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Pirx 667a0d4f20 Merge pull request #128 from pkali/develop
Develop
2022-08-30 00:21:48 -04:00
Pirx dbfae96022 readme updt 2022-08-30 00:21:13 -04:00
Pecusx 1a83611f22 Manuals update 2022-08-29 20:59:02 +02:00
Pecusx 9f454d2eff Added joystick repetition for name entry. 2022-08-29 20:25:10 +02:00
Pecusx 9b8476f9c1 Better music by Miker 2022-08-29 19:56:34 +02:00
Pecusx da52beb2bb Tank dropping error at the right edge definitely corrected! 2022-08-29 18:55:20 +02:00
Pecusx ddc8c5b414 AI fine tune 2022-08-29 15:22:10 +02:00
Pecusx b219c23a96 AI tuning and manuals update 2022-08-29 14:53:31 +02:00
Pecusx 19820d7bf9 Optimizations and fix for lonely weapon pointer 2022-08-29 14:20:30 +02:00
Pecusx 4a1c8aacda ListOfWeapons is now 32 and it works 2022-08-29 12:05:51 +02:00
Pecusx cc07bd52f2 WIP: Proper selection of weapons with Tab key 2022-08-29 09:42:05 +02:00
Pirx 39835d5f50 WIP: unfinished weapons optimization 2022-08-29 00:31:24 -04:00
Pirx ef361d044e opty + purchaseTable fix 2022-08-28 11:46:55 -04:00
Pirx 57844f2df0 schlongus disappearus 2022-08-28 10:53:10 -04:00
Pecusx dcdf5e6fc2 Entering names by joy! 2022-08-28 13:23:00 +02:00
Pirx 374df312fe intro like it was 2022-08-28 01:04:43 -04:00
Pirx 068e5af36b weapons optimization 2022-08-28 01:01:36 -04:00
Pecusx 851e8dd5af Proper cursor operation in tank names. 2022-08-27 16:12:03 +02:00
Pecusx d0ceb2ec0d Second young tester in creduts :) 2022-08-27 14:22:36 +02:00
Pecusx 69548da681 Manuals.... 2022-08-26 17:00:53 +02:00
Pecusx b57af2f9b2 Manuals update 2022-08-26 16:57:21 +02:00
Pecusx 6cb9e4fa1a Manuals describes AI tactics. 2022-08-26 10:53:48 +02:00
Pecusx cee668d756 Little visual improvement 2022-08-25 22:44:33 +02:00
Pecusx 9fbc1c9c65 Preparing to enter name of tank with joystick. 2022-08-25 20:52:03 +02:00
Pecusx 09651f163a Memory optimizations 2022-08-25 13:54:15 +02:00
Pecusx e70752c12d Cyborgs prefer to kill humans :) 2022-08-25 13:18:29 +02:00
Pecusx 07a2585147 Much better aiming for Cyborg, Spoiler and Chooser 2022-08-25 09:35:30 +02:00
Pirx 1a19d3069d manual and readme updt 2022-08-25 00:36:35 -04:00
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
17 changed files with 1112 additions and 799 deletions
+2
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@@ -2,3 +2,5 @@
*.bak
scorch.lab
scorch.lst
textproc.lab
textproc.lst
+85 -22
View File
@@ -12,18 +12,27 @@ On the first screen, you can configure gameplay options:
* 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)
* 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.
Select options with cursor keys or joystick.
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.
The [RETURN] key or Joystick button moves to the next screen.
Select options with cursor keys or a joystick.
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
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). At the same time, you can enter the name of the selected player from the keyboard.
When you press the [RETURN] key or the joystick button, the screen switches to the next player until the difficulty levels for each player are selected.
When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
If the name is not entered (because, for example, you use a joystick only), it will be supplemented with the default name.
If the name is not entered, it will be supplemented with the default name.
## 3. Shopping screen (before each round)
@@ -48,14 +57,15 @@ 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.
* [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.
* [A] - go directly to the defensive weapons activation.
* [A] or [OPTION] - go directly to the defensive weapons activation.
* [M] key - disable/enable background music.
* [S] key - disable/enable effect sounds.
* [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).
* [O] - end the current game and jump to the Game Over screen with a summary.
## 5. Game mechanics
@@ -64,9 +74,9 @@ And here's a rundown of the description of how each weapon works, scoring rules,
### 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.
- Energy of tanks is depleted in 3 ways:
1. one unit after firing each shot,
2. 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.
* one unit after firing each shot,
* while falling (one pixel down takes 2 units of energy),
* 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!)
@@ -82,7 +92,9 @@ Specifically:
### After each round:
`money = money + (2 * (gain + energy))`
`money = money - lose`
`if money < 0 then money = 0`
(at the start of each round `gain` and `lose` have a value of 0)
@@ -126,16 +138,16 @@ And here are the `ExplosionRadius` values for each weapon:
| Baby Missile | 11 |
| Missile | 17 |
| Baby Nuke | 25 |
| Nuke | 31 |
| Nuke | 30 |
| LeapFrog| 17 15 13 |
| Funky Bomb | 21 11 (* 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) |
| Hot Napalm | x 80 (the same principle as in Napalm) |
| Baby Roller | 11 |
| Roller | 21 |
| Heavy Roller | 31 |
| Heavy Roller | 30 |
| Riot Charge | 31 |
| Riot Blast | 0 (in reality - 61 but with these weapons it is not taken into account when counting energy loss only the width of the ground to fall) |
| Riot Bomb | 17 |
@@ -153,27 +165,27 @@ And here are the `ExplosionRadius` values for each weapon:
| Dirt Charge | 0 (61 - as above) |
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (White Flag) is not added to those that died and does not give points.
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.
* **Battery** - when activated, it recharges the tank's energy to full (99 units) and at the same time is the only defensive weapon that does not deactivate other defensive weapons when used.
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether it's just a "scratch" or a direct hit with a nuke), and deactivates immediately afterward.
* **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.
* **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).
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
Due to the different operations of **MIRV** weapons, **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons.
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.
@@ -183,4 +195,55 @@ And of course, activating a weapon when you already have some other weapon activ
## 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!
## 8. difficulty levels of computer-controlled opponents:
The game has 8 difficulty levels of computer-controlled opponents. Or actually 7 different ones and one "surprise". Each has its own way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
* **Moron** - the dumbest of opponents (which does not mean the safest). Shoots completely at random using only one weapon - **Baby Missile**. He doesn't buy anything and doesn't know how to use defensive weapons.
* **Shooter** - This opponent does not shoot blindly. He chooses one direction for himself. Based on his own position - he shoots in the direction from which there is more space assuming that this is where the other tanks are. He starts firing from a high angle and shot after shot changes this angle to a lower and lower angle trying to fire the entire area on the chosen side. He always fires with the best weapon he has (the highest on the list of weapons he has - that is, not necessarily the best). He does not use defensive weapons even though he buys them! At the beginning of the round, he makes 1 attempt to buy defensive weapons (only from the **Battery** - **Strong Parachute** range) and 4 offensive weapons (from the **Missile** - **Heavy Roller** range).
* **Poolshark** - When attacking, he sets the nearest tank as his target, then selects the angle of the shot, and tries to select its strength by drawing it from the selected range. He always shoots with the best weapon he has. He uses defensive weapons. With a probability of 1:3, he activates the best defensive weapon he owns (the highest on the list of weapons he owns - that is, not necessarily the best) before firing. If his energy level drops below 30 units - he uses **Battery** (of course, if he bought it before), if the energy drops below 5 and he has no **Battery** he surrenders - **White Flag**. At the beginning of the round he makes 1 attemp to buy defensive weapons and 6 offensive weapons.
** **Tosser** - When attacking, he acts exactly like **Poolshark** however, he may have a "better" weapon inventory due to a different purchase tactic. He always activates the best defensive weapon he has before shooting. And just like **Poolshark** he uses **Battery** and **White Flag**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/1250) attempts to buy offensive weapons.
** **Chooser** - Takes as a target the weakest opponent (with the least amount of energy) and aims very precisely, but before the shot the energy of the shot is modified by the parameter of luck :) , that is, despite the precise aiming it does not always hit. He shoots with the best weapon he has unless low energy is required (the target is close). Then he changes his weapon to **Baby Missile** to avoid hitting himself. He always activates the best defensive weapon he has before shooting and, like **Poolshark**, uses **Battery** and **White Flag**. He purchases just like **Tosser**.
* **Spoiler** - He shoots exactly like **Chooser** except that he has more luck :) , which means that even if he doesn't hit the target of his choice, it can be a more precise shot than **Chooser**. He uses defensive weapons exactly like **Chooser**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/320) attempts to buy offensive weapons. When buying defensive weapons, he buys only strong and precise weapons - that is, weapons that won't accidentally hurt him.
** **Cyborg** - Takes aim at the weakest opponent (with the least amount of energy) but prefers human-controlled opponents. Aims very accurately and in the vast majority of cases hits on the first shot. He fires the shot with the best weapon he has unless low energy is required (the target is close). Then he changes his weapon to **Baby Missile** to avoid hitting himself. He uses defensive weapons exactly like **Chooser**. He shops exactly like **Spoiler**.
* **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**.
Trying to buy a weapon (offensive or defensive) is as follows:
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is in the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise the trial ends without making a purchase.
Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Chooser**.
| Offensive weapons | Defensive weapons |
| --- | --- |
| Missile | Battery |
| Baby Nuke | Parachute |
| Nuke | Strong Parachute |
| LeapFrog | Mag Deflector |
| Funky Bomb | Shield |
| MIRV | Heavy Shield |
| Death's Head | Force Shield |
| Napalm | Bouncy Castle |
| Hot Napalm | |
| Baby Roller | |
| Roller | |
| Heavy Roller | |
Table of weapons purchased by: **Spoiler** and **Cyborg**.
| Offensive weapons | Defensive weapons |
| --- | --- |
| Baby Nuke | Battery |
| Nuke | Strong Parachute |
| Death's Head | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
+75 -12
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@@ -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)
* 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)
* 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.
@@ -19,9 +27,10 @@ Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joysticjiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też kompute (pozostałe opcje). Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
Po naciśnięciu klawisza [RETURN] lub przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla każdego z nich.
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla każdego z nich.
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
Jeśli nazwa nie zostanie wpisana (bo np operujemy wyłącznie joystickiem), to zostanie uzupełniona nazwą domyślną.
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
## 3. Ekran zakupów (przed każdą rundą)
@@ -47,12 +56,14 @@ 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.
* [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 [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 [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.
* [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).
## 5. Zasady gry
@@ -62,9 +73,9 @@ A tutaj zręby opisu działania poszczególnych broni, zasad punktacji itp:
### Najpierw co wiemy o energii czołgów
- Czołgi mają energię (a Ogry warstwy - jak cebula) - na starcie 99 jednostek
- Energii czołgom ubywa na 3 sposoby:
1. jedna jednostka po oddaniu każdego strzału
2. w czasie spadania (jeden piksel w dół 2 jednostki)
3. w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
* jedna jednostka po oddaniu każdego strzału
* w czasie spadania (jeden piksel w dół 2 jednostki)
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
### Jak działa odejmowanie energii (i zarabianie kasy!)
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
@@ -122,16 +133,16 @@ A oto wartości promienia rażenia (ExplosionRadius) dla poszczególnych broni:
| Baby Missile | 11 |
| Missile | 17 |
| Baby Nuke | 25 |
| Nuke | 31 |
| Nuke | 30 |
| LeapFrog| 17 15 13 |
| Funky Bomb | 21 11 (* 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) |
| Hot Napalm | x 80 (zasada taka jak w Napalm) |
| Baby Roller | 11 |
| Roller | 21 |
| Heavy Roller | 31 |
| Heavy Roller | 30 |
| Riot Charge | 31 |
| Riot Blast | 0 (tak na prawdę - 61 ale przy tych broniach nie jest brana pod uwagę przy liczeniu ubytku energii tylko szerokości gruntu do opadnięcia) |
| Riot Bomb | 17 |
@@ -166,9 +177,9 @@ 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.
* **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.
@@ -179,3 +190,55 @@ Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną
## 7. Bronie 'inne' :) :
* **Buy me!** - tej 'broni' nie można używać w rozgrywce. Jej zakup powoduje wylosowanie jesdnej z broni ofensywnych lub (żadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Buy Me!** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać!
## 8. Poziomy trudności przeciwników sterowanych przez komputer:
Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A właściwie 7 różnych i jeden "niespodziankę". Każdy z nich ma swój sposób kupowania broni defensywnych i ofensywnych oraz inną metodę wyboru celu i samego celowania, oraz wyboru broni. Ułożone są one na liście według wzrastających "umiejętności":
* **Moron** - najgłupszy z przeciwników (co nie znaczy że najbezpieczniejszy). Strzela całkowicie przypadkowo używając wyłącznie jednej broni - **Baby Missile**. Nie kupuje nic, nie umie stosować broni defensywnych.
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), jeżeli energia spadniej poniżej 5 i nie ma **Battery** poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
* **Tosser** - Atakując działa dokładnie tak jak **Poolshark** jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych.
* **Chooser** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) i celuje bardzo dokładnie, jednak przed samym strzałem energia strzału modyfikowana jest o parametr szczęścia :) , czyli mimo precyzyjnego wycelowania nie zawsze trafia. Strzał oddaje najlepszą posiadaną bronią chyba że wymagana jest małą energia (cel jest blisko). Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**.
* **Spoiler** - Strzela dokładnie tak jak **Chooser** tyle, że ma więcej szczęścia :) , co oznacza że nawet jeśli nie trafi w wybrany cel, to może być to strzał precyzyjniejszy niż **Chooser**. Broni defensywnych używa dokładnie tak jak **Chooser**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/320) prób zakupu broni ofensywnych. Przy zakupie broni defensywnych kupuje tylko bronie silne i precyzyjne - czyli takie, które nie zrobią mu przypadkiem krzywdy.
* **Cyborg** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) lecz preferuje przeciwników sterowanych przez człowieka. Celuje bardzo dokładnie i w zdecydowanej większości przypadków trafia za pierwszym strzałem. Strzał oddaje najlepszą posiadaną bronią chyba że wymagana jest małą energia (cel jest blisko). Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**. Zakupy robi dokładnie tak jak **Spoiler**
* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
Tabela broni kupowanych przez: **Shooter**, **Poolshark**, **Tosser** i **Chooser**
| bronie ofensywne | bronie defensywne |
| --- | --- |
| Missile | Battery |
| Baby Nuke | Parachute |
| Nuke | Strong Parachute |
| LeapFrog | Mag Deflector |
| Funky Bomb | Shield |
| MIRV | Heavy Shield |
| Death's Head | Force Shield |
| Napalm | Bouncy Castle |
| Hot Napalm | |
| Baby Roller | |
| Roller | |
| Heavy Roller | |
Tabela broni kupowanych przez: **Spoiler** i **Cyborg**
| bronie ofensywne | bronie defensywne |
| --- | --- |
| Baby Nuke | Battery |
| Nuke | Strong Parachute |
| Death's Head | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
+43
View File
@@ -48,6 +48,49 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changes:
###### Version 1.13
2022-08-30
Getting ready for porting the game!
Several heavy optimizations and code cleanups in preparation for an unexpected port.
Changes:
* Overhaul of AI - Cyborgs, Spoilers, and Choosers aim much better.
* Cyborgs prefer to kill humans.
* Fine tuning of AI purchases makes the difficulty level aligned with the robot level.
* Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen fixed.
* Updated music by @Miker
* It is now possible to enter tank names with a joystick - all essential game functions are available without touching the keyboard!
* Manuals updated with AI strategy information and more.
###### Version 1.12
2022-08-24
What is going on? Are we getting crazy or what?
Changes:
* Background color indicates the type of walls. This is very useful when the rand option is selected.
* XEGS users requested that console keys are used when no keyboard is 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 bounce off the walls!
* The first letter entered for a tank name was inserted in the wrong spot. How did it work at all? Magic.
[ESC] now correctly exits the 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
+71 -48
View File
@@ -155,7 +155,7 @@ endo
; choose the best weapon
ldy #32 ;the last weapon
ldy #last_offensive_____ ;the last weapon
loop
dey
lda (temp),y ; this is set up before calling the routine, has address of TanksWeaponsTable
@@ -262,10 +262,10 @@ EnoughEnergy
; first check check if any is in use
lda ActiveDefenceWeapon,x
bne DefensiveInUse
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
ldy #last_defensive_____+1 ;the last defensive weapon
@
dey
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
cpy #ind_Battery________ ;first defensive weapon (White Flag and Battery - never use)
beq NoUseDefensive
lda (temp),y ; has address of TanksWeaponsTable
beq @-
@@ -297,10 +297,10 @@ DefensiveInUse
; first check check if any is in use
lda ActiveDefenceWeapon,x
bne DefensiveInUse
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
ldy #last_defensive_____+1 ;the last defensive weapon
@
dey
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
cpy #ind_Battery________ ;first defensive weapon (White Flag and Battery - never use)
beq NoUseDefensive
lda (temp),y ; has address of TanksWeaponsTable
beq @-
@@ -324,6 +324,7 @@ NoUseDefensive
; use defensives like Tosser
jsr TosserDefensives
; now select best target
lda #$00 ; no prefer humans
jsr FindBestTarget3
sty TargetTankNr
; aiming
@@ -364,6 +365,7 @@ HighForce
; use defensives like Tosser
jsr TosserDefensives
; now select best target
lda #$00 ; no prefer humans
jsr FindBestTarget3
sty TargetTankNr
; aiming
@@ -403,6 +405,7 @@ HighForce
; use defensives like Tosser
jsr TosserDefensives
; now select best target
lda #100 ; prefer humans
jsr FindBestTarget3
sty TargetTankNr
; aiming
@@ -437,11 +440,13 @@ HighForce
.proc FindBestTarget3
; find target with lowest energy
; X - shooting tank number
; A - 100 - prefer humans , 0 - equality :)
; returns target tank number in Y and
; direcion of shoot in A (0 - left, >0 - right)
;----------------------------------------------
sta PreferHumansFlag
jsr MakeLowResDistances
lda #101
lda #202
sta temp2 ; max possible energy
lda #0
sta tempor2 ; direction of shoot
@@ -454,26 +459,25 @@ loop01
beq skipThisPlayer
lda eXistenZ,y
beq skipThisPlayer
lda skilltable,y
beq ItIsHuman
lda PreferHumansFlag
ItIsHuman
clc
adc Energy,y ; if robotank energy=energy+100 (100 or 0 from PreferHumansFlag)
cmp temp2 ; lowest
bcs lowestIsLower
sta temp2
sty temp2+1 ; number of the closest tank
mva #0 tempor2
lda LowResDistances,x
cmp LowResDistances,y
bcs EnemyOnTheLeft
;enemy on the right
lda Energy,y
cmp temp2 ; lowest
bcs lowestIsLower
sta temp2
sty temp2+1 ; number of the closest tank
; enemy on right
inc tempor2 ; set direction to right
bne lowestIsLower
EnemyOnTheLeft
lda Energy,y
cmp temp2 ; lowest
bcs lowestIsLower
sta temp2
sty temp2+1 ; number of the closest tank
EnemyOnTheLeft
lowestIsLower
skipThisPlayer
dey
@@ -607,14 +611,8 @@ skipThisPlayer
; returns angle and power of shoot tank X (TankNr)
; in the appropriate variables (Angle and Force)
;----------------------------------------------
mva #$ff SecondTryFlag
; set initial Angle and Force values
; wind correction 90+(wind/8)
mwa Wind temp2
:7 lsrw temp2
clc
lda #90
adc temp2
sta NewAngle
lda OptionsTable+2 ; selected gravity
asl
tay
@@ -633,10 +631,19 @@ skipThisPlayer
adc #0
sta RandBoundaryHigh+1
jsr RandomizeForce
RepeatAim
lda ForceTableL,x
sta Force
lda ForceTableH,x
sta Force+1
; wind correction 90+(wind/8)
mwa Wind temp2
:7 lsrw temp2
clc
lda #90
adc temp2
sta NewAngle
; set virtual weapon :)
lda #ind_Baby_Missile___
sta ActiveWeapon,x
; now we have initial valuses
@@ -673,7 +680,8 @@ GroundHitInFirstLoopR
lda NewAngle
adc #5 ; 5 deg to right
cmp #(180-20)
bcs EndOfFirstLoopR ; if angle 180-20 or higher
; bcs EndOfFirstLoopR ; if angle 180-20 or higher
bcs AimSecondTry
sta NewAngle
jmp AimingRight
NoHitInFirstLoopR
@@ -721,8 +729,20 @@ NoHitInSecondLoopR
; Angle 1 deg to right and end loop
inc NewAngle
EndOfSecondLoopR
EndOfAim
rts
AimSecondTry
bit SecondTryFlag
bpl EndOfAim ; closest RTS
inc SecondTryFlag
lda #<1000
sta ForceTableL,x
lda #>1000
sta ForceTableH,x
jsr RandomizeForce.LimitForce
jmp RepeatAim
AimingLeft
; make test Shoot (Flight)
jsr SetStartAndFlight
@@ -752,7 +772,8 @@ GroundHitInFirstLoopL
lda NewAngle
sbc #5 ; 5 deg to left
cmp #21
bcc EndOfFirstLoopL ; if angle 180-20 or higher
; bcc EndOfFirstLoopL ; if angle 20 or lower
bcc AimSecondTry
sta NewAngle
jmp AimingLeft
NoHitInFirstLoopL
@@ -934,13 +955,13 @@ SorryNoPurchase
;----------------------------------------------
.proc ShooterPurchase
; first try to buy defensives
mva #2 tempXroller; number of offensive purchases to perform
; mva #2 tempXroller; number of offensive purchases to perform
ldx TankNr
@
randomize ind_Battery________ ind_StrongParachute
jsr TryToPurchaseOnePiece
dec tempXroller
bne @-
; dec tempXroller
; bne @-
; and now offensives
mva #4 tempXroller; number of offensive purchases to perform
@@ -956,16 +977,16 @@ SorryNoPurchase
;----------------------------------------------
.proc PoolsharkPurchase
; first try to buy defensives
mva #3 tempXroller; number of offensive purchases to perform
; mva #2 tempXroller; number of offensive purchases to perform
ldx TankNr
@
randomize ind_Battery________ ind_Bouncy_Castle__
jsr TryToPurchaseOnePiece
dec tempXroller
bne @-
; bpl @-
; and now offensives
mva #8 tempXroller; number of purchases to perform
mva #6 tempXroller; number of purchases to perform
;ldx TankNr
@
randomize ind_Missile________ ind_Dirt_Charge____
@@ -980,15 +1001,16 @@ SorryNoPurchase
; what is my money level
ldx TankNr
; lda MoneyH,x ; money / 256
; sta tempXroller ; perform this many purchase attempts
lda MoneyH,x ; money / 256
lsr ; /2
sta tempXroller ; perform this many purchase attempts
; first try to buy defensives
mva #1 tempXroller; number of defensive purchases to perform
; mva #1 tempXroller; number of defensive purchases to perform
@
randomize ind_Battery________ ind_Bouncy_Castle__
jsr TryToPurchaseOnePiece
dec tempXroller
bne @-
bpl @-
; and now offensives
lda MoneyH,x ; money / 256
@@ -998,7 +1020,7 @@ SorryNoPurchase
randomize ind_Missile________ ind_Dirt_Charge____
jsr TryToPurchaseOnePiece
dec tempXroller
bne @-
bpl @-
rts
.endp
@@ -1007,25 +1029,26 @@ SorryNoPurchase
; what is my money level
ldx TankNr
;lda MoneyH,x ; money / 256
;sta tempXroller ; perform this many purchase attempts
lda MoneyH,x ; money / 256
lsr ; /2
sta tempXroller ; perform this many purchase attempts
; first try to buy defensives
mva #1 tempXroller; number of defensive purchases to perform
; mva #1 tempXroller; number of defensive purchases to perform
@
randomize ind_Battery________ ind_Bouncy_Castle__
jsr TryToPurchaseOnePiece2
dec tempXroller
bne @-
bpl @-
; and now offensives
lda MoneyH,x ; money / 256
:4 asl ;*16
:3 asl ;*8
sta tempXroller ; perform this many purchase attempts
@
randomize ind_Missile________ ind_Plasma_Blast___
randomize first_offensive____ last_offensive_____
jsr TryToPurchaseOnePiece2
dec tempXroller
bne @-
bpl @-
rts
.endp
+1 -1
View File
@@ -1,6 +1,6 @@
STEREOMODE equ 0
;* --------BEGIN--------
;* C:\Atari\rmt\rmt128\scorch_str4.rmt
;* C:\Atari\rmt\rmt128\scorch_str6.rmt
FEAT_SFX equ 1
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
FEAT_NOSTARTINGSONGLINE equ 0
+133 -193
View File
@@ -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
@@ -264,36 +261,16 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Liquid_Dirt____
.by >price_Dirt_Charge____
.by >price_Buy_me_________
.by >price_Plasma_Blast___
.by >price_Laser__________
.by >price______________33
.by >price______________34
.by >price______________35
.by >price______________36
.by >price______________37
.by >price______________38
.by >price______________39
.by >price______________40
.by >price______________41
.by >price______________42
.by >price______________43
.by >price______________44
.by >price______________45
.by >price______________46
.by >price______________47
.by >price_White_Flag_____
.by >price_Battery________
.by >price_Bal_Guidance___
.by >price_Horz_Guidance__
.by >price_Floating_Tank__
.by >price_Lazy_Boy_______
.by >price_Hovercraft_____
.by >price_Parachute______
.by >price_StrongParachute
.by >price_Mag_Deflector__
.by >price_Shield_________
.by >price_Heavy_Shield___
.by >price_Force_Shield___
.by >price_Super_Mag______
.by >price_Bouncy_Castle__
.by >price_Long_Barrel____
.by >price_Nuclear_Winter_
@@ -330,36 +307,16 @@ WeaponPriceL
.by <price_Liquid_Dirt____
.by <price_Dirt_Charge____
.by <price_Buy_me_________
.by <price_Plasma_Blast___
.by <price_Laser__________
.by <price______________33
.by <price______________34
.by <price______________35
.by <price______________36
.by <price______________37
.by <price______________38
.by <price______________39
.by <price______________40
.by <price______________41
.by <price______________42
.by <price______________43
.by <price______________44
.by <price______________45
.by <price______________46
.by <price______________47
.by <price_White_Flag_____
.by <price_Battery________
.by <price_Bal_Guidance___
.by <price_Horz_Guidance__
.by <price_Floating_Tank__
.by <price_Lazy_Boy_______
.by <price_Hovercraft_____
.by <price_Parachute______
.by <price_StrongParachute
.by <price_Mag_Deflector__
.by <price_Shield_________
.by <price_Heavy_Shield___
.by <price_Force_Shield___
.by <price_Super_Mag______
.by <price_Bouncy_Castle__
.by <price_Long_Barrel____
.by <price_Nuclear_Winter_
@@ -371,70 +328,50 @@ WeaponPriceL
; is not present in the game.
; This is the slot for adding new weapons.
WeaponUnits
.by 10 ;Baby_Missile___
.by 5 ;Missile________
.by 2 ;Baby_Nuke______
.by 1 ;Nuke___________
.by 2 ;LeapFrog_______
.by 3 ;Funky_Bomb_____
.by 2 ;MIRV___________
.by 1 ;Death_s_Head___
.by 4 ;Napalm_________
.by 2 ;Hot_Napalm_____
.by 20 ;Tracer_________
.by 10 ;Smoke_Tracer___
.by 5 ;Baby_Roller____
.by 3 ;Roller_________
.by 2 ;Heavy_Roller___
.by 5 ;Riot_Charge____
.by 2 ;Riot_Blast_____
.by 5 ;Riot_Bomb______
.by 2 ;Heavy_Riot_Bomb
.by 10 ;Baby_Digger____
.by 5 ;Digger_________
.by 2 ;Heavy_Digger___
.by 10 ;Baby_Sandhog___
.by 5 ;Sandhog________
.by 2 ;Heavy_Sandhog__
.by 5 ;Dirt_Clod______
.by 3 ;Dirt_Ball______
.by 1 ;Ton_of_Dirt____
.by 4 ;Liquid_Dirt____
.by 2 ;Dirt_Charge____
.by 1 ;Buy_me_________
.by 0 ;Plasma_Blast___
.by 5 ;Laser__________
.by 0 ;_____________33
.by 0 ;_____________34
.by 0 ;_____________35
.by 0 ;_____________36
.by 0 ;_____________37
.by 0 ;_____________38
.by 0 ;_____________39
.by 0 ;_____________40
.by 0 ;_____________41
.by 0 ;_____________42
.by 0 ;_____________43
.by 0 ;_____________44
.by 0 ;_____________45
.by 0 ;_____________46
.by 0 ;_____________47
.by 1 ;White_Flag___48
.by 3 ;Battery________
.by 0 ;Bal_Guidance___
.by 0 ;Horz_Guidance__
.by 2 ;Floating_Tank__
.by 0 ;Lazy_Boy_______
.by 3 ;Parachute______
.by 2 ;StrongParachute
.by 2 ;Mag_Deflector__
.by 3 ;Shield_________
.by 2 ;Heavy_Shield___
.by 3 ;Force_Shield___
.by 0 ;Super_Mag______
.by 1 ;Auto_Defense___
.by 2 ;Long_Barrel____
.by 1 ;Nuclear_Winter_
.by 10 ;Baby_Missile___;_00
.by 5 ;Missile________;_01
.by 2 ;Baby_Nuke______;_02
.by 1 ;Nuke___________;_03
.by 2 ;LeapFrog_______;_04
.by 3 ;Funky_Bomb_____;_05
.by 2 ;MIRV___________;_06
.by 1 ;Death_s_Head___;_07
.by 4 ;Napalm_________;_08
.by 2 ;Hot_Napalm_____;_09
.by 20 ;Tracer_________;_10
.by 10 ;Smoke_Tracer___;_11
.by 5 ;Baby_Roller____;_12
.by 3 ;Roller_________;_13
.by 2 ;Heavy_Roller___;_14
.by 5 ;Riot_Charge____;_15
.by 2 ;Riot_Blast_____;_16
.by 5 ;Riot_Bomb______;_17
.by 2 ;Heavy_Riot_Bomb;_18
.by 10 ;Baby_Digger____;_19
.by 5 ;Digger_________;_20
.by 2 ;Heavy_Digger___;_21
.by 10 ;Baby_Sandhog___;_22
.by 5 ;Sandhog________;_23
.by 2 ;Heavy_Sandhog__;_24
.by 5 ;Dirt_Clod______;_25
.by 3 ;Dirt_Ball______;_26
.by 1 ;Ton_of_Dirt____;_27
.by 4 ;Liquid_Dirt____;_28
.by 2 ;Dirt_Charge____;_29
.by 1 ;Buy_me_________;_30
.by 5 ;Laser__________;_31
.by 1 ;White_Flag_____;_32
.by 3 ;Battery________;_33
.by 2 ;Floating_Tank__;_34
.by 3 ;Parachute______;_35
.by 2 ;StrongParachute;_36
.by 2 ;Mag_Deflector__;_37
.by 3 ;Shield_________;_38
.by 2 ;Heavy_Shield___;_39
.by 3 ;Force_Shield___;_40
.by 1 ;Auto_Defense___;_41
.by 2 ;Long_Barrel____;_42
.by 1 ;Nuclear_Winter_;_43
PurchaseMeTable ;weapons good to be purchased by the robot
;the comment is an index in the tables
@@ -448,53 +385,81 @@ PurchaseMeTable ;weapons good to be purchased by the robot
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
.by %00000000
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
.by %00000000
; "Laser "
.by %00000000
.by 0 ; offset to defensives
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
.by %01000011
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
.by %11110100
; "White Flag ","Battery ","Hovercraft ","Parachute "
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
.by %01011111
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
.by %11000000
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
;the comment is an index in the tables
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
.by %00110001
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %01000000
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
.by %00000000
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
.by %00000000
; "Laser "
.by %00000000
.by 0 ; offset to defensives
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
.by %01000001
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
.by %10110100
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
.by %00110001
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %01000000
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
.by %00000000
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
.by %00000000
; "White Flag ","Battery ","Hovercraft ","Parachute "
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
.by %01001101
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
.by %11000000
;-------------------------------------------------
; Screen codes of icons (chars) representing a given weapon
WeaponSymbols
.by $40,$41,$42,$43,$44,$45,$46,$47
.by $48,$49,$4a,$4b,$4c,$4d,$4e,$4f
.by $50,$51,$52,$53,$54,$55,$56,$57
.by $58,$59,$5a,$5b,$60,$7b,$1f,$7d
.by $20,$00,$00,$00,$00,$00,$00,$00
.by $00,$00,$00,$00,$00,$00,$00,$00
.by $5f,$1c,$03,$06,$06,$0a,$1b,$1b ; defensives
.by $1e,$3b,$3d,$3c,$3e,$3f,$1d,$7d
.by $40 ;ind_Baby_Missile___ ;_00
.by $41 ;ind_Missile________ ;_01
.by $42 ;ind_Baby_Nuke______ ;_02
.by $43 ;ind_Nuke___________ ;_03
.by $44 ;ind_LeapFrog_______ ;_04
.by $45 ;ind_Funky_Bomb_____ ;_05
.by $46 ;ind_MIRV___________ ;_06
.by $47 ;ind_Death_s_Head___ ;_07
.by $48 ;ind_Napalm_________ ;_08
.by $49 ;ind_Hot_Napalm_____ ;_09
.by $4a ;ind_Tracer_________ ;_10
.by $4b ;ind_Smoke_Tracer___ ;_11
.by $4c ;ind_Baby_Roller____ ;_12
.by $4d ;ind_Roller_________ ;_13
.by $4e ;ind_Heavy_Roller___ ;_14
.by $4f ;ind_Riot_Charge____ ;_15
.by $50 ;ind_Riot_Blast_____ ;_16
.by $51 ;ind_Riot_Bomb______ ;_17
.by $52 ;ind_Heavy_Riot_Bomb ;_18
.by $53 ;ind_Baby_Digger____ ;_19
.by $54 ;ind_Digger_________ ;_20
.by $55 ;ind_Heavy_Digger___ ;_21
.by $56 ;ind_Baby_Sandhog___ ;_22
.by $57 ;ind_Sandhog________ ;_23
.by $58 ;ind_Heavy_Sandhog__ ;_24
.by $59 ;ind_Dirt_Clod______ ;_25
.by $5a ;ind_Dirt_Ball______ ;_26
.by $5b ;ind_Ton_of_Dirt____ ;_27
.by $60 ;ind_Liquid_Dirt____ ;_28
.by $7b ;ind_Dirt_Charge____ ;_29
.by $1f ;ind_Buy_me_________ ;_30
.by $20 ;ind_Laser__________ ;_31
.by $5f ;ind_White_Flag_____ ;_32
.by $1c ;ind_Battery________ ;_33
.by $06 ;ind_Floating_Tank__ ;_34
.by $1b ;ind_Parachute______ ;_35
.by $1b ;ind_StrongParachute ;_36
.by $1e ;ind_Mag_Deflector__ ;_37
.by $3b ;ind_Shield_________ ;_38
.by $3d ;ind_Heavy_Shield___ ;_39
.by $3c ;ind_Force_Shield___ ;_40
.by $3f ;ind_Bouncy_Castle__ ;_41
.by $1d ;ind_Long_Barrel____ ;_42
.by $7d ;ind_Nuclear_Winter_ ;_43
; Names of weapons (16 chars long)
NamesOfWeapons ;the comment is an index in the tables
@@ -529,58 +494,34 @@ NamesOfWeapons ;the comment is an index in the tables
dta d"Liquid Dirt " ; 28
dta d"Dirt Charge " ; 29
dta d"Buy me! " ; 30
dta d"Plasma Blast " ; 31
dta d"Laser " ; 32
dta d"----------------" ; 33
dta d"----------------" ; 34
dta d"----------------" ; 35
dta d"----------------" ; 36
dta d"----------------" ; 37
dta d"----------------" ; 38
dta d"----------------" ; 39
dta d"----------------" ; 40
dta d"----------------" ; 41
dta d"----------------" ; 42
dta d"----------------" ; 43
dta d"----------------" ; 44
dta d"----------------" ; 45
dta d"----------------" ; 46
dta d" " ; 47 ; special (no weapon) name to simplify display
dta d"White Flag " ; 48 ($30)
dta d"Battery " ; 49
dta d"Bal Guidance " ; 50
dta d"Horz Guidance " ; 51
dta d"Hovercraft " ; 52
dta d"Lazy Boy " ; 53
dta d"Parachute " ; 54 - no energy
dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
dta d"Mag Deflector " ; 56 - with shield and energy
dta d"Shield " ; 57 - shield for one shot - no energy
dta d"Heavy Shield " ; 58 - shield with energy
dta d"Force Shield " ; 59 - shield with energy and parachute
dta d"Super Mag " ; 60
dta d"Bouncy Castle " ; 61 - with shield and energy
dta d"Long Schlong " ; 62
dta d"Nuclear Winter " ; 63
DefensiveEnergy = * - 48
dta d"Laser " ; 31
;------defensives
dta d"White Flag " ; 32
dta d"Battery " ; 33
dta d"Hovercraft " ; 34
dta d"Parachute " ; 35 - no energy
dta d"Strong Parachute" ; 36 - with energy (earlier Battery)
dta d"Mag Deflector " ; 37 - with shield and energy
dta d"Shield " ; 38 - shield for one shot - no energy
dta d"Heavy Shield " ; 39 - shield with energy
dta d"Force Shield " ; 40 - shield with energy and parachute
dta d"Bouncy Castle " ; 41 - with shield and energy
dta d"Long Schlong " ; 42
dta d"Nuclear Winter " ; 43
DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake the table for ALL weapons
.by 00 ; White Flag
.by 00 ; Heat Guidance
.by 00 ; Bal Guidance
.by 00 ; Horz Guidance
.by 98 ; Let's go!
.by 00 ; Lazy Boy
.by 00 ; Parachute
.by 99 ; Strong Parachute
.by 99 ; Mag Deflector
.by 00 ; Shield
.by 99 ; Heavy Shield
.by 99 ; Force Shield
.by 00 ; Super Mag
.by 99 ; Bouncy Castle
.by 00 ; Long Barrel
.by 00 ; Nuclear Winter
weaponsOfDeath
weaponsOfDeath ; weapons used in tank death animations
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
weaponsOfDeathEnd
joyToKeyTable
@@ -609,8 +550,7 @@ gameOverSpritesTop
;-------decimal constans
zero
digits dta d"0123456789"
nineplus dta d"9"+1
space dta d" "
;------credits
CreditsStart
dta d" "*
@@ -645,7 +585,7 @@ CreditsStart
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
dta d" "*
dta d"Additional testin",d"g"*
dta d"Arek Peck",d"o"*
dta d"Arek and Alex Peck",d"o"*
dta d" "*
dta d"Stay tuned for the FujiNet version",d"!"*
dta d" "*
+66 -100
View File
@@ -13,11 +13,11 @@ PMGraph = $0800 ; real PM start = $0b00
linetableL = $0b00 - (screenHeight+1)*2
linetableH = $0b00 - (screenHeight+1)
display = $1010 ;screen takes $2K due to clearing routine
display = $1010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
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
@@ -26,6 +26,7 @@ LongBarrel = 20 ; long barrel length
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0A
space = 0 ; space in screencodes
;character codes for symbols (tank, parachute, etc. )
char_parachute_______ = $02
@@ -35,78 +36,58 @@ char_clear_flame_____ = $1c
char_digger__________ = $04
char_sandhog_________ = $0c
char_sandhog_offset = char_sandhog_________ - char_digger__________
char_tank1___________ = $20
char_tank2___________ = $24
char_tank3___________ = $28
;Weapon prices (*10 on screen)
price_Baby_Missile___ = 0 ;_0
price_Missile________ = 96 ;_1
price_Baby_Nuke______ = 111 ;_2
price_Nuke___________ = 144 ;_3
price_LeapFrog_______ = 192 ;_4
price_Funky_Bomb_____ = 293 ;_5
price_MIRV___________ = 456 ;_6
price_Death_s_Head___ = 337 ;_7
price_Napalm_________ = 125 ;_8
price_Hot_Napalm_____ = 162 ;_9
price_Tracer_________ = 102 ;_10
price_Smoke_Tracer___ = 291 ;_11
price_Baby_Roller____ = 211 ;_12
price_Roller_________ = 244 ;_13
price_Heavy_Roller___ = 326 ;_14
price_Riot_Charge____ = 230 ;_15
price_Riot_Blast_____ = 241 ;_16
price_Riot_Bomb______ = 259 ;_17
price_Heavy_Riot_Bomb = 272 ;_18
price_Baby_Digger____ = 136 ;_19
price_Digger_________ = 176 ;_20
price_Heavy_Digger___ = 207 ;_21
price_Baby_Sandhog___ = 158 ;_22
price_Sandhog________ = 191 ;_23
price_Heavy_Sandhog__ = 223 ;_24
price_Dirt_Clod______ = 104 ;_25
price_Dirt_Ball______ = 130 ;_26
price_Ton_of_Dirt____ = 171 ;_27
price_Liquid_Dirt____ = 330 ;_28
price_Dirt_Charge____ = 343 ;_29
price_Buy_me_________ = 170 ;430 ;_30
price_Plasma_Blast___ = $ffff ;274 ;_31
price_Laser__________ = 277 ;_32
price______________33 = 0
price______________34 = 0
price______________35 = 0
price______________36 = 0
price______________37 = 0
price______________38 = 0
price______________39 = 0
price______________40 = 0
price______________41 = 0
price______________42 = 0
price______________43 = 0
price______________44 = 0
price______________45 = 0
price______________46 = 0
price______________47 = 0
price_White_Flag_____ = $0 ;_48_($30)
price_Battery________ = 300 ;_49
price_Bal_Guidance___ = $ffff ;_50
price_Horz_Guidance__ = $ffff ;_51
price_Floating_Tank__ = 352 ;_52
price_Lazy_Boy_______ = $ffff ;_53
price_Parachute______ = 234 ;_54
price_StrongParachute = 1000 ;_55
price_Mag_Deflector__ = 745 ;_56
price_Shield_________ = 224 ;_57
price_Heavy_Shield___ = 628 ;_58
price_Force_Shield___ = 1100 ;_59
price_Super_Mag______ = $ffff ;_60
price_Bouncy_Castle__ = 512 ;_61
price_Long_Barrel____ = 2100 ;_62
price_Nuclear_Winter_ = 1000 ;_63
price_Baby_Missile___ = 0 ;_00
price_Missile________ = 96 ;_01
price_Baby_Nuke______ = 111 ;_02
price_Nuke___________ = 144 ;_03
price_LeapFrog_______ = 192 ;_04
price_Funky_Bomb_____ = 293 ;_05
price_MIRV___________ = 456 ;_06
price_Death_s_Head___ = 337 ;_07
price_Napalm_________ = 125 ;_08
price_Hot_Napalm_____ = 162 ;_09
price_Tracer_________ = 102 ;_10
price_Smoke_Tracer___ = 291 ;_11
price_Baby_Roller____ = 211 ;_12
price_Roller_________ = 244 ;_13
price_Heavy_Roller___ = 326 ;_14
price_Riot_Charge____ = 230 ;_15
price_Riot_Blast_____ = 241 ;_16
price_Riot_Bomb______ = 259 ;_17
price_Heavy_Riot_Bomb = 272 ;_18
price_Baby_Digger____ = 136 ;_19
price_Digger_________ = 176 ;_20
price_Heavy_Digger___ = 207 ;_21
price_Baby_Sandhog___ = 158 ;_22
price_Sandhog________ = 191 ;_23
price_Heavy_Sandhog__ = 223 ;_24
price_Dirt_Clod______ = 104 ;_25
price_Dirt_Ball______ = 130 ;_26
price_Ton_of_Dirt____ = 171 ;_27
price_Liquid_Dirt____ = 330 ;_28
price_Dirt_Charge____ = 343 ;_29
price_Buy_me_________ = 170 ;_30
price_Laser__________ = 277 ;_31
price_White_Flag_____ = $0 ;_32
price_Battery________ = 300 ;_33
price_Hovercraft_____ = 352 ;_34
price_Parachute______ = 234 ;_35
price_StrongParachute = 1000 ;_36
price_Mag_Deflector__ = 745 ;_37
price_Shield_________ = 224 ;_38
price_Heavy_Shield___ = 628 ;_39
price_Force_Shield___ = 1100 ;_40
price_Bouncy_Castle__ = 512 ;_41
price_Long_Barrel____ = 2100 ;_42
price_Nuclear_Winter_ = 1000 ;_43
;Weapon indexes (numbers)
ind_Baby_Missile___ = 0
first_offensive____ = ind_Baby_Missile___
ind_Missile________ = 1
ind_Baby_Nuke______ = 2
ind_Nuke___________ = 3
@@ -137,39 +118,24 @@ ind_Ton_of_Dirt____ = 27
ind_Liquid_Dirt____ = 28
ind_Dirt_Charge____ = 29
ind_Buy_me_________ = 30
ind_Plasma_Blast___ = 31
ind_Laser__________ = 32
ind______________33 = 0
ind______________34 = 0
ind______________35 = 0
ind______________36 = 0
ind______________37 = 0
ind______________38 = 0
ind______________39 = 0
ind______________40 = 0
ind______________41 = 0
ind______________42 = 0
ind______________43 = 0
ind______________44 = 0
ind______________45 = 0
ind______________46 = 0
ind______________47 = 0
ind_White_Flag_____ = 48
ind_Battery________ = 49
ind_Bal_Guidance___ = 50
ind_Horz_Guidance__ = 51
ind_Floating_Tank__ = 52
ind_Lazy_Boy_______ = 53
ind_Parachute______ = 54
ind_StrongParachute = 55
ind_Mag_Deflector__ = 56
ind_Shield_________ = 57
ind_Heavy_Shield___ = 58
ind_Force_Shield___ = 59
ind_Super_Mag______ = 60
ind_Bouncy_Castle__ = 61
ind_Long_Barrel____ = 62
ind_Nuclear_Winter_ = 63
ind_Laser__________ = 31
last_offensive_____ = ind_Laser__________
ind_White_Flag_____ = 32
first_defensive____ = ind_White_Flag_____
ind_Battery________ = 33
ind_Hovercraft_____ = 34
ind_Parachute______ = 35
ind_StrongParachute = 36
ind_Mag_Deflector__ = 37
ind_Shield_________ = 38
ind_Heavy_Shield___ = 39
ind_Force_Shield___ = 40
ind_Bouncy_Castle__ = 41
ind_Long_Barrel____ = 42
ind_Nuclear_Winter_ = 43
last_defensive_____ = ind_Nuclear_Winter_
number_of_offensives = last_offensive_____ - first_offensive____+1
number_of_defensives = (last_defensive_____ - first_defensive____+1)
;--------------------------------
; names of RMT instruments (sfx)
;--------------------------------
+21 -7
View File
@@ -17,14 +17,28 @@ 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 "
;; 01234567890123456789012345678901
; dta d"Players: 2 3 4 5 6 "
; dta d"Cash :none 2K 8K 12K 20K"
; dta d"Gravity:0.2G 0.5G 1G 2G 4G "
; dta d"Wind : 1B 3B 5B 7B 9B "
; dta d"Rounds : 10 20 30 40 50 "
; dta d"Missile:slug slow norm fast hare"
; dta d"Seppuku:nevr rare norm oftn alws"
; dta d"Hills : NL BE CZ CH NP "
; dta d"Walls :none wrap bump boxy rand"
OptionsScreenEnd
;-----------------------------------------------
ListOfWeapons
; 0123456789012345678901234567890123456789
:36 dta d" "
; 0123456789012345678901234567890123456789
; :number_of_offensives dta d" "
:32 dta d" "
ListOfWeapons1End
ListOfDefensiveWeapons
:16 dta d" "
; :number_of_defensives dta d" "
:16 dta d" "
ListOfDefensiveWeaponsEnd ;constant useful when clearing
NameScreen
dta d" Enter names of players "
@@ -103,18 +117,18 @@ 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"*
+21 -23
View File
@@ -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
@@ -1100,8 +1100,9 @@ ParachutePresent
; check energy of parachute
lda ShieldEnergy,x
bne OneTimeParachute
mva #0 Parachute
mva #0 ActiveDefenceWeapon,x ; deactivate defence
lda #$00
sta Parachute
sta ActiveDefenceWeapon,x ; deactivate defence
OneTimeParachute
lda Parachute
ora #2 ; we set bit nr 1 (nr 0 means that parachute is present)
@@ -1128,16 +1129,13 @@ FallingRight
bit PreviousFall ; bit 6 - left
bvs EndRightFall
; we finish falling right if the tank reached the edge of the screen
clc
lda XtanksTableL,x
adc #$08 ; we'll check right side of the char
sta temp
lda XtanksTableH,x
adc #0
sta temp+1
cpw temp #screenwidth-2 ; 2 pixels correction due to a barrel wider than tank
bcs EndRightFall
NotLeftEdge
cmp #>(screenwidth-8-2) ; 2 pixels correction due to a barrel wider than tank
bne @+
lda XtanksTableL,x
cmp #<(screenwidth-8-2) ; 2 pixels correction due to a barrel wider than tank
@ bcs EndRightFall
NotRightEdge
; tank is falling right - modify coorinates
clc
lda XtankstableL,x
@@ -1158,6 +1156,7 @@ FallingLeft
lda XtanksTableL,x
cmp #3 ; 2 pixels correction due to a barrel wider than tank
bcc EndLeftFall
NotLeftEdge
; tank is falling left - modify coorinates
sec
lda XtankstableL,x
@@ -1205,7 +1204,7 @@ DoNotDrawParachute
ForceFallLeft
sta UnderTank1
sty UnderTank2
jne TankFallsX
jmp TankFallsX
EndOfFall
mva #1 Erase
; ldx TankNr
@@ -1899,20 +1898,18 @@ EndPutChar
; puts 4x4 pixels char on the graphics screen
; in: dx, dy (LOWER left corner of the char)
; in: CharCode4x4 (.sbyte)
; in: plot4x4color (0/1)
; in: plot4x4color (0/255)
; all pixels are being drawn
; (empty and not empty)
;--------------------------------------------------
; cpw ydraw #(screenheight-4)
; jcs TypeChar.EndPutChar ;nearest RTS
; cpw xdraw #(screenwidth-4)
; jcs TypeChar.EndPutChar ;nearest RTS
; rts
cpw dy #(screenheight-1)
jcs TypeChar.EndPutChar ;nearest RTS
cpw dy #(4)
jcc TypeChar.EndPutChar ;nearest RTS
cpw dx #(screenwidth-4)
jcs TypeChar.EndPutChar ;nearest RTS
; checks ommited.
lda plot4x4color
beq FontColor0
lda #$ff ; better option to check (plot4x4color = $00 or $ff)
sta plot4x4color
FontColor0
; char to the table
lda CharCode4x4
and #%00000001
@@ -2021,6 +2018,7 @@ EndPut4x4
; and #$fc
; ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls
mva WallsType COLBAKS ; set color of background
jsr WaitOneFrame
rts
.endp
+1
View File
@@ -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
+54 -28
View File
@@ -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"1.13" ; 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 / $ff
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
@@ -219,7 +219,7 @@ FirstSTART
START
; Startup sequence
jsr Initialize
;jsr GameOverScreen ; only for test !!!
lda #song_main_menu
@@ -242,6 +242,7 @@ START
; for the round #1 shooting sequence is random
MainGameLoop
jsr SetWallsType
; first set default barrel lengths (fix for Long Schlong activation :) )
; we must do it before purchase/activate
ldx #(MaxPlayers-1)
@@ -257,6 +258,9 @@ SettingBarrel
mva #0 dmactls ; dark screen
jsr WaitOneFrame
bit escFlag
bmi START
jsr GetRandomWind
jsr RoundInit
@@ -274,6 +278,7 @@ SettingBarrel
mva #1 Erase
jsr drawtanks
mva #0 Erase
sta COLBAKS ; set background color to black
jsr PMoutofScreen ;let P/M disappear
; here gains and losses should be displayed (dollars)
@@ -551,7 +556,7 @@ DoNotFinishTheRound
mva #1 plot4x4color
mva #$ff plot4x4color
jsr DisplayTankNameAbove
mva #1 color ;to display flying point
@@ -576,10 +581,10 @@ 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
@@ -591,12 +596,12 @@ ManualShooting
seq:rts ; keys Esc or O
AfterManualShooting
mva #0 plot4x4color
mva #$00 plot4x4color
jsr DisplayTankNameAbove
; defensive weapons without flight handling
ldx TankNr
lda ActiveDefenceWeapon,x
cmp #ind_Floating_Tank__ ; Floating Tank
cmp #ind_Hovercraft_____
beq GoFloat
cmp #ind_White_Flag_____ ; White Flag
beq ShootWhiteFlag
@@ -630,7 +635,7 @@ 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 +689,7 @@ 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 #$00 plot4x4color
jsr DisplayOffensiveTextNr
NextPlayerShoots
@@ -772,7 +777,7 @@ NoPlayerNoDeath
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
sta TextNumberOff
ldy TankTempY
mva #1 plot4x4color
mva #$ff plot4x4color
jsr DisplayOffensiveTextNr
; tank flash
ldy TankTempY
@@ -784,7 +789,7 @@ NoPlayerNoDeath
;Deffensive text cleanup
;here we clear Deffensive text (after a shoot)
ldy TankTempY
mva #0 plot4x4color
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
; calculate position of the explosion (the post-death one)
@@ -1187,9 +1192,9 @@ CreditsScroll
sta COLPF2
inc CreditsVScrol
lda CreditsVScrol
cmp #32 ;not to fast
cmp #32 ;not too fast
beq nextlinedisplay
:2 lsr ;not to fast
:2 lsr ;not too fast
sta VSCROL
jmp EndOfDLI_GO
nextlinedisplay
@@ -1508,7 +1513,24 @@ nextishigher
rts
.endp
;--------------------------------------------------
.proc SetWallsType
;--------------------------------------------------
mva #0 WallsType
lda OptionsTable+8
cmp #4
beq SetRandomWalls
lsr
ror WallsType
lsr
ror WallsType
rts
SetRandomWalls
lda random
and #%11000000
sta WallsType
rts
.endp
;--------------------------------------------------
.proc GetKey ; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set to 1
@@ -1572,6 +1594,10 @@ getkeyend
lda SKSTAT
cmp #$ff
bne WaitForKeyRelease
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne WaitForKeyRelease
rts
.endp
;--------------------------------------------------
@@ -1608,7 +1634,10 @@ 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
@@ -1665,9 +1694,6 @@ noingame
;----------------------------------------------
icl 'artwork/talk.asm'
;----------------------------------------------
font4x4
ins 'artwork/font4x4s.bmp',+62
;----------------------------------------------
TankFont
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
;----------------------------------------------
@@ -1683,15 +1709,15 @@ PLAYER
MODUL equ $b000 ;address of RMT module
opt h- ;RMT module is standard Atari binary file already
ins "artwork/sfx/scorch_str4.rmt" ;include music RMT module
ins "artwork/sfx/scorch_str6.rmt" ;include music RMT module
opt h+
;
;
TheEnd
.ECHO 'TheEnd: ',TheEnd
;.if TheEnd > PMGraph + $300
; .error "memory conflict"
;.endif
;----------------------------------------------
org $bf80
font4x4
ins 'artwork/font4x4s.bmp',+62
BIN
View File
Binary file not shown.
+367 -259
View File
@@ -29,6 +29,7 @@
mva #TextBackgroundColor COLOR2
jsr ColorsOfSprites
mva #$ca COLOR1
mva #$00 COLBAKS ; set color of background
VDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
@@ -204,7 +205,7 @@ OptionSetLoop
; next option
adw temp #40 ;jump to next line
inc:lda temp2
cmp #maxoptions ;number of options
cmp #maxOptions ;number of options
bne OptionsSetMainLoop
;inversing the first few chars of the selected line (OptionsY)
@@ -271,8 +272,8 @@ AfterManualPurchase
mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
mva #$ff IsInventory
mva #$01 WhichList
; offensive weapon - 0, deffensive - 1
mva #%10000000 WhichList
; offensive weapon - 0, defensive - %10000000
jmp Purchase.GoToActivation
.endp
;--------------------------------------------------
@@ -287,15 +288,14 @@ AfterManualPurchase
; we are clearing list of the weapons
mva #$00 WhichList
; offensive weapon - 0, deffensive - 1
; offensive weapon - 0, deffensive - %10000000
GoToActivation
mva #$ff LastWeapon
; mva #0 dmactl
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
jsr PMoutofScreen
mwa #PurchaseDL dlptrs
lda #@dmactl(narrow|dma) ; narro screen width, DL on, P/M off
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
sta dmactls
lda #song_supermarket
@@ -311,6 +311,7 @@ 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
@@ -343,7 +344,153 @@ AfterPurchase
ldx #$00 ; index of the checked weapon
stx HowManyOnTheListOff ; amounts of weapons (shells, bullets) in both lists
stx HowManyOnTheListDef
jsr CreateList
bit isInventory ;
bpl ChoosingItemForPurchase
lda whichList
bne PositionDefensive
; calculate positionOnTheList from the activeWeapon (offensives)
ldx tankNr
lda activeWeapon,x
ldy #0
@
cmp IndexesOfWeaponsL1,y
beq ?weaponfound
iny
cpy #(last_offensive_____ - first_offensive____) ; maxOffensiveWeapons
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
ldy #0
beq ?weaponFound ; jmp
PositionDefensive
jsr calcPosDefensive
?weaponFound
; weapon index in Y
sty positionOnTheList
; Here we have all we need
; So choose the weapon for purchase ......
;--------------------------------------------------
ChoosingItemForPurchase
;--------------------------------------------------
jsr PutLitteChar ; Places pointer at the right position
jsr getkey
bit escFlag
spl:jmp WaitForKeyRelease ; like jsr ... : rts
cmp #$2c ; Tab
jeq ListChange
cmp #$06 ; cursor left
jeq ListChange
cmp #$0c ; Return
sne:rts
cmp #$e
beq PurchaseKeyUp
cmp #$f
beq PurchaseKeyDown
cmp #$21 ; Space
jeq PurchaseWeaponNow
cmp #$07 ; cursor right
jeq PurchaseWeaponNow
bne ChoosingItemForPurchase
PurchaseKeyUp
lda WhichList
bpl GoUpOffensive
dec PositionOnTheList
bpl EndUpX
ldy #0 ;HowManyOnTheListDef
;dey
sty PositionOnTheList
jmp ChoosingItemForPurchase
GoUpOffensive
dec PositionOnTheList
bpl MakeOffsetUp
ldy #0 ;HowManyOnTheListOff
;dey
sty PositionOnTheList
MakeOffsetUp
; If offset is larger than pointer position,
; it must be equal then.
lda PositionOnTheList
cmp OffsetDL1
bcs EndUpX ; do not modify the offset
sta OffsetDL1
EndUpX
jmp ChoosingItemForPurchase
PurchaseKeyDown
lda WhichList
bpl GoDownOffensive
inc:lda PositionOnTheList
cmp HowManyOnTheListDef
bne EndGoDownX
ldy HowManyOnTheListDef
dey
sty PositionOnTheList
jmp ChoosingItemForPurchase
GoDownOffensive
inc:lda PositionOnTheList
cmp HowManyOnTheListOff
bne MakeOffsetDown
ldy HowManyOnTheListOff
dey
sty PositionOnTheList
MakeOffsetDown
lda OffsetDL1
clc
adc #15
;if offset+16 is lower than the position then it must =16
cmp PositionOnTheList
bcs EndGoDownX
sec
lda PositionOnTheList
sbc #15
sta OffsetDL1
EndGoDownX
jmp ChoosingItemForPurchase
; swapping the displayed list and setting pointer to position 0
ListChange
mva #0 OffsetDL1
lda WhichList
eor #%10000000 ; flip WhichList
sta WhichList
bne DeffensiveSelected
mwa #ListOfWeapons WeaponsListDL
lda isInventory
beq @+
; inventory
jsr calcPosOffensive
jmp ChoosingItemForPurchase
@
mva #0 PositionOnTheList
jmp ChoosingItemForPurchase
DeffensiveSelected
mwa #ListOfDefensiveWeapons WeaponsListDL
lda isInventory
beq @+
jsr calcPosDefensive
jmp ChoosingItemForPurchase
@
mva #0 positionOnTheList
jmp ChoosingItemForPurchase
.endp
;
;--------------------------------------------------
.proc CreateList
;--------------------------------------------------
; Creating full list of the available weapons for displaying
; in X there is an index of the weapon to be checked,
; in 'Xbyte' address of the first char in filled screen line
@@ -360,9 +507,9 @@ CreateList
jmi itIsInventory
; put "Purchase" on the screen
mwa #PurchaseDescription PurActDescAddr
; and Title
mwa #PurchaseTitle DLPurTitleAddr
mwa #PurchaseDescription PurActDescAddr
; and Title
mwa #PurchaseTitle DLPurTitleAddr
; checking if we can afford buying this weapon
ldx temp
@@ -406,7 +553,7 @@ CreateList
lda WeaponPriceH,x
sta decimal+1
jsr displaydec5
ldy #25 ; overwrite first digit (allways space - no digit :) )
ldy #25 ; overwrite first digit (allways space - no digit :) )
lda #04 ; "$"
sta (xbyte),y
@@ -414,9 +561,9 @@ CreateList
itIsInventory
; put "Activate" on the screen
mwa #ActivateDescription PurActDescAddr
; and Title
mwa #InventoryTitle DLPurTitleAddr
mwa #ActivateDescription PurActDescAddr
; and Title
mwa #InventoryTitle DLPurTitleAddr
ldx temp
lda TanksWeaponsTableL,y
@@ -485,8 +632,8 @@ notInventory
@
cpx LastWeapon
bne NotTheSameAsLastTime
lda WhichList
bne @+
bit WhichList
bmi @+
lda HowManyOnTheListOff
sta PositionOnTheList
jmp NotTheSameAsLastTime
@@ -496,7 +643,7 @@ notInventory
NotTheSameAsLastTime
; increase appropriate counter
txa
cpx #$30
cpx #last_offensive_____+1
bcs DefenceList
ldy HowManyOnTheListOff
sta IndexesOfWeaponsL1,y
@@ -514,14 +661,15 @@ NoWeapon
; next weapon. If no more weapons then finish!
inx
cpx #$30
cpx #last_offensive_____+1
bne NoDefense
; if we got to the defense weapons,
; we switch address to the second table.
mwa #ListOfDefensiveWeapons xbyte
NoDefense
cpx #$40
cpx #last_defensive_____+1
jne CreateList
; offset may be only too big
@@ -539,7 +687,6 @@ WeHaveOffset
; Multiply number on list 1 by 32 and set address
; of the first erased char.
; (multiplying taken from book of Ruszczyc 'Assembler 6502'
lda HowManyOnTheListOff
sta xbyte ; multiplier (temporarily here, it will be erased anyway)
@@ -552,30 +699,19 @@ WeHaveOffset
bne @-
; add to the address of the list
clc
lda xbyte
adc #<ListOfWeapons
tay
lda xbyte+1
adc #>ListOfWeapons
sta xbyte+1
stx xbyte
txa ; now there is zero here
adw xbyte #ListOfWeapons
ldy #0
ClearList1
cpw xbyte #ListOfWeapons1End
beq ListCleared1
tya ; now there is zero here
sta (xbyte),y
iny
bne DoNotIncHigher1
inc xbyte+1
DoNotIncHigher1
cpy #<ListOfWeapons1End
bne ClearList1
ldx xbyte+1
cpx #>ListOfWeapons1End
bne ClearList1
inw xbyte
jmp ClearList1
ListCleared1
; And the same we do with the second list
; Multiply number on list 1 by 40 and set address
; Multiply number on list 1 by 32 and set address
; of the first erased char.
lda HowManyOnTheListDef
sta xbyte ; multiplier (temporarily here, it will be erased anyway)
@@ -588,181 +724,33 @@ DoNotIncHigher1
bne @-
; add to the address of the list
clc
lda xbyte
adc #<ListOfDefensiveWeapons
tay
lda xbyte+1
adc #>ListOfDefensiveWeapons
sta xbyte+1
stx xbyte
txa ; now there is zero here
adw xbyte #ListOfDefensiveWeapons
ldy #0
ClearList2
cpw xbyte #ListOfDefensiveWeaponsEnd
beq ListCleared2
tya ; now there is zero here
sta (xbyte),y
iny
bne DoNotIncHigher2
inc xbyte+1
DoNotIncHigher2
cpy #<ListOfDefensiveWeaponsEnd
bne ClearList2
ldx xbyte+1
cpx #>ListOfDefensiveWeaponsEnd
bne ClearList2
inw xbyte
jmp ClearList2
ListCleared2
; here we have pretty cool lists and there is no brute force
; screen clearing at each list refresh
; (it was very ugly - I checked it :)
bit isInventory ;
bpl ChoosingItemForPurchase
lda whichList
bne PositionDefensive
; calculate positionOnTheList from the activeWeapon (offensives)
ldx tankNr
lda activeWeapon,x
ldy #0
@
cmp IndexesOfWeaponsL1,y
beq ?weaponfound
iny
cpy #48 ; maxOffensiveWeapons
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
ldy #0
beq ?weaponFound ; jmp
PositionDefensive
jsr calcPosDefensive
?weaponFound
; weapon index in Y
sty positionOnTheList
; Here we have all we need
; So choose the weapon for purchase ......
;--------------------------------------------------
ChoosingItemForPurchase
;--------------------------------------------------
jsr PutLitteChar ; Places pointer at the right position
jsr getkey
bit escFlag
spl:jmp WaitForKeyRelease ; like jsr ... : rts
cmp #$2c ; Tab
jeq ListChange
cmp #$06 ; cursor left
jeq ListChange
cmp #$0c ; Return
sne:rts
cmp #$e
beq PurchaseKeyUp
cmp #$f
beq PurchaseKeyDown
cmp #$21 ; Space
jeq PurchaseWeaponNow
cmp #$07 ; cursor right
jeq PurchaseWeaponNow
bne ChoosingItemForPurchase
PurchaseKeyUp
lda WhichList
beq GoUpOffensive
dec PositionOnTheList
bpl EndUpX
ldy #0 ;HowManyOnTheListDef
;dey
sty PositionOnTheList
jmp ChoosingItemForPurchase
GoUpOffensive
dec PositionOnTheList
bpl MakeOffsetUp
ldy #0 ;HowManyOnTheListOff
;dey
sty PositionOnTheList
MakeOffsetUp
; If offset is larger than pointer position,
; it must be equal then.
lda PositionOnTheList
cmp OffsetDL1
bcs EndUpX ; do not modify the offset
sta OffsetDL1
EndUpX
jmp ChoosingItemForPurchase
PurchaseKeyDown
lda WhichList
beq GoDownOffensive
inc:lda PositionOnTheList
cmp HowManyOnTheListDef
bne EndGoDownX
ldy HowManyOnTheListDef
dey
sty PositionOnTheList
jmp ChoosingItemForPurchase
GoDownOffensive
inc:lda PositionOnTheList
cmp HowManyOnTheListOff
bne MakeOffsetDown
ldy HowManyOnTheListOff
dey
sty PositionOnTheList
MakeOffsetDown
lda OffsetDL1
clc
adc #15
;if offset+16 is lower than the position then it must =16
cmp PositionOnTheList
bcs EndGoDownX
sec
lda PositionOnTheList
sbc #15
sta OffsetDL1
EndGoDownX
jmp ChoosingItemForPurchase
; swapping the displayed list and setting pointer to position 0
ListChange
mva #0 OffsetDL1
lda WhichList
eor #$01
sta WhichList
bne DeffensiveSelected
mwa #ListOfWeapons WeaponsListDL
lda isInventory
beq @+
; inventory
jsr calcPosOffensive
jmp ChoosingItemForPurchase
@
mva #0 PositionOnTheList
jmp ChoosingItemForPurchase
DeffensiveSelected
mwa #ListOfDefensiveWeapons WeaponsListDL
lda isInventory
beq @+
jsr calcPosDefensive
jmp ChoosingItemForPurchase
@
mva #0 positionOnTheList
jmp ChoosingItemForPurchase
rts
.endp
; weapon purchase routne increases number of possessed bullets
; decreases cash and jumps to screen refresh
;--------------------------------------------------
.proc PurchaseWeaponNow
; weapon purchase routne increases number of possessed bullets
; decreases cash and jumps to screen refresh
;--------------------------------------------------
bit isInventory
bmi inventorySelect
lda WhichList
bne PurchaseDeffensive
bit WhichList
bmi PurchaseDeffensive
; here we purchase the offensive weapon
ldy PositionOnTheList
@@ -834,8 +822,8 @@ LessThan100
jmp Purchase.AfterPurchase
inventorySelect
lda whichList
bne invSelectDef
bit whichList
bmi invSelectDef
ldy PositionOnTheList
lda IndexesOfWeaponsL1,y
@@ -852,8 +840,10 @@ 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____
@@ -905,7 +895,7 @@ DefActivationEnd
cmp IndexesOfWeaponsL2,y
beq ?weaponfound
iny
cpy #8*2 ; maxDefensiveWeapon
cpy #(last_defensive_____ - first_defensive____) ; maxDefensiveWeapon
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
@@ -928,7 +918,7 @@ DefActivationEnd
cmp IndexesOfWeaponsL1,y
beq ?weaponfound
iny
cpy #8*5 ; maxOffensiveWeapon
cpy #(last_offensive_____ - first_offensive____) ; maxOffensiveWeapon
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
@@ -944,32 +934,31 @@ DefActivationEnd
.proc PutLitteChar
; first let's clear both lists from little chars
mwa #ListOfWeapons xbyte
ldx #52 ; there are 52 lines total
ldx #last_defensive_____ ; there are xx lines total
ldy #$00
EraseLoop
tya ; lda #$00
sta (xbyte),y
adw xbyte #32
adw xbyte #32 ; narrow screen
dex
bpl EraseLoop
; now let's check which list is active now
lda WhichList
beq CharToList1
bit WhichList
bpl CharToList1
; we are on the second list (deffensive)
; so there is no problem with scrolling
mwa #ListOfDefensiveWeapons xbyte
ldx PositionOnTheList
beq SelectList2 ; if there is 0 we add nothing
AddLoop2
adw xbyte #32
adw xbyte #32 ; narrow screen
dex
bne AddLoop2
SelectList2
lda #$7f ; little char (tab) - this is the pointer
sta (xbyte),y
; now we clear flags of presence of list "out of screen"
; unfortunately I am now sure what it means... :(
; now we clear up and down arrows indicating more content below or above screen
ldx #<EmptyLine
ldy #>EmptyLine
stx MoreUpdl
@@ -984,7 +973,7 @@ CharToList1
ldx PositionOnTheList
beq SelectList1 ; if there is 0 we add nothing
AddLoop1
adw xbyte #32
adw xbyte #32 ; narrow screen
dex
bne AddLoop1
SelectList1
@@ -995,7 +984,7 @@ SelectList1
ldx OffsetDL1
beq SetWindowList1 ; if zero then add nothing
LoopWindow1
adw xbyte #32
adw xbyte #32 ; narrow screen
dex
bne LoopWindow1
SetWindowList1
@@ -1017,7 +1006,7 @@ NoArrowUp
ldx #<EmptyLine
ldy #>EmptyLine
sec
sbc #17
sbc #17 ; ????
bmi NoArrowDown
cmp OffsetDL1
bcc NoArrowDown
@@ -1032,14 +1021,12 @@ NoArrowDown
.proc EnterPlayerNames
;entering names of players
mwa #NameDL dlptrs
; lda dmactls
; and #$fc
; ora #$01 ; narrow screen (32 chars)
lda #%00110001 ; narrow screen width, DL on, P/M off
sta dmactls
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
@@ -1074,12 +1061,12 @@ NoArrowDown
jsr displaybyte
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
; clear tank name editor field
ldx #8
lda #0
@ sta NameAdr,x
dex
bpl @-
; clear tank name editor field - not necessary
; ldx #8
; lda #0
;@ sta NameAdr,x
; dex
; bpl @-
; copy existing name and place cursor at end
lda TankNr
@@ -1097,18 +1084,22 @@ NoArrowDown
endOfTankName
@ lda NameAdr,y
and #$7f
bne LastNameChar
dey
bpl @-
LastNameChar
cpy #7
beq @+
iny
lda #$80 ; place cursor on the end
sta NameAdr,y
sty PositionInName
@ sty PositionInName
; lda NameAdr,y
; ora #$80 ; place cursor on the end
; sta NameAdr,y
CheckKeys
jsr CursorDisplay
jsr getkey
bit escFlag
spl:rts
@@ -1125,19 +1116,12 @@ IsLetter
YesLetter
lda scrcodes,x ; we have screen code of the char
ldx PositionInName
bne NotFirstLetter
and #$3f ; First letter should be Capital letter
; (nice trick does not affect digits)
NotFirstLetter
sta NameAdr,x
inx
lda #$80 ; cursor behind the char
sta NameAdr,x
cpx #$08 ; is there 8 characters?
beq CheckKeys ; if so, nothing increased
stx PositionInName ; if not, we store
; position incremented by 1
bne @+
dex
@ stx PositionInName ; if not, we store
jmp CheckKeys
CheckFurtherX01 ; here we check Tab, Return and Del
cmp #$0c ; Return
@@ -1157,15 +1141,19 @@ CheckFurtherX01 ; here we check Tab, Return and Del
bne CheckKeys
; handling backing one char
ldx PositionInName
beq FirstChar
beq FirstChar ; ferst char - no go back
cpx #7
bne NotLastChar
lda NameAdr,x
and #$7f
bne LastIsNotSpace ; last char not empty - first clear last char (no go back)
NotLastChar
dex
LastIsNotSpace
FirstChar
lda #$80
sta NameAdr,x
lda #$00
sta NameAdr+1,x
sta NameAdr+2,x
stx PositionInName
lda #0
sta NameAdr,x
jmp CheckKeys
ChangeOfLevelUp ; change difficulty level of computer opponent
inc:lda DifficultyLevel
@@ -1205,6 +1193,17 @@ ChangeOfLevel3Down
jmp CheckKeys
;----
EndOfNick
; now check long press joy button (or Return...)
mva #0 pressTimer ; reset
WaitForLongPress
lda STRIG0 ; wait only for joy long press
bne ShortJoyPress
lda pressTimer
cmp #25 ; 1/2s
bcc WaitForLongPress
jsr EnterNameByJoy
jmp CheckKeys
ShortJoyPress
; storing name of the player and its level
; level of the computer opponent goes to
@@ -1254,8 +1253,113 @@ nextchar05
bne nextchar05
rts
.endp
;--------------------------------------------------
.proc CursorDisplay
ldy #7
CursorLoop
lda NameAdr,y
and #$7f
cpy #0
bne NotFirstLetter
and #$3f ; First letter should be Capital letter
; (nice trick does not affect digits)
NotFirstLetter
cpy PositionInName
bne @+
ora #$80 ; place cursor
@ sta NameAdr,y
dey
bpl CursorLoop
rts
.endp
;--------------------------------------------------
.proc EnterNameByJoy
mva #sfx_keyclick sfx_effect
jsr CursorDisplay
ldy PositionInName
; now in Y we have PositionInName
ldx #(keycodesEnd-keycodes)
SearchCharacter
lda NameAdr,y
and #$7f
cmp #$20
bcc CharOK ; digit or space
cmp #$60
bcs CharOK ; not capital letter
ora #$40
CharOK
cmp scrcodes,x
beq CharacterFound
dex
bpl SearchCharacter
inx
CharacterFound
; now in X we have Character (index) on PositionInName
; wait for centered joy
mva #128-15 pressTimer ; reset (trick)
@ lda STICK0
and #$0f
cmp #$0f
beq checkjoy
bit pressTimer ; trick (no A change)
bpl @-
checkjoy
lda STICK0
and #$0f
cmp #$0f
bne JoyNotCentered
notpressedJoy
;fire
lda STRIG0
beq checkjoy ; fire still pressed
rts
JoyNotCentered
; this is a place for code :)
cmp #7
bne NoRight
; joy right
cpy #7
beq GoToMainLoop ; jast character
iny
bne GoToMainLoop
NoRight
cmp #11
bne NoLeft
; joy left
lda #0
sta NameAdr,y
dey
bpl GoToMainLoop
iny
beq GoToMainLoop
NoLeft
cmp #14
bne NoUp
; joy up
cpx #(keycodesEnd-keycodes-1)
bne @+
ldx #$00 ; set to first character index (loop)
beq CharAndMainLoop
@ inx
bne CharAndMainLoop
NoUp
cmp #13
bne EnterNameByJoy ; not down
; joy down
dex
bpl CharAndMainLoop
ldx #(keycodesEnd-keycodes-1) ; set to last character index (loop)
CharAndMainLoop
lda scrcodes,x
sta NameAdr,y
GoToMainLoop
sty PositionInName
jmp EnterNameByJoy
.endp
;--------------------------------------------------
.proc HighlightLevel
; this routine highlights the choosen
; level of the computer opponent
@@ -1331,7 +1435,7 @@ displayloop
beq noleading0 ; if 00000 - last 0 must be
cmp zero
bne noleading0
lda space
lda #space
beq displaychar ; space = 0 !
noleading0
inx ; set flag (no leading zeroes to cut)
@@ -1378,7 +1482,7 @@ TooLittle001 dex
lda decimalresult
cmp zero
bne decimalend1
lda space
lda #space
sta decimalresult
decimalend1
@@ -1529,6 +1633,7 @@ DOTNcharloop
sta dx+1
lda TextPositionY
sta dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4
inc TextCounter
@@ -1594,7 +1699,7 @@ end_found
;address in LineAddress4x4 (it is the same as `temp`)
;starting from LineXdraw, LineYdraw
lda #1
lda #$ff
staplot4x4color
sta plot4x4color
@@ -1614,6 +1719,7 @@ 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 +1766,7 @@ skip01
mva #3 di
mva #4 ResultY
@
mva #1 plot4x4color
mva #$ff plot4x4color
mwa #lineClear LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
@@ -1681,7 +1787,7 @@ quit_areyousure
mva #20 fs ; temp, how many times blink the billboard
seppuku_loop
lda CONSOL ; turbo mode
cmp #6 ; START
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
@@ -1729,7 +1835,7 @@ quit_seppuku
jsr RoundOverSprites
mva #1 plot4x4color
mva #$ff plot4x4color
;centering the result screen
mva #((ScreenHeight/2)-(8*4)) ResultY
@@ -1910,6 +2016,7 @@ 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
@@ -2201,10 +2308,11 @@ EndOfCredits
lda ActiveDefenceWeapon,x
bne ActiveDefence
; clear brackets
lda #$00 ; space
lda #space
sta textbuffer+80+22
sta textbuffer+80+39
lda #47 ; no weapon name
mwa #emptyLine temp
jmp ClearingOnly
ActiveDefence
sta temp ;get back number of the weapon
mva #0 temp+1
@@ -2216,7 +2324,7 @@ ActiveDefence
bpl @-
adw temp #NamesOfWeapons
ClearingOnly
ldy #15
@
lda (temp),y
@@ -2238,7 +2346,7 @@ ActiveDefence
;displaying the energy of a tank shield (if exist)
;---------------------
; clear (if no shield)
lda #$00 ; space
lda #space
sta textbuffer+40+10
sta textbuffer+40+11
sta textbuffer+40+12
@@ -2267,7 +2375,7 @@ NoShieldEnergy
bmi DisplayLeftWind
lda #$7f ; (tab) char
sta textbuffer+80+20
lda #0 ;space
lda #space
sta textbuffer+80+17
beq DisplayWindValue
DisplayLeftWind
@@ -2280,7 +2388,7 @@ DisplayLeftWind
sta temp+1
lda #$7e ;(del) char
sta textbuffer+80+17
lda #0 ;space
lda #space
sta textbuffer+80+20
DisplayWindValue
:4 lsrw temp ;divide by 16 to have a nice value on a screen
@@ -2322,7 +2430,7 @@ AngleToRight
sta decimal
lda #$7f ; (tab) character
sta textbuffer+40+25
lda #0 ;space
lda #space
sta textbuffer+40+22
beq AngleDisplay
AngleToLeft
@@ -2333,13 +2441,13 @@ AngleToLeft
sta decimal
lda #$7e ;(del) char
sta textbuffer+40+22
lda #0 ;space
lda #space
sta textbuffer+40+25
beq AngleDisplay
VerticallyUp
; now we have value 90
sta decimal
lda #0 ;space
lda #space
sta textbuffer+40+25
sta textbuffer+40+22
+20 -15
View File
@@ -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]
@@ -150,7 +151,9 @@ LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS [MaxPlayers]
;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines)
.DS 1
.DS 1
SecondTryFlag ; For precise AI aiming
.DS 1
;----------------------------------------------------
;Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
@@ -202,6 +205,8 @@ 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)!
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
;----------------------------------------------------
;Flight
;variables for 5 missiles (used for mirv)
@@ -268,9 +273,9 @@ temptankNr .DS 1
; tables with indexes of weapons on the right lists
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
IndexesOfWeaponsL1
.ds 8*5 ; max 40 offensive weapons. this is wrong, should be 48, still only 32 defined.
.ds (last_offensive_____ - first_offensive____+1)
IndexesOfWeaponsL2
.ds 8*2 ; max 16 defensive weapons.
.ds (last_defensive_____ - first_defensive____+1)
;----------------------------------------------------
; variables storing amount of weapons on the first and second
@@ -289,7 +294,7 @@ LastWeapon
; and the cursor must be placed elsewhere
.DS 1
WhichList ; list currently on the screen
; (0-offensive, 1-defensive)
; (0-offensive, %10000000 - defensive (check with bit:bmi for defensives)
.DS 1
;OffsetDL1 .DS 1 ; offset of the list screen (how many lines)....
@@ -324,17 +329,17 @@ LaserCoordinate .DS 8 ; 2,2,2,2
; from $30 the defensive weapons begin
TanksWeapons
TanksWeapon1
.DS [64]
.DS [last_defensive_____ - first_offensive____ +1]
TanksWeapon2
.DS [64]
.DS [last_defensive_____ - first_offensive____ +1]
TanksWeapon3
.DS [64]
.DS [last_defensive_____ - first_offensive____ +1]
TanksWeapon4
.DS [64]
.DS [last_defensive_____ - first_offensive____ +1]
TanksWeapon5
.DS [64]
.DS [last_defensive_____ - first_offensive____ +1]
TanksWeapon6
.DS [64]
.DS [last_defensive_____ - first_offensive____ +1]
mountaintable ;table of mountains (size=screenwidth)
.DS [screenwidth]
+152 -91
View File
@@ -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
@@ -22,39 +19,38 @@
pha
rts
ExplosionRoutines
.word babymissile-1
.word missile-1
.word babynuke-1
.word nuke-1
.word leapfrog-1
.word funkybomb-1
.word mirv-1
.word deathshead-1
.word napalm-1 ;napalm
.word hotnapalm-1 ;hotnapalm
.word tracer-1
.word tracer-1 ;smoketracer
.word babyroller-1
.word roller-1
.word heavyroller-1
.word riotcharge-1
.word riotblast-1
.word riotbomb-1
.word heavyriotbomb-1
.word babydigger-1
.word digger-1
.word heavydigger-1
.word babysandhog-1
.word sandhog-1
.word heavysandhog-1
.word dirtclod-1
.word dirtball-1
.word tonofdirt-1
.word liquiddirt-1
.word dirtcharge-1
.word VOID-1 ;earthdisrupter
.word VOID-1 ;plasmablast
.word laser-1
.word babymissile-1 ;Baby_Missile___;_00
.word missile-1 ;Missile________;_01
.word babynuke-1 ;Baby_Nuke______;_02
.word nuke-1 ;Nuke___________;_03
.word leapfrog-1 ;LeapFrog_______;_04
.word funkybomb-1 ;Funky_Bomb_____;_05
.word mirv-1 ;MIRV___________;_06
.word deathshead-1 ;Death_s_Head___;_07
.word napalm-1 ;Napalm_________;_08
.word hotnapalm-1 ;Hot_Napalm_____;_09
.word tracer-1 ;Tracer_________;_10
.word tracer-1 ;Smoke_Tracer___;_11
.word babyroller-1 ;Baby_Roller____;_12
.word roller-1 ;Roller_________;_13
.word heavyroller-1 ;Heavy_Roller___;_14
.word riotcharge-1 ;Riot_Charge____;_15
.word riotblast-1 ;Riot_Blast_____;_16
.word riotbomb-1 ;Riot_Bomb______;_17
.word heavyriotbomb-1 ;Heavy_Riot_Bomb;_18
.word babydigger-1 ;Baby_Digger____;_19
.word digger-1 ;Digger_________;_20
.word heavydigger-1 ;Heavy_Digger___;_21
.word babysandhog-1 ;Baby_Sandhog___;_22
.word sandhog-1 ;Sandhog________;_23
.word heavysandhog-1 ;Heavy_Sandhog__;_24
.word dirtclod-1 ;Dirt_Clod______;_25
.word dirtball-1 ;Dirt_Ball______;_26
.word tonofdirt-1 ;Ton_of_Dirt____;_27
.word liquiddirt-1 ;Liquid_Dirt____;_28
.word dirtcharge-1 ;Dirt_Charge____;_29
.word VOID-1 ;Buy_me_________;_30
.word laser-1 ;Laser__________;_31
VOID
tracer
@@ -192,6 +188,7 @@ EndOfLeapping
mva #1 Erase
jsr drawtanks
mva #0 Erase
sta FunkyWallFlag
pla
sta TankNr
mva #1 color
@@ -224,6 +221,10 @@ NoExplosionInFunkyBomb
dec FunkyBombCounter
bne FunkyBombLoop
mva #0 tracerflag
lda FunkyWallFlag
beq NoWallsInFunky
jsr SetFullScreenSoilRange
NoWallsInFunky
rts
.endp
; ------------------------
@@ -668,21 +669,6 @@ DiggerCharacter
mva EndOfTheBarrelY ybyte
mva #0 ybyte+1
;clc
;lda xtankstableL,x
;adc EndOfTheBarrelX,y ; correction of the end of the barrel point (X)
;sta xbyte
;lda xtankstableH,x
;adc #0
;sta xbyte+1
;sec
;lda ytankstable,x
;sbc EndOfTheBarrelY,y ; correction of the end of the barrel point (Y)
;sta ybyte
;lda #$00
;sbc #$00
;sta ybyte+1
mwa xdraw LaserCoordinate
mwa ydraw LaserCoordinate+2
mwa xbyte LaserCoordinate+4
@@ -861,6 +847,7 @@ dirtLoop
lda radius
cmp ExplosionRadius
bne dirtLoop
mva #sfx_silencer sfx_effect
rts
.endp
; -----------------
@@ -1182,6 +1169,17 @@ 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 +1195,7 @@ notpressed
bit escFlag
bpl notpressed
;---O pressed-quit game to game over screen---
QuitToGameover
mva #$40 escFlag
rts
@
@@ -1434,12 +1433,14 @@ CTRLPressedLeft
pressedTAB
mva #sfx_purchase sfx_effect
ldx TankNr
inc ActiveWeapon,x
lda ActiveWeapon,x
cmp #$30 ; number of offensive weapons
bne @+
lda #0
lda ActiveWeapon,x
cmp #last_offensive_____ ; the last possible offensive weapon
bne ?notlasttofirst
lda #first_offensive____ ; #0
sta ActiveWeapon,x
beq @+ ; allways = 0
?notlasttofirst
inc ActiveWeapon,x
@
lda ActiveWeapon,x
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
@@ -1449,10 +1450,14 @@ pressedTAB
CTRLpressedTAB
ldx TankNr
dec ActiveWeapon,x
bpl @+
lda #$2f ; the last possible offensive weapon
lda ActiveWeapon,x
cmp #first_offensive____ ; #0
bne ?notfirsttolast
lda #last_offensive_____ ; the last possible offensive weapon
sta ActiveWeapon,x
bne @+ ; allways <> 0
?notfirsttolast
dec ActiveWeapon,x
@
lda ActiveWeapon,x
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
@@ -1510,7 +1515,7 @@ RandomizeOffensiveText
sta TextNumberOff
ldy TankNr
mva #1 plot4x4color
mva #$ff plot4x4color
jsr DisplayOffensiveTextNr
mva #0 LaserFlag ; $ff - Laser
@@ -1798,6 +1803,12 @@ NoWind
mwa ytraj+1 ybyte
jsr draw
;key
bit LaserFlag
bmi LaserNoWalls
; Check for walls
jsr MakeWalls
;
LaserNoWalls
mwa xtraj+1 XtrajOld+1
mwa ytraj+1 YtrajOld+1
@@ -2084,10 +2095,7 @@ MIRVcopyParameters
sta vx03+4
; clearing ranges of soil down registers
mwa #screenwidth RangeLeft
lda #0
sta RangeRight
sta RangeRight+1
jsr ClearScreenSoilRange
ldx #$FF ; it will turn 0 in a moment anyway
stx MirvMissileCounter
@@ -2319,7 +2327,7 @@ 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 +2341,54 @@ 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 +2459,7 @@ 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 +2552,7 @@ 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 +2719,7 @@ pressedSpace
lda FloatingAlt
sbc #12
sta LineYdraw
lda #0
lda #$00
jsr TypeLine4x4.staplot4x4color
ldx TankNr
;=================================
@@ -2781,7 +2833,7 @@ GoDown
FloatDown
lda ytankstable,x
cmp FloatingAlt
beq OnGround
bcs OnGround
; first erase old tank position
mva #1 Erase
jsr DrawTankNr
@@ -2921,10 +2973,7 @@ 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 +3005,27 @@ 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
;--------------------------------------------------
@@ -2965,17 +3034,6 @@ RangesChecked
jsr DecreaseWeapon
; and here we have amount of possessed ammo for given weapon
sta WeaponDepleted
; ;cmp #0
; bne AmmunitionDecreased
; ;lda #0 ;if ammo for given weapon ends
; sta ActiveWeapon,x ;then set to default weapon (baby missile)
;AmmunitionDecreased
; lda #99
; ldy #0
; sta (weaponPointer),y ;baby missile - always 99 pieces
;
; ;there is a good value in weaponPointer after jsr DecreaseWeapon
;
rts
.endp
@@ -3017,7 +3075,10 @@ noBullets
;--------------------------------------------------
.proc ShellDelay
lda CONSOL
cmp #6
and #%00000101 ; Start + Option
bne @+
mva #$40 escFlag
@ and #%00000001
beq noShellDelay
ldx flyDelay
DelayLoop