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+31
-20
@@ -12,11 +12,19 @@ On the first screen, you can configure gameplay options:
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* number of rounds in a game
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* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
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* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
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* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
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* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
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* the way the walls (edges of the screen) work:
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* none - projectiles that flew off the screen do not return
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* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
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* bump - the right and left walls deflect projectiles that want to fly through them
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* boxy - just like bump, except that the "ceiling" also reflects projectiles
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* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
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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.
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Select options with cursor keys or joystick.
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Select options with cursor keys or a joystick.
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The [RETURN] key or Joystick button moves to the next screen.
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The [RETURN] key or a joystick button moves to the next screen.
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## 2. Entering the name of players and selecting the level of computer-controlled players
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@@ -48,14 +56,15 @@ The status line shows which player is currently allowed to take a shot and a set
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The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
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* [SPACE] or joystick button pressed briefly - firing a shot.
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* [TAB] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
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* [TAB] or [SELECT] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
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* [I] or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon.
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* [A] - go directly to the defensive weapons activation.
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* [A] or [OPTION] - go directly to the defensive weapons activation.
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* [M] key - disable/enable background music.
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* [S] key - disable/enable effect sounds.
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* [START] - speed up some game animations.
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* [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.
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* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
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* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
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* [O] - end the current game and jump to the Game Over screen with a summary.
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## 5. Game mechanics
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@@ -64,9 +73,9 @@ And here's a rundown of the description of how each weapon works, scoring rules,
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### First, what we know about tank energy
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- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
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- Energy of tanks is depleted in 3 ways:
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1. one unit after firing each shot,
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2. while falling (one pixel down takes 2 units of energy),
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3. when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
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* one unit after firing each shot,
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* while falling (one pixel down takes 2 units of energy),
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* when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
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### How energy subtraction works (and makes money!)
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@@ -82,7 +91,9 @@ Specifically:
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### After each round:
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`money = money + (2 * (gain + energy))`
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`money = money - lose`
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`if money < 0 then money = 0`
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(at the start of each round `gain` and `lose` have a value of 0)
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@@ -126,16 +137,16 @@ And here are the `ExplosionRadius` values for each weapon:
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| Baby Missile | 11 |
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| Missile | 17 |
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| Baby Nuke | 25 |
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| Nuke | 31 |
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| Nuke | 30 |
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| LeapFrog| 17 15 13 |
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| Funky Bomb | 21 11 (* 5) |
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| MIRV | 17 (* 5) |
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| Death's Head | 31 (* 5) |
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| Death's Head | 30 (* 5) |
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| 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) |
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| Hot Napalm | x 80 (the same principle as in Napalm) |
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| Baby Roller | 11 |
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| Roller | 21 |
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| Heavy Roller | 31 |
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| Heavy Roller | 30 |
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| Riot Charge | 31 |
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| 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) |
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| Riot Bomb | 17 |
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@@ -153,27 +164,27 @@ And here are the `ExplosionRadius` values for each weapon:
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| Dirt Charge | 0 (61 - as above) |
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| 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).|
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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.
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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.
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Only these points determine the order in the summary
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Only these big points determine the order in the summary.
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## 6. And now defensive weapons:
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## 6. And now for defensive weapons:
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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).
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* **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).
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* **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).
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* **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.
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* **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).
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Due to the different operations of **MIRV** weapons, **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons.
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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!
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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.
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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.
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**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.
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@@ -183,4 +194,4 @@ And of course, activating a weapon when you already have some other weapon activ
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## 7. "Other" weapons:
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* **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!
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* **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!
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+20
-10
@@ -12,6 +12,14 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
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* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
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* 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.
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* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
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* sposób działania ścian (krawędzi ekranu):
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* none - pociski, które wyleciały poza ekran nie wracają
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* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony (i odwrotnie)
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* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć
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* boxy - tak jak bump, tyle że "sufit" także odbija pociski
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* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
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W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - niebieski, boxy - zielony.
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Wybór opcji klawiszami kursora lub joystickiem.
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@@ -47,12 +55,14 @@ W linii statusowej widoczna jest informacja o tym który z graczy aktualnie moż
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Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
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* [SPACJA] lub przycisk joysticka naciśnięte krótko - oddanie strzału
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* [TAB] - wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
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* [TAB] lub [SELECT]- wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
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* 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.
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* Klawisz [A] - bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
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* Klawisz [A] lub [OPTION]- bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
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* Klawisz [M] - wyłączenie/włączenie muzyki w tle
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* Klawisz [S] - wyłączenie/włączenie dźwięków efektów.
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* [START] - przyspiesza/pomimja niektóre animacje w grze
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* 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.
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* [START] + [OPTION] - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia.
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* [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).
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## 5. Zasady gry
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@@ -62,9 +72,9 @@ A tutaj zręby opisu działania poszczególnych broni, zasad punktacji itp:
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### Najpierw co wiemy o energii czołgów
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- Czołgi mają energię (a Ogry warstwy - jak cebula) - na starcie 99 jednostek
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- Energii czołgom ubywa na 3 sposoby:
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1. jedna jednostka po oddaniu każdego strzału
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2. w czasie spadania (jeden piksel w dół 2 jednostki)
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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.
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* jedna jednostka po oddaniu każdego strzału
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* w czasie spadania (jeden piksel w dół 2 jednostki)
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||||
* 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.
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### Jak działa odejmowanie energii (i zarabianie kasy!)
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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:
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@@ -122,16 +132,16 @@ A oto wartości promienia rażenia (ExplosionRadius) dla poszczególnych broni:
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| Baby Missile | 11 |
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||||
| Missile | 17 |
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| Baby Nuke | 25 |
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| Nuke | 31 |
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||||
| Nuke | 30 |
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| LeapFrog| 17 15 13 |
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| Funky Bomb | 21 11 (* 5) |
|
||||
| MIRV | 17 (* 5) |
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||||
| Death's Head | 31 (* 5) |
|
||||
| Death's Head | 30 (* 5) |
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| 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) |
|
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| Hot Napalm | x 80 (zasada taka jak w Napalm) |
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||||
| Baby Roller | 11 |
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||||
| Roller | 21 |
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||||
| Heavy Roller | 31 |
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||||
| Heavy Roller | 30 |
|
||||
| Riot Charge | 31 |
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||||
| 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) |
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| Riot Bomb | 17 |
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@@ -166,9 +176,9 @@ Tylko te punkty decydują o kolejności w podsumowaniu
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* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
|
||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fanie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej deaktywować).
|
||||
|
||||
W związku z odmiennym działaniem broni **MIRV**, **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią.
|
||||
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.
|
||||
|
||||
|
||||
@@ -48,6 +48,32 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
||||
|
||||
## 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
|
||||
2022-08-21
|
||||
|
||||
|
||||
+1
-4
@@ -4,15 +4,12 @@
|
||||
|
||||
; initial values for some variables
|
||||
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_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
|
||||
|
||||
+1
-1
@@ -17,7 +17,7 @@ display = $1010 ;screen takes $2K due to clearing routine
|
||||
|
||||
margin = 40 ;mountain drawing Y variable margin
|
||||
MaxPlayers = 6
|
||||
maxOptions = 8 ;number of all options
|
||||
maxOptions = 9 ;number of all options
|
||||
PMOffsetX = $2C ; P/M to graphics offset
|
||||
PMOffsetY = $23 ; P/M to graphics offset
|
||||
napalmRadius = 10
|
||||
|
||||
+5
-4
@@ -17,6 +17,7 @@ OptionsHere
|
||||
dta d"Missiles : slug slow norm fast hare "
|
||||
dta d"Seppuku : nevr rare norm oftn alws "
|
||||
dta d"Mountains: NL BE CZ CH NP "
|
||||
dta d"Walls : none wrap bump boxy rand "
|
||||
OptionsScreenEnd
|
||||
;-----------------------------------------------
|
||||
ListOfWeapons
|
||||
@@ -103,18 +104,18 @@ OptionsScreen
|
||||
dta d" Please select option with cursor keys "
|
||||
dta d" and press (Return) to proceed "
|
||||
MoreUp
|
||||
dta d" "
|
||||
dta d" "
|
||||
dta 92,92,92
|
||||
dta d" more "
|
||||
dta 92,92,92
|
||||
dta d" "
|
||||
dta d" "
|
||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||
MoreDown
|
||||
dta d" "
|
||||
dta d" "
|
||||
dta 93,93,93
|
||||
dta d" more "
|
||||
dta 93,93,93
|
||||
dta d" "
|
||||
dta d" "
|
||||
WeaponsDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Tab"*
|
||||
|
||||
+10
-11
@@ -791,7 +791,7 @@ DoNotDrawTankNr
|
||||
mva #18 fs ; temp, how many times flash the tank
|
||||
tankflash_loop
|
||||
lda CONSOL ; turbo mode
|
||||
cmp #6 ; START
|
||||
and #%00000001 ; START KEY
|
||||
sne:mva #1 fs ; finish it
|
||||
mva #1 Erase
|
||||
ldx TankNr
|
||||
@@ -1899,20 +1899,18 @@ EndPutChar
|
||||
; puts 4x4 pixels char on the graphics screen
|
||||
; in: dx, dy (LOWER left corner of the char)
|
||||
; in: CharCode4x4 (.sbyte)
|
||||
; in: plot4x4color (0/1)
|
||||
; in: plot4x4color (0/255)
|
||||
; all pixels are being drawn
|
||||
; (empty and not empty)
|
||||
;--------------------------------------------------
|
||||
; cpw ydraw #(screenheight-4)
|
||||
; jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; cpw xdraw #(screenwidth-4)
|
||||
; jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; rts
|
||||
cpw dy #(screenheight-1)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dy #(4)
|
||||
jcc TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dx #(screenwidth-4)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; checks ommited.
|
||||
lda plot4x4color
|
||||
beq FontColor0
|
||||
lda #$ff ; better option to check (plot4x4color = $00 or $ff)
|
||||
sta plot4x4color
|
||||
FontColor0
|
||||
; char to the table
|
||||
lda CharCode4x4
|
||||
and #%00000001
|
||||
@@ -2021,6 +2019,7 @@ EndPut4x4
|
||||
; and #$fc
|
||||
; ora #$02 ; 2=normal, 3 = wide screen width
|
||||
sta dmactls
|
||||
mva WallsType COLBAKS ; set color of background
|
||||
jsr WaitOneFrame
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -350,6 +350,7 @@ COLOR1 EQU $02C5
|
||||
COLOR2 EQU $02C6
|
||||
COLOR3 EQU $02C7
|
||||
COLOR4 EQU $02C8
|
||||
COLBAKS EQU COLOR4
|
||||
RUNADR EQU $02C9 ;LOADER
|
||||
HIUSED EQU $02CB ;LOADER
|
||||
ZHIUSE EQU $02CD ;LOADER
|
||||
|
||||
+43
-15
@@ -36,7 +36,7 @@
|
||||
;we decided it must go in 'English' to let other people work on it
|
||||
|
||||
.macro build
|
||||
dta d"1.10" ; number of this build (3 bytes)
|
||||
dta d"1.12" ; number of this build (3 bytes)
|
||||
.endm
|
||||
|
||||
icl 'definitions.asm'
|
||||
@@ -128,7 +128,7 @@
|
||||
.zpvar escFlag .byte
|
||||
.zpvar LineYdraw .byte
|
||||
.zpvar LineXdraw .word
|
||||
.zpvar plot4x4color .byte
|
||||
.zpvar plot4x4color .byte ; $00 / $ff
|
||||
.zpvar Multiplier .word
|
||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
|
||||
@@ -219,7 +219,7 @@ FirstSTART
|
||||
START
|
||||
; Startup sequence
|
||||
jsr Initialize
|
||||
|
||||
|
||||
;jsr GameOverScreen ; only for test !!!
|
||||
|
||||
lda #song_main_menu
|
||||
@@ -242,6 +242,7 @@ START
|
||||
; for the round #1 shooting sequence is random
|
||||
|
||||
MainGameLoop
|
||||
jsr SetWallsType
|
||||
; first set default barrel lengths (fix for Long Schlong activation :) )
|
||||
; we must do it before purchase/activate
|
||||
ldx #(MaxPlayers-1)
|
||||
@@ -257,6 +258,9 @@ SettingBarrel
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
|
||||
bit escFlag
|
||||
bmi START
|
||||
|
||||
jsr GetRandomWind
|
||||
|
||||
jsr RoundInit
|
||||
@@ -551,7 +555,7 @@ DoNotFinishTheRound
|
||||
|
||||
|
||||
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayTankNameAbove
|
||||
|
||||
mva #1 color ;to display flying point
|
||||
@@ -576,10 +580,10 @@ RoboTanks
|
||||
lda kbcode
|
||||
cmp #28 ; ESC
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
spl:rts
|
||||
@
|
||||
jsr AreYouSure
|
||||
@ lda escFlag
|
||||
seq:rts ; keys Esc or O
|
||||
|
||||
|
||||
jmp AfterManualShooting
|
||||
|
||||
@@ -591,7 +595,7 @@ ManualShooting
|
||||
seq:rts ; keys Esc or O
|
||||
|
||||
AfterManualShooting
|
||||
mva #0 plot4x4color
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayTankNameAbove
|
||||
; defensive weapons without flight handling
|
||||
ldx TankNr
|
||||
@@ -630,7 +634,7 @@ ShootNow
|
||||
jsr Shoot
|
||||
;here we clear offensive text (after a shoot)
|
||||
ldy TankNr
|
||||
mva #0 plot4x4color
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
lda HitFlag ;0 if missed
|
||||
@@ -684,7 +688,7 @@ missed
|
||||
;here we clear offensive text (after a shoot)
|
||||
;shit -- it's second time, but it must be like this
|
||||
ldy TankNr
|
||||
mva #0 plot4x4color
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
NextPlayerShoots
|
||||
@@ -772,7 +776,7 @@ NoPlayerNoDeath
|
||||
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
||||
sta TextNumberOff
|
||||
ldy TankTempY
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
; tank flash
|
||||
ldy TankTempY
|
||||
@@ -784,7 +788,7 @@ NoPlayerNoDeath
|
||||
;Deffensive text cleanup
|
||||
;here we clear Deffensive text (after a shoot)
|
||||
ldy TankTempY
|
||||
mva #0 plot4x4color
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
; calculate position of the explosion (the post-death one)
|
||||
@@ -1508,7 +1512,24 @@ nextishigher
|
||||
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc SetWallsType
|
||||
;--------------------------------------------------
|
||||
mva #0 WallsType
|
||||
lda OptionsTable+8
|
||||
cmp #4
|
||||
beq SetRandomWalls
|
||||
lsr
|
||||
ror WallsType
|
||||
lsr
|
||||
ror WallsType
|
||||
rts
|
||||
SetRandomWalls
|
||||
lda random
|
||||
and #%11000000
|
||||
sta WallsType
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc GetKey ; waits for pressing a key and returns pressed value in A
|
||||
; when [ESC] is pressed, escFlag is set to 1
|
||||
@@ -1572,6 +1593,10 @@ getkeyend
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
bne WaitForKeyRelease
|
||||
lda CONSOL
|
||||
and #%00000110 ; Select and Option only
|
||||
cmp #%00000110
|
||||
bne WaitForKeyRelease
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -1608,7 +1633,10 @@ noKey
|
||||
.endp
|
||||
.proc WaitOneFrame
|
||||
lda CONSOL
|
||||
cmp #6 ; START KEY
|
||||
and #%00000101 ; Start + Option
|
||||
bne @+
|
||||
mva #$40 escFlag
|
||||
@ and #%00000001 ; START KEY
|
||||
beq @+
|
||||
wait
|
||||
@ rts
|
||||
|
||||
BIN
Binary file not shown.
+17
-6
@@ -29,6 +29,7 @@
|
||||
mva #TextBackgroundColor COLOR2
|
||||
jsr ColorsOfSprites
|
||||
mva #$ca COLOR1
|
||||
mva #$00 COLBAKS ; set color of background
|
||||
|
||||
VDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
|
||||
|
||||
@@ -204,7 +205,7 @@ OptionSetLoop
|
||||
; next option
|
||||
adw temp #40 ;jump to next line
|
||||
inc:lda temp2
|
||||
cmp #maxoptions ;number of options
|
||||
cmp #maxOptions ;number of options
|
||||
bne OptionsSetMainLoop
|
||||
|
||||
;inversing the first few chars of the selected line (OptionsY)
|
||||
@@ -311,6 +312,7 @@ GoToActivation
|
||||
; there is a tank (player) number in tanknr
|
||||
; we are displaying name of the player
|
||||
ldy #0
|
||||
sty COLBAKS ; set color of background
|
||||
lda tanknr
|
||||
:3 asl ; 8 chars per name
|
||||
tax
|
||||
@@ -852,8 +854,10 @@ invSelectDef
|
||||
bne NotBattery
|
||||
; if activate battery, we do it differently
|
||||
mva #sfx_battery sfx_effect
|
||||
phy
|
||||
mva #99 Energy,x
|
||||
jsr MaxForceCalculate
|
||||
ply
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
NotBattery
|
||||
cmp #ind_Long_Barrel____
|
||||
@@ -1040,6 +1044,7 @@ NoArrowDown
|
||||
VDLI DLIinterruptText ; jsr SetDLI for text (names) screen
|
||||
|
||||
mva #0 TankNr
|
||||
sta COLBAKS ; set color of background
|
||||
@ tax
|
||||
lda TankStatusColoursTable,x
|
||||
sta COLOR2 ; set color of player name line
|
||||
@@ -1105,7 +1110,10 @@ LastNameChar
|
||||
|
||||
lda #$80 ; place cursor on the end
|
||||
sta NameAdr,y
|
||||
sty PositionInName
|
||||
dey
|
||||
bpl @+
|
||||
iny ; if old name is empty or first time entering
|
||||
@ sty PositionInName
|
||||
|
||||
|
||||
CheckKeys
|
||||
@@ -1529,6 +1537,7 @@ DOTNcharloop
|
||||
sta dx+1
|
||||
lda TextPositionY
|
||||
sta dy
|
||||
mva #0 dy+1 ; dy is 2 bytes value
|
||||
jsr PutChar4x4
|
||||
|
||||
inc TextCounter
|
||||
@@ -1594,7 +1603,7 @@ end_found
|
||||
;address in LineAddress4x4 (it is the same as `temp`)
|
||||
;starting from LineXdraw, LineYdraw
|
||||
|
||||
lda #1
|
||||
lda #$ff
|
||||
|
||||
staplot4x4color
|
||||
sta plot4x4color
|
||||
@@ -1614,6 +1623,7 @@ TypeLine4x4Loop
|
||||
sta CharCode4x4
|
||||
mwa LineXdraw dx
|
||||
mva LineYdraw dy
|
||||
mva #0 dy+1 ; dy is 2 bytes value
|
||||
jsr PutChar4x4 ;type empty pixels as well!
|
||||
adw LineXdraw #4
|
||||
inc LineCharNr
|
||||
@@ -1660,7 +1670,7 @@ skip01
|
||||
mva #3 di
|
||||
mva #4 ResultY
|
||||
@
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
mwa #lineClear LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
@@ -1681,7 +1691,7 @@ quit_areyousure
|
||||
mva #20 fs ; temp, how many times blink the billboard
|
||||
seppuku_loop
|
||||
lda CONSOL ; turbo mode
|
||||
cmp #6 ; START
|
||||
and #%00000001 ; START KEY
|
||||
sne:mva #1 fs ; finish it
|
||||
|
||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||
@@ -1729,7 +1739,7 @@ quit_seppuku
|
||||
jsr RoundOverSprites
|
||||
|
||||
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
|
||||
;centering the result screen
|
||||
mva #((ScreenHeight/2)-(8*4)) ResultY
|
||||
@@ -1910,6 +1920,7 @@ FinishResultDisplay
|
||||
jsr SetPMWidth
|
||||
jsr ColorsOfSprites
|
||||
mva #0 COLOR1
|
||||
sta COLBAKS ; set color of background
|
||||
sta CreditsVScrol
|
||||
mva #TextForegroundColor COLOR2
|
||||
VDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
|
||||
|
||||
+7
-5
@@ -29,19 +29,19 @@ skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning
|
||||
;----------------------------------------------------
|
||||
variablesToInitialize
|
||||
;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
|
||||
seppukuVal .by 75
|
||||
mountainDeltaH .by 3
|
||||
mountainDeltaL .by $ff
|
||||
;----------------------------------------------------
|
||||
; 4x4 text buffer
|
||||
ResultLineBuffer
|
||||
dta d" ", $ff
|
||||
LineHeader1
|
||||
dta d"# ROUND: "
|
||||
RoundNrDisplay
|
||||
dta d" #", $ff
|
||||
; 4x4 text buffer
|
||||
ResultLineBuffer
|
||||
dta d" ", $ff
|
||||
|
||||
;=====================================================
|
||||
variablesStart ; zeroing starts here
|
||||
@@ -138,7 +138,8 @@ MaxWind .ds 1 ;
|
||||
WindOrientation .DS 1 ;(0-right,1-left)
|
||||
;----------------------------------------------------
|
||||
;Counter .DS 1 ;temporary Counter for outside loops
|
||||
;HitFlag .DS 1 ;$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)
|
||||
.DS [MaxPlayers]
|
||||
@@ -202,6 +203,7 @@ PreviousFall .DS 1
|
||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||
;Parachute .DS 1 ; are you insured with parachute?
|
||||
FloatingAlt .DS 1 ; floating tank altitude
|
||||
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
||||
;----------------------------------------------------
|
||||
;Flight
|
||||
;variables for 5 missiles (used for mirv)
|
||||
|
||||
+105
-24
@@ -5,10 +5,7 @@
|
||||
.proc Explosion
|
||||
;--------------------------------------------------
|
||||
;cleanup of the soil fall down ranges (left and right)
|
||||
mwa #screenwidth RangeLeft
|
||||
lda #0
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
jsr ClearScreenSoilRange
|
||||
|
||||
ldx TankNr
|
||||
lda ActiveWeapon,x
|
||||
@@ -192,6 +189,7 @@ EndOfLeapping
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva #0 Erase
|
||||
sta FunkyWallFlag
|
||||
pla
|
||||
sta TankNr
|
||||
mva #1 color
|
||||
@@ -224,6 +222,10 @@ NoExplosionInFunkyBomb
|
||||
dec FunkyBombCounter
|
||||
bne FunkyBombLoop
|
||||
mva #0 tracerflag
|
||||
lda FunkyWallFlag
|
||||
beq NoWallsInFunky
|
||||
jsr SetFullScreenSoilRange
|
||||
NoWallsInFunky
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
@@ -861,6 +863,7 @@ dirtLoop
|
||||
lda radius
|
||||
cmp ExplosionRadius
|
||||
bne dirtLoop
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
.endp
|
||||
; -----------------
|
||||
@@ -1182,6 +1185,17 @@ ContinueToCheckMaxForce2
|
||||
; $f3 - shift+key
|
||||
|
||||
notpressed
|
||||
; Select and Option
|
||||
lda CONSOL
|
||||
tay
|
||||
and #%00000101 ; Start + Option
|
||||
beq QuitToGameover
|
||||
tya
|
||||
and #%00000100
|
||||
beq callActivation ; Option key
|
||||
tya
|
||||
and #%00000010
|
||||
jeq pressedTAB ; Select key
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
jeq checkJoy
|
||||
@@ -1197,6 +1211,7 @@ notpressed
|
||||
bit escFlag
|
||||
bpl notpressed
|
||||
;---O pressed-quit game to game over screen---
|
||||
QuitToGameover
|
||||
mva #$40 escFlag
|
||||
rts
|
||||
@
|
||||
@@ -1510,7 +1525,7 @@ RandomizeOffensiveText
|
||||
|
||||
sta TextNumberOff
|
||||
ldy TankNr
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
mva #0 LaserFlag ; $ff - Laser
|
||||
@@ -1798,6 +1813,12 @@ NoWind
|
||||
mwa ytraj+1 ybyte
|
||||
jsr draw
|
||||
;key
|
||||
bit LaserFlag
|
||||
bmi LaserNoWalls
|
||||
; Check for walls
|
||||
jsr MakeWalls
|
||||
;
|
||||
LaserNoWalls
|
||||
mwa xtraj+1 XtrajOld+1
|
||||
mwa ytraj+1 YtrajOld+1
|
||||
|
||||
@@ -2084,10 +2105,7 @@ MIRVcopyParameters
|
||||
sta vx03+4
|
||||
|
||||
; clearing ranges of soil down registers
|
||||
mwa #screenwidth RangeLeft
|
||||
lda #0
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
jsr ClearScreenSoilRange
|
||||
|
||||
ldx #$FF ; it will turn 0 in a moment anyway
|
||||
stx MirvMissileCounter
|
||||
@@ -2319,7 +2337,7 @@ MIRValreadyAll
|
||||
|
||||
;first clean the offensive text...
|
||||
ldy TankNr
|
||||
mva #0 plot4x4color
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
; temporary removing tanks from the screen (otherwise they will fall down with soil)
|
||||
@@ -2333,7 +2351,54 @@ MIRValreadyAll
|
||||
;jsr drawtanks
|
||||
rts
|
||||
.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
|
||||
; -------------------------------------------------
|
||||
@@ -2404,10 +2469,7 @@ NextLine2
|
||||
lda #0
|
||||
ldx TankNr
|
||||
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
||||
|
||||
sta RangeLeft ; whole screen in range of soil down
|
||||
sta RangeLeft+1
|
||||
mwa #screenwidth RangeRight
|
||||
jsr SetFullScreenSoilRange
|
||||
jsr SoilDown2
|
||||
jsr drawtanks ; for restore PM
|
||||
rts
|
||||
@@ -2500,7 +2562,7 @@ ReachSky
|
||||
lda FloatingAlt
|
||||
sbc #12
|
||||
sta LineYdraw
|
||||
lda #0
|
||||
lda #$00
|
||||
jsr TypeLine4x4.staplot4x4color
|
||||
; and Soildown at the start (for correct mountaintable if tank was buried)
|
||||
; calculate range
|
||||
@@ -2667,7 +2729,7 @@ pressedSpace
|
||||
lda FloatingAlt
|
||||
sbc #12
|
||||
sta LineYdraw
|
||||
lda #0
|
||||
lda #$00
|
||||
jsr TypeLine4x4.staplot4x4color
|
||||
ldx TankNr
|
||||
;=================================
|
||||
@@ -2781,7 +2843,7 @@ GoDown
|
||||
FloatDown
|
||||
lda ytankstable,x
|
||||
cmp FloatingAlt
|
||||
beq OnGround
|
||||
bcs OnGround
|
||||
; first erase old tank position
|
||||
mva #1 Erase
|
||||
jsr DrawTankNr
|
||||
@@ -2921,10 +2983,7 @@ CalculateExplosionRange0
|
||||
;(for the first or single explosion)
|
||||
|
||||
;zero soil fall out ranges
|
||||
mwa #screenwidth RangeLeft
|
||||
lda #0
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
jsr ClearScreenSoilRange
|
||||
;--------------------------------------------------
|
||||
.proc CalculateExplosionRange
|
||||
;--------------------------------------------------
|
||||
@@ -2956,7 +3015,26 @@ RangesChecked
|
||||
|
||||
rts
|
||||
.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
|
||||
;--------------------------------------------------
|
||||
@@ -3017,7 +3095,10 @@ noBullets
|
||||
;--------------------------------------------------
|
||||
.proc ShellDelay
|
||||
lda CONSOL
|
||||
cmp #6
|
||||
and #%00000101 ; Start + Option
|
||||
bne @+
|
||||
mva #$40 escFlag
|
||||
@ and #%00000001
|
||||
beq noShellDelay
|
||||
ldx flyDelay
|
||||
DelayLoop
|
||||
|
||||
Reference in New Issue
Block a user