w podsumowaniu
* **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. * **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). * **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fanie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej deaktywować).
W związku z odmiennym działaniem broni **MIRV**, **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
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. Żadna z osłon nie chroni przed **Napalm**. **Auto Defense** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna. Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
+26
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@@ -48,6 +48,32 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changes: ## Changes:
###### Version 1.12
2022-08-24
What is going on? Are we getting crazy or what?
Changes:
* Background color indicates type of walls. This is very useful when `rand` option is selected.
* XEGS users requested that console keys are used when no keyboard attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
* A very silly bug detected by our young testers fixed - the game crashed when you built a very high mountain using Dirt Balls :)
* Boxy infinite bounce bug fixed.
* Funky bombs bouce off the walls!
* First letter entered for a tank name was inserted in a wrong spot. How did it work at all? Magic.
* [ESC] now correctly exits purchase screen.
###### Version 1.11
2022-08-22
A release lollapalooza.
The silliness indicator crashed. What are we doing?
Changes:
* A very silly buffer overflow bug fixed - it allowed for infinite (well... to the point) lengths of tank names, or rather for overwriting code with arbitrary values.
* Gamefield walls added https://github.com/pkali/scorch_src/issues/50. Choosing a different wall effect from the main options menu allows for a sophisticated tactics change.
###### Version 1.10 ###### Version 1.10
2022-08-21 2022-08-21
+1 -4
View File
@@ -4,15 +4,12 @@
; initial values for some variables ; initial values for some variables
initialvaluesStart initialvaluesStart
I_OptionsTable .by 0,1,2,2,0,1,3,2 I_OptionsTable .by 0,1,2,2,0,1,3,2,0
I_RoundsInTheGame .by 10 ;how many rounds in the current game I_RoundsInTheGame .by 10 ;how many rounds in the current game
I_seppukuVal .by 75 I_seppukuVal .by 75
I_mountainDeltaH .by 3 I_mountainDeltaH .by 3
I_mountainDeltaL .by $ff I_mountainDeltaL .by $ff
;---------------------------------------------------- ;----------------------------------------------------
; 4x4 text buffer
I_ResultLineBuffer
dta d" ", $ff
I_LineHeader1 I_LineHeader1
dta d"# ROUND: " dta d"# ROUND: "
I_RoundNrDisplay I_RoundNrDisplay
+1 -1
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@@ -17,7 +17,7 @@ display = $1010 ;screen takes $2K due to clearing routine
margin = 40 ;mountain drawing Y variable margin margin = 40 ;mountain drawing Y variable margin
MaxPlayers = 6 MaxPlayers = 6
maxOptions = 8 ;number of all options maxOptions = 9 ;number of all options
PMOffsetX = $2C ; P/M to graphics offset PMOffsetX = $2C ; P/M to graphics offset
PMOffsetY = $23 ; P/M to graphics offset PMOffsetY = $23 ; P/M to graphics offset
napalmRadius = 10 napalmRadius = 10
+5 -4
View File
@@ -17,6 +17,7 @@ OptionsHere
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 " dta d"Mountains: NL BE CZ CH NP "
dta d"Walls : none wrap bump boxy rand "
OptionsScreenEnd OptionsScreenEnd
;----------------------------------------------- ;-----------------------------------------------
ListOfWeapons ListOfWeapons
@@ -103,18 +104,18 @@ OptionsScreen
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 "
MoreUp MoreUp
dta d" " dta d" "
dta 92,92,92 dta 92,92,92
dta d" more " dta d" more "
dta 92,92,92 dta 92,92,92
dta d" " dta d" "
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!! .ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
MoreDown MoreDown
dta d" " dta d" "
dta 93,93,93 dta 93,93,93
dta d" more " dta d" more "
dta 93,93,93 dta 93,93,93
dta d" " dta d" "
WeaponsDescription WeaponsDescription
; 0123456789012345678901234567890123456789 ; 0123456789012345678901234567890123456789
dta d"Tab"* dta d"Tab"*
+10 -11
View File
@@ -791,7 +791,7 @@ DoNotDrawTankNr
mva #18 fs ; temp, how many times flash the tank mva #18 fs ; temp, how many times flash the tank
tankflash_loop tankflash_loop
lda CONSOL ; turbo mode lda CONSOL ; turbo mode
cmp #6 ; START and #%00000001 ; START KEY
sne:mva #1 fs ; finish it sne:mva #1 fs ; finish it
mva #1 Erase mva #1 Erase
ldx TankNr ldx TankNr
@@ -1899,20 +1899,18 @@ EndPutChar
; puts 4x4 pixels char on the graphics screen ; puts 4x4 pixels char on the graphics screen
; in: dx, dy (LOWER left corner of the char) ; in: dx, dy (LOWER left corner of the char)
; in: CharCode4x4 (.sbyte) ; in: CharCode4x4 (.sbyte)
; in: plot4x4color (0/1) ; in: plot4x4color (0/255)
; all pixels are being drawn ; all pixels are being drawn
; (empty and not empty) ; (empty and not empty)
;-------------------------------------------------- ;--------------------------------------------------
; cpw ydraw #(screenheight-4) ; rts
; jcs TypeChar.EndPutChar ;nearest RTS cpw dy #(screenheight-1)
; cpw xdraw #(screenwidth-4) jcs TypeChar.EndPutChar ;nearest RTS
; jcs TypeChar.EndPutChar ;nearest RTS cpw dy #(4)
jcc TypeChar.EndPutChar ;nearest RTS
cpw dx #(screenwidth-4)
jcs TypeChar.EndPutChar ;nearest RTS
; checks ommited. ; checks ommited.
lda plot4x4color
beq FontColor0
lda #$ff ; better option to check (plot4x4color = $00 or $ff)
sta plot4x4color
FontColor0
; char to the table ; char to the table
lda CharCode4x4 lda CharCode4x4
and #%00000001 and #%00000001
@@ -2021,6 +2019,7 @@ EndPut4x4
; and #$fc ; and #$fc
; ora #$02 ; 2=normal, 3 = wide screen width ; ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls sta dmactls
mva WallsType COLBAKS ; set color of background
jsr WaitOneFrame jsr WaitOneFrame
rts rts
.endp .endp
+1
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@@ -350,6 +350,7 @@ COLOR1 EQU $02C5
COLOR2 EQU $02C6 COLOR2 EQU $02C6
COLOR3 EQU $02C7 COLOR3 EQU $02C7
COLOR4 EQU $02C8 COLOR4 EQU $02C8
COLBAKS EQU COLOR4
RUNADR EQU $02C9 ;LOADER RUNADR EQU $02C9 ;LOADER
HIUSED EQU $02CB ;LOADER HIUSED EQU $02CB ;LOADER
ZHIUSE EQU $02CD ;LOADER ZHIUSE EQU $02CD ;LOADER
+43 -15
View File
@@ -36,7 +36,7 @@
;we decided it must go in 'English' to let other people work on it ;we decided it must go in 'English' to let other people work on it
.macro build .macro build
dta d"1.10" ; number of this build (3 bytes) dta d"1.12" ; number of this build (3 bytes)
.endm .endm
icl 'definitions.asm' icl 'definitions.asm'
@@ -128,7 +128,7 @@
.zpvar escFlag .byte .zpvar escFlag .byte
.zpvar LineYdraw .byte .zpvar LineYdraw .byte
.zpvar LineXdraw .word .zpvar LineXdraw .word
.zpvar plot4x4color .byte .zpvar plot4x4color .byte ; $00 / $ff
.zpvar Multiplier .word .zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes .zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte .zpvar HowToDraw .byte
@@ -219,7 +219,7 @@ FirstSTART
START START
; Startup sequence ; Startup sequence
jsr Initialize jsr Initialize
;jsr GameOverScreen ; only for test !!! ;jsr GameOverScreen ; only for test !!!
lda #song_main_menu lda #song_main_menu
@@ -242,6 +242,7 @@ START
; for the round #1 shooting sequence is random ; for the round #1 shooting sequence is random
MainGameLoop MainGameLoop
jsr SetWallsType
; first set default barrel lengths (fix for Long Schlong activation :) ) ; first set default barrel lengths (fix for Long Schlong activation :) )
; we must do it before purchase/activate ; we must do it before purchase/activate
ldx #(MaxPlayers-1) ldx #(MaxPlayers-1)
@@ -257,6 +258,9 @@ SettingBarrel
mva #0 dmactls ; dark screen mva #0 dmactls ; dark screen
jsr WaitOneFrame jsr WaitOneFrame
bit escFlag
bmi START
jsr GetRandomWind jsr GetRandomWind
jsr RoundInit jsr RoundInit
@@ -551,7 +555,7 @@ DoNotFinishTheRound
mva #1 plot4x4color mva #$ff plot4x4color
jsr DisplayTankNameAbove jsr DisplayTankNameAbove
mva #1 color ;to display flying point mva #1 color ;to display flying point
@@ -576,10 +580,10 @@ RoboTanks
lda kbcode lda kbcode
cmp #28 ; ESC cmp #28 ; ESC
bne @+ bne @+
jsr AreYouSure jsr AreYouSure
bit escFlag @ lda escFlag
spl:rts seq:rts ; keys Esc or O
@
jmp AfterManualShooting jmp AfterManualShooting
@@ -591,7 +595,7 @@ ManualShooting
seq:rts ; keys Esc or O seq:rts ; keys Esc or O
AfterManualShooting AfterManualShooting
mva #0 plot4x4color mva #$00 plot4x4color
jsr DisplayTankNameAbove jsr DisplayTankNameAbove
; defensive weapons without flight handling ; defensive weapons without flight handling
ldx TankNr ldx TankNr
@@ -630,7 +634,7 @@ ShootNow
jsr Shoot jsr Shoot
;here we clear offensive text (after a shoot) ;here we clear offensive text (after a shoot)
ldy TankNr ldy TankNr
mva #0 plot4x4color mva #$00 plot4x4color
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
lda HitFlag ;0 if missed lda HitFlag ;0 if missed
@@ -684,7 +688,7 @@ missed
;here we clear offensive text (after a shoot) ;here we clear offensive text (after a shoot)
;shit -- it's second time, but it must be like this ;shit -- it's second time, but it must be like this
ldy TankNr ldy TankNr
mva #0 plot4x4color mva #$00 plot4x4color
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
NextPlayerShoots NextPlayerShoots
@@ -772,7 +776,7 @@ NoPlayerNoDeath
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1) randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
sta TextNumberOff sta TextNumberOff
ldy TankTempY ldy TankTempY
mva #1 plot4x4color mva #$ff plot4x4color
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
; tank flash ; tank flash
ldy TankTempY ldy TankTempY
@@ -784,7 +788,7 @@ NoPlayerNoDeath
;Deffensive text cleanup ;Deffensive text cleanup
;here we clear Deffensive text (after a shoot) ;here we clear Deffensive text (after a shoot)
ldy TankTempY ldy TankTempY
mva #0 plot4x4color mva #$00 plot4x4color
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
; calculate position of the explosion (the post-death one) ; calculate position of the explosion (the post-death one)
@@ -1508,7 +1512,24 @@ nextishigher
rts rts
.endp .endp
;--------------------------------------------------
.proc SetWallsType
;--------------------------------------------------
mva #0 WallsType
lda OptionsTable+8
cmp #4
beq SetRandomWalls
lsr
ror WallsType
lsr
ror WallsType
rts
SetRandomWalls
lda random
and #%11000000
sta WallsType
rts
.endp
;-------------------------------------------------- ;--------------------------------------------------
.proc GetKey ; waits for pressing a key and returns pressed value in A .proc GetKey ; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set to 1 ; when [ESC] is pressed, escFlag is set to 1
@@ -1572,6 +1593,10 @@ getkeyend
lda SKSTAT lda SKSTAT
cmp #$ff cmp #$ff
bne WaitForKeyRelease bne WaitForKeyRelease
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne WaitForKeyRelease
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
@@ -1608,7 +1633,10 @@ noKey
.endp .endp
.proc WaitOneFrame .proc WaitOneFrame
lda CONSOL lda CONSOL
cmp #6 ; START KEY and #%00000101 ; Start + Option
bne @+
mva #$40 escFlag
@ and #%00000001 ; START KEY
beq @+ beq @+
wait wait
@ rts @ rts
BIN
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+17 -6
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@@ -29,6 +29,7 @@
mva #TextBackgroundColor COLOR2 mva #TextBackgroundColor COLOR2
jsr ColorsOfSprites jsr ColorsOfSprites
mva #$ca COLOR1 mva #$ca COLOR1
mva #$00 COLBAKS ; set color of background
VDLI DLIinterruptOptions ; jsr SetDLI for Options text screen VDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
@@ -204,7 +205,7 @@ OptionSetLoop
; next option ; next option
adw temp #40 ;jump to next line adw temp #40 ;jump to next line
inc:lda temp2 inc:lda temp2
cmp #maxoptions ;number of options cmp #maxOptions ;number of options
bne OptionsSetMainLoop bne OptionsSetMainLoop
;inversing the first few chars of the selected line (OptionsY) ;inversing the first few chars of the selected line (OptionsY)
@@ -311,6 +312,7 @@ GoToActivation
; there is a tank (player) number in tanknr ; there is a tank (player) number in tanknr
; we are displaying name of the player ; we are displaying name of the player
ldy #0 ldy #0
sty COLBAKS ; set color of background
lda tanknr lda tanknr
:3 asl ; 8 chars per name :3 asl ; 8 chars per name
tax tax
@@ -852,8 +854,10 @@ invSelectDef
bne NotBattery bne NotBattery
; if activate battery, we do it differently ; if activate battery, we do it differently
mva #sfx_battery sfx_effect mva #sfx_battery sfx_effect
phy
mva #99 Energy,x mva #99 Energy,x
jsr MaxForceCalculate jsr MaxForceCalculate
ply
jmp DecreaseDefensive ; bypass activation jmp DecreaseDefensive ; bypass activation
NotBattery NotBattery
cmp #ind_Long_Barrel____ cmp #ind_Long_Barrel____
@@ -1040,6 +1044,7 @@ NoArrowDown
VDLI DLIinterruptText ; jsr SetDLI for text (names) screen VDLI DLIinterruptText ; jsr SetDLI for text (names) screen
mva #0 TankNr mva #0 TankNr
sta COLBAKS ; set color of background
@ tax @ tax
lda TankStatusColoursTable,x lda TankStatusColoursTable,x
sta COLOR2 ; set color of player name line sta COLOR2 ; set color of player name line
@@ -1105,7 +1110,10 @@ LastNameChar
lda #$80 ; place cursor on the end lda #$80 ; place cursor on the end
sta NameAdr,y sta NameAdr,y
sty PositionInName dey
bpl @+
iny ; if old name is empty or first time entering
@ sty PositionInName
CheckKeys CheckKeys
@@ -1529,6 +1537,7 @@ DOTNcharloop
sta dx+1 sta dx+1
lda TextPositionY lda TextPositionY
sta dy sta dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4 jsr PutChar4x4
inc TextCounter inc TextCounter
@@ -1594,7 +1603,7 @@ end_found
;address in LineAddress4x4 (it is the same as `temp`) ;address in LineAddress4x4 (it is the same as `temp`)
;starting from LineXdraw, LineYdraw ;starting from LineXdraw, LineYdraw
lda #1 lda #$ff
staplot4x4color staplot4x4color
sta plot4x4color sta plot4x4color
@@ -1614,6 +1623,7 @@ TypeLine4x4Loop
sta CharCode4x4 sta CharCode4x4
mwa LineXdraw dx mwa LineXdraw dx
mva LineYdraw dy mva LineYdraw dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4 ;type empty pixels as well! jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4 adw LineXdraw #4
inc LineCharNr inc LineCharNr
@@ -1660,7 +1670,7 @@ skip01
mva #3 di mva #3 di
mva #4 ResultY mva #4 ResultY
@ @
mva #1 plot4x4color mva #$ff plot4x4color
mwa #lineClear LineAddress4x4 mwa #lineClear LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw mva ResultY LineYdraw
@@ -1681,7 +1691,7 @@ quit_areyousure
mva #20 fs ; temp, how many times blink the billboard mva #20 fs ; temp, how many times blink the billboard
seppuku_loop seppuku_loop
lda CONSOL ; turbo mode lda CONSOL ; turbo mode
cmp #6 ; START and #%00000001 ; START KEY
sne:mva #1 fs ; finish it sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen mva #4 ResultY ; where seppuku text starts Y-wise on the screen
@@ -1729,7 +1739,7 @@ quit_seppuku
jsr RoundOverSprites jsr RoundOverSprites
mva #1 plot4x4color mva #$ff plot4x4color
;centering the result screen ;centering the result screen
mva #((ScreenHeight/2)-(8*4)) ResultY mva #((ScreenHeight/2)-(8*4)) ResultY
@@ -1910,6 +1920,7 @@ FinishResultDisplay
jsr SetPMWidth jsr SetPMWidth
jsr ColorsOfSprites jsr ColorsOfSprites
mva #0 COLOR1 mva #0 COLOR1
sta COLBAKS ; set color of background
sta CreditsVScrol sta CreditsVScrol
mva #TextForegroundColor COLOR2 mva #TextForegroundColor COLOR2
VDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen VDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
+7 -5
View File
@@ -29,19 +29,19 @@ skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning
;---------------------------------------------------- ;----------------------------------------------------
variablesToInitialize variablesToInitialize
;Options DO NOT ZERO ON RESTART GAME - ticket #27 ;Options DO NOT ZERO ON RESTART GAME - ticket #27
OptionsTable .by 0,1,2,2,0,1,3,2 OptionsTable .by 0,1,2,2,0,1,3,2,0
RoundsInTheGame .by 10 ;how many rounds in the current game RoundsInTheGame .by 10 ;how many rounds in the current game
seppukuVal .by 75 seppukuVal .by 75
mountainDeltaH .by 3 mountainDeltaH .by 3
mountainDeltaL .by $ff mountainDeltaL .by $ff
;---------------------------------------------------- ;----------------------------------------------------
; 4x4 text buffer
ResultLineBuffer
dta d" ", $ff
LineHeader1 LineHeader1
dta d"# ROUND: " dta d"# ROUND: "
RoundNrDisplay RoundNrDisplay
dta d" #", $ff dta d" #", $ff
; 4x4 text buffer
ResultLineBuffer
dta d" ", $ff
;===================================================== ;=====================================================
variablesStart ; zeroing starts here variablesStart ; zeroing starts here
@@ -138,7 +138,8 @@ MaxWind .ds 1 ;
WindOrientation .DS 1 ;(0-right,1-left) WindOrientation .DS 1 ;(0-right,1-left)
;---------------------------------------------------- ;----------------------------------------------------
;Counter .DS 1 ;temporary Counter for outside loops ;Counter .DS 1 ;temporary Counter for outside loops
;HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank ;HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
WallsType .ds 1 ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
;---------------------------------------------------- ;----------------------------------------------------
xtankstableL ;X positions of tanks (lower left point) xtankstableL ;X positions of tanks (lower left point)
.DS [MaxPlayers] .DS [MaxPlayers]
@@ -202,6 +203,7 @@ PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall EndOfTheFallFlag .DS 1 ; in case of the infinite fall
;Parachute .DS 1 ; are you insured with parachute? ;Parachute .DS 1 ; are you insured with parachute?
FloatingAlt .DS 1 ; floating tank altitude FloatingAlt .DS 1 ; floating tank altitude
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
;---------------------------------------------------- ;----------------------------------------------------
;Flight ;Flight
;variables for 5 missiles (used for mirv) ;variables for 5 missiles (used for mirv)
+105 -24
View File
@@ -5,10 +5,7 @@
.proc Explosion .proc Explosion
;-------------------------------------------------- ;--------------------------------------------------
;cleanup of the soil fall down ranges (left and right) ;cleanup of the soil fall down ranges (left and right)
mwa #screenwidth RangeLeft jsr ClearScreenSoilRange
lda #0
sta RangeRight
sta RangeRight+1
ldx TankNr ldx TankNr
lda ActiveWeapon,x lda ActiveWeapon,x
@@ -192,6 +189,7 @@ EndOfLeapping
mva #1 Erase mva #1 Erase
jsr drawtanks jsr drawtanks
mva #0 Erase mva #0 Erase
sta FunkyWallFlag
pla pla
sta TankNr sta TankNr
mva #1 color mva #1 color
@@ -224,6 +222,10 @@ NoExplosionInFunkyBomb
dec FunkyBombCounter dec FunkyBombCounter
bne FunkyBombLoop bne FunkyBombLoop
mva #0 tracerflag mva #0 tracerflag
lda FunkyWallFlag
beq NoWallsInFunky
jsr SetFullScreenSoilRange
NoWallsInFunky
rts rts
.endp .endp
; ------------------------ ; ------------------------
@@ -861,6 +863,7 @@ dirtLoop
lda radius lda radius
cmp ExplosionRadius cmp ExplosionRadius
bne dirtLoop bne dirtLoop
mva #sfx_silencer sfx_effect
rts rts
.endp .endp
; ----------------- ; -----------------
@@ -1182,6 +1185,17 @@ ContinueToCheckMaxForce2
; $f3 - shift+key ; $f3 - shift+key
notpressed notpressed
; Select and Option
lda CONSOL
tay
and #%00000101 ; Start + Option
beq QuitToGameover
tya
and #%00000100
beq callActivation ; Option key
tya
and #%00000010
jeq pressedTAB ; Select key
lda SKSTAT lda SKSTAT
cmp #$ff cmp #$ff
jeq checkJoy jeq checkJoy
@@ -1197,6 +1211,7 @@ notpressed
bit escFlag bit escFlag
bpl notpressed bpl notpressed
;---O pressed-quit game to game over screen--- ;---O pressed-quit game to game over screen---
QuitToGameover
mva #$40 escFlag mva #$40 escFlag
rts rts
@ @
@@ -1510,7 +1525,7 @@ RandomizeOffensiveText
sta TextNumberOff sta TextNumberOff
ldy TankNr ldy TankNr
mva #1 plot4x4color mva #$ff plot4x4color
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
mva #0 LaserFlag ; $ff - Laser mva #0 LaserFlag ; $ff - Laser
@@ -1798,6 +1813,12 @@ NoWind
mwa ytraj+1 ybyte mwa ytraj+1 ybyte
jsr draw jsr draw
;key ;key
bit LaserFlag
bmi LaserNoWalls
; Check for walls
jsr MakeWalls
;
LaserNoWalls
mwa xtraj+1 XtrajOld+1 mwa xtraj+1 XtrajOld+1
mwa ytraj+1 YtrajOld+1 mwa ytraj+1 YtrajOld+1
@@ -2084,10 +2105,7 @@ MIRVcopyParameters
sta vx03+4 sta vx03+4
; clearing ranges of soil down registers ; clearing ranges of soil down registers
mwa #screenwidth RangeLeft jsr ClearScreenSoilRange
lda #0
sta RangeRight
sta RangeRight+1
ldx #$FF ; it will turn 0 in a moment anyway ldx #$FF ; it will turn 0 in a moment anyway
stx MirvMissileCounter stx MirvMissileCounter
@@ -2319,7 +2337,7 @@ MIRValreadyAll
;first clean the offensive text... ;first clean the offensive text...
ldy TankNr ldy TankNr
mva #0 plot4x4color mva #$00 plot4x4color
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
; temporary removing tanks from the screen (otherwise they will fall down with soil) ; temporary removing tanks from the screen (otherwise they will fall down with soil)
@@ -2333,7 +2351,54 @@ MIRValreadyAll
;jsr drawtanks ;jsr drawtanks
rts rts
.endp .endp
; -------------------------------------------------
.proc MakeWalls
; -------------------------------------------------
bit WallsType ; ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
bpl WrapAndNone
bvc MakeBump
; top bounce
bit ytraj+2
bpl NoOnTop
bit vy+3
bmi FlyingDown
sec
.rept 4
lda #$00
sbc vy+#
sta vy+#
.endr
FlyingDown
NoOnTop
MakeBump
cpw xtraj+1 #screenwidth
bcc OnScreen
; inverse vx (bouncing wall)
sec
.rept 4
lda #$00
sbc vx+#
sta vx+#
.endr
inc FunkyWallFlag
rts
WrapAndNone
bvc NoWall
cpw xtraj+1 #screenwidth
bcc OnScreen
; (wrapping wall)
inc FunkyWallFlag
bit xtraj+2
bmi LeftWrap
RightWrap
sbw xtraj+1 #screenwidth
rts
LeftWrap
adw xtraj+1 #screenwidth
OnScreen
NoWall
rts
.endp
; ------------------------------------------------- ; -------------------------------------------------
.proc WhiteFlag .proc WhiteFlag
; ------------------------------------------------- ; -------------------------------------------------
@@ -2404,10 +2469,7 @@ NextLine2
lda #0 lda #0
ldx TankNr ldx TankNr
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
jsr SetFullScreenSoilRange
sta RangeLeft ; whole screen in range of soil down
sta RangeLeft+1
mwa #screenwidth RangeRight
jsr SoilDown2 jsr SoilDown2
jsr drawtanks ; for restore PM jsr drawtanks ; for restore PM
rts rts
@@ -2500,7 +2562,7 @@ ReachSky
lda FloatingAlt lda FloatingAlt
sbc #12 sbc #12
sta LineYdraw sta LineYdraw
lda #0 lda #$00
jsr TypeLine4x4.staplot4x4color jsr TypeLine4x4.staplot4x4color
; and Soildown at the start (for correct mountaintable if tank was buried) ; and Soildown at the start (for correct mountaintable if tank was buried)
; calculate range ; calculate range
@@ -2667,7 +2729,7 @@ pressedSpace
lda FloatingAlt lda FloatingAlt
sbc #12 sbc #12
sta LineYdraw sta LineYdraw
lda #0 lda #$00
jsr TypeLine4x4.staplot4x4color jsr TypeLine4x4.staplot4x4color
ldx TankNr ldx TankNr
;================================= ;=================================
@@ -2781,7 +2843,7 @@ GoDown
FloatDown FloatDown
lda ytankstable,x lda ytankstable,x
cmp FloatingAlt cmp FloatingAlt
beq OnGround bcs OnGround
; first erase old tank position ; first erase old tank position
mva #1 Erase mva #1 Erase
jsr DrawTankNr jsr DrawTankNr
@@ -2921,10 +2983,7 @@ CalculateExplosionRange0
;(for the first or single explosion) ;(for the first or single explosion)
;zero soil fall out ranges ;zero soil fall out ranges
mwa #screenwidth RangeLeft jsr ClearScreenSoilRange
lda #0
sta RangeRight
sta RangeRight+1
;-------------------------------------------------- ;--------------------------------------------------
.proc CalculateExplosionRange .proc CalculateExplosionRange
;-------------------------------------------------- ;--------------------------------------------------
@@ -2956,7 +3015,26 @@ RangesChecked
rts rts
.endp .endp
;--------------------------------------------------
.proc SetFullScreenSoilRange
; whole screen in range of soil down
;--------------------------------------------------
lda #0
sta RangeLeft
sta RangeLeft+1
mwa #screenwidth RangeRight
rts
.endp
;--------------------------------------------------
.proc ClearScreenSoilRange
; cleanup of the soil fall down ranges (left and right) ;--------------------------------------------------
mwa #screenwidth RangeLeft
lda #0
sta RangeRight
sta RangeRight+1
rts
.endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DecreaseWeaponBeforeShoot .proc DecreaseWeaponBeforeShoot
;-------------------------------------------------- ;--------------------------------------------------
@@ -3017,7 +3095,10 @@ noBullets
;-------------------------------------------------- ;--------------------------------------------------
.proc ShellDelay .proc ShellDelay
lda CONSOL lda CONSOL
cmp #6 and #%00000101 ; Start + Option
bne @+
mva #$40 escFlag
@ and #%00000001
beq noShellDelay beq noShellDelay
ldx flyDelay ldx flyDelay
DelayLoop DelayLoop