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@@ -2,3 +2,5 @@
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*.bak
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scorch.lab
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scorch.lst
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textproc.lab
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textproc.lst
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+80
-24
@@ -14,23 +14,25 @@ On the first screen, you can configure gameplay options:
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* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
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* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
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* the way the walls (edges of the screen) work:
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1. none - projectiles that flew off the screen do not return
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2. wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
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3. bump - the right and left walls deflect projectiles that want to fly through them
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4. boxy - just like bump, except that the "ceiling" also reflects projectiles
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5. rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
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* none - projectiles that flew off the screen do not return
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* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
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* bump - the right and left walls deflect projectiles that want to fly through them
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* boxy - just like bump, except that the "ceiling" also reflects projectiles
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* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
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Translated with www.DeepL.com/Translator (free version)
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Select options with cursor keys or joystick.
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During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.
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The [RETURN] key or Joystick button moves to the next screen.
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Select options with cursor keys or a joystick.
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The [RETURN] key or a joystick button moves to the next screen.
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## 2. Entering the name of players and selecting the level of computer-controlled players
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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.
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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.
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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.
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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.
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If the name is not entered (because, for example, you use a joystick only), it will be supplemented with the default name.
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If the name is not entered, it will be supplemented with the default name.
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## 3. Shopping screen (before each round)
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@@ -55,14 +57,15 @@ The status line shows which player is currently allowed to take a shot and a set
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The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
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* [SPACE] or joystick button pressed briefly - firing a shot.
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* [TAB] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
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* [TAB] or [SELECT] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
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* [I] or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon.
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* [A] - go directly to the defensive weapons activation.
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* [A] or [OPTION] - go directly to the defensive weapons activation.
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* [M] key - disable/enable background music.
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* [S] key - disable/enable effect sounds.
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* [START] - speed up some game animations.
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* [O] - end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed.
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* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
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* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
|
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* [O] - end the current game and jump to the Game Over screen with a summary.
|
||||
|
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## 5. Game mechanics
|
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|
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@@ -71,9 +74,9 @@ And here's a rundown of the description of how each weapon works, scoring rules,
|
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### First, what we know about tank energy
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- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
|
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- Energy of tanks is depleted in 3 ways:
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1. one unit after firing each shot,
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2. while falling (one pixel down takes 2 units of energy),
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3. when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
|
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* one unit after firing each shot,
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* while falling (one pixel down takes 2 units of energy),
|
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* when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
|
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|
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### How energy subtraction works (and makes money!)
|
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|
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@@ -89,7 +92,9 @@ Specifically:
|
||||
|
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### After each round:
|
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`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)
|
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@@ -160,27 +165,27 @@ And here are the `ExplosionRadius` values for each weapon:
|
||||
| Dirt Charge | 0 (61 - as above) |
|
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| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
|
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|
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The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (White Flag) is not added to those that died and does not give points.
|
||||
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.
|
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* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
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* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
|
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* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether it's just a "scratch" or a direct hit with a nuke), and deactivates immediately afterward.
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* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether tis but a scratch or a direct hit with a nuke), and deactivates immediately afterward.
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* **Heavy Shield** - a shield with its own energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its own energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield.
|
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* **Force Shield** - the strongest shield - works just like Heavy Shield only that it is combined with **Parachute**. What is important in this case, falling does not take energy away from the shield or the tank. It is only taken away by hits.
|
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* **Bouncy Castle** - a passive-aggressive weapon :) . It works as follows. In case of a direct hit on the tank (and cover), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (you will probably have to rethink this value and give a smaller one here).
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* **Bouncy Castle** - a passive-aggressive weapon :). It works as follows - in a case of a direct tank hit (and shield), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it is also works like **Heavy Shield** and has 99 units at the start (we will probably have to rethink this value and give a smaller one here).
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* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
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* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
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* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
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Due to the different operations of **MIRV** weapons, **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons.
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Due to the different operations of **MIRV**, defensive weapons **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons. In addition, **MIRV** heads do not bounce or fly through sidewalls during descent!
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|
||||
In addition, none of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not work.
|
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None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
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|
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**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
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@@ -190,4 +195,55 @@ And of course, activating a weapon when you already have some other weapon activ
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## 7. "Other" weapons:
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|
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* **Buy me!** - this 'weapon' cannot be used in gameplay. Buying it draws one of the offensive or (more rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the "Buy Me!" price) but also gain. You can get a weapon otherwise not affordable at all!
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* **Buy me!** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Buy Me!** price) but also gain. You can get a weapon otherwise not affordable at all!
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## 8. difficulty levels of computer-controlled opponents:
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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":
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* **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.
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* **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).
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* **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.
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** **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.
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|
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** **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**.
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|
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* **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.
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** **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**.
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* **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**.
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|
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Trying to buy a weapon (offensive or defensive) is as follows:
|
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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.
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Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Chooser**.
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| Offensive weapons | Defensive weapons |
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| --- | --- |
|
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| Missile | Battery |
|
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| Baby Nuke | Parachute |
|
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| Nuke | Strong Parachute |
|
||||
| LeapFrog | Mag Deflector |
|
||||
| Funky Bomb | Shield |
|
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| MIRV | Heavy Shield |
|
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| Death's Head | Force Shield |
|
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| Napalm | Bouncy Castle |
|
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| Hot Napalm | |
|
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| Baby Roller | |
|
||||
| Roller | |
|
||||
| Heavy Roller | |
|
||||
|
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Table of weapons purchased by: **Spoiler** and **Cyborg**.
|
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|
||||
| Offensive weapons | Defensive weapons |
|
||||
| --- | --- |
|
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| Baby Nuke | Battery |
|
||||
| Nuke | Strong Parachute |
|
||||
| Death's Head | Mag Deflector |
|
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| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
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|
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+71
-15
@@ -13,12 +13,13 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
|
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* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
|
||||
* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
|
||||
* sposób działania ścian (krawędzi ekranu):
|
||||
1. none - pociski, które wyleciały poza ekran nie wracają
|
||||
2. wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony (i odwrotnie)
|
||||
3. bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć
|
||||
4. boxy - tak jak bump, tyle że "sufit" także odbija pociski
|
||||
5. rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
|
||||
|
||||
* 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.
|
||||
|
||||
@@ -26,9 +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)
|
||||
|
||||
@@ -54,12 +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
|
||||
@@ -69,9 +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:
|
||||
@@ -173,9 +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.
|
||||
|
||||
@@ -186,3 +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 |
|
||||
|
||||
@@ -48,6 +48,38 @@ 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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -1,6 +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
|
||||
|
||||
Binary file not shown.
+132
-192
@@ -10,9 +10,6 @@ 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" "*
|
||||
|
||||
+65
-99
@@ -13,7 +13,7 @@ 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
|
||||
@@ -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)
|
||||
;--------------------------------
|
||||
|
||||
+20
-7
@@ -18,14 +18,27 @@ OptionsHere
|
||||
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 "
|
||||
@@ -104,18 +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
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
+34
-26
@@ -36,7 +36,7 @@
|
||||
;we decided it must go in 'English' to let other people work on it
|
||||
|
||||
.macro build
|
||||
dta d"1.11" ; 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 / $ff
|
||||
.zpvar Multiplier .word
|
||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
|
||||
@@ -258,6 +258,9 @@ SettingBarrel
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
|
||||
bit escFlag
|
||||
bmi START
|
||||
|
||||
jsr GetRandomWind
|
||||
|
||||
jsr RoundInit
|
||||
@@ -275,6 +278,7 @@ SettingBarrel
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva #0 Erase
|
||||
sta COLBAKS ; set background color to black
|
||||
jsr PMoutofScreen ;let P/M disappear
|
||||
|
||||
; here gains and losses should be displayed (dollars)
|
||||
@@ -552,7 +556,7 @@ DoNotFinishTheRound
|
||||
|
||||
|
||||
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayTankNameAbove
|
||||
|
||||
mva #1 color ;to display flying point
|
||||
@@ -577,10 +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
|
||||
|
||||
@@ -592,12 +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
|
||||
@@ -631,7 +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
|
||||
@@ -685,7 +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 #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
NextPlayerShoots
|
||||
@@ -773,7 +777,7 @@ NoPlayerNoDeath
|
||||
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
||||
sta TextNumberOff
|
||||
ldy TankTempY
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
; tank flash
|
||||
ldy TankTempY
|
||||
@@ -785,7 +789,7 @@ NoPlayerNoDeath
|
||||
;Deffensive text cleanup
|
||||
;here we clear Deffensive text (after a shoot)
|
||||
ldy TankTempY
|
||||
mva #0 plot4x4color
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
; calculate position of the explosion (the post-death one)
|
||||
@@ -1188,9 +1192,9 @@ CreditsScroll
|
||||
sta COLPF2
|
||||
inc CreditsVScrol
|
||||
lda CreditsVScrol
|
||||
cmp #32 ;not to fast
|
||||
cmp #32 ;not too fast
|
||||
beq nextlinedisplay
|
||||
:2 lsr ;not to fast
|
||||
:2 lsr ;not too fast
|
||||
sta VSCROL
|
||||
jmp EndOfDLI_GO
|
||||
nextlinedisplay
|
||||
@@ -1590,6 +1594,10 @@ getkeyend
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
bne WaitForKeyRelease
|
||||
lda CONSOL
|
||||
and #%00000110 ; Select and Option only
|
||||
cmp #%00000110
|
||||
bne WaitForKeyRelease
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -1626,7 +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
|
||||
@@ -1683,9 +1694,6 @@ noingame
|
||||
;----------------------------------------------
|
||||
icl 'artwork/talk.asm'
|
||||
;----------------------------------------------
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
;----------------------------------------------
|
||||
TankFont
|
||||
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
||||
;----------------------------------------------
|
||||
@@ -1701,15 +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 $bf80
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
BIN
Binary file not shown.
+365
-260
@@ -29,6 +29,7 @@
|
||||
mva #TextBackgroundColor COLOR2
|
||||
jsr ColorsOfSprites
|
||||
mva #$ca COLOR1
|
||||
mva #$00 COLBAKS ; set color of background
|
||||
|
||||
VDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
|
||||
|
||||
@@ -271,8 +272,8 @@ AfterManualPurchase
|
||||
|
||||
mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
|
||||
mva #$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 +840,8 @@ invSelectDef
|
||||
bne NotBattery
|
||||
; if activate battery, we do it differently
|
||||
mva #sfx_battery sfx_effect
|
||||
mva #99 Energy,x
|
||||
phy
|
||||
mva #99 Energy,x
|
||||
jsr MaxForceCalculate
|
||||
ply
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
@@ -907,7 +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)
|
||||
@@ -930,7 +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)
|
||||
@@ -946,32 +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 #$7f ; little char (tab) - this is the pointer
|
||||
sta (xbyte),y
|
||||
; now we clear flags of presence of list "out of screen"
|
||||
; unfortunately I am now sure what it means... :(
|
||||
; now we clear up and down arrows indicating more content below or above screen
|
||||
ldx #<EmptyLine
|
||||
ldy #>EmptyLine
|
||||
stx MoreUpdl
|
||||
@@ -986,7 +973,7 @@ CharToList1
|
||||
ldx PositionOnTheList
|
||||
beq SelectList1 ; if there is 0 we add nothing
|
||||
AddLoop1
|
||||
adw xbyte #32
|
||||
adw xbyte #32 ; narrow screen
|
||||
dex
|
||||
bne AddLoop1
|
||||
SelectList1
|
||||
@@ -997,7 +984,7 @@ SelectList1
|
||||
ldx OffsetDL1
|
||||
beq SetWindowList1 ; if zero then add nothing
|
||||
LoopWindow1
|
||||
adw xbyte #32
|
||||
adw xbyte #32 ; narrow screen
|
||||
dex
|
||||
bne LoopWindow1
|
||||
SetWindowList1
|
||||
@@ -1019,7 +1006,7 @@ NoArrowUp
|
||||
ldx #<EmptyLine
|
||||
ldy #>EmptyLine
|
||||
sec
|
||||
sbc #17
|
||||
sbc #17 ; ????
|
||||
bmi NoArrowDown
|
||||
cmp OffsetDL1
|
||||
bcc NoArrowDown
|
||||
@@ -1034,14 +1021,12 @@ NoArrowDown
|
||||
.proc EnterPlayerNames
|
||||
;entering names of players
|
||||
mwa #NameDL dlptrs
|
||||
; lda dmactls
|
||||
; and #$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
|
||||
@@ -1076,12 +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
|
||||
@@ -1099,19 +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
|
||||
dey
|
||||
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
|
||||
@@ -1128,19 +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
|
||||
@@ -1160,15 +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
|
||||
@@ -1208,6 +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
|
||||
@@ -1257,8 +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 #$00 ; set to first character index (loop)
|
||||
beq CharAndMainLoop
|
||||
@ inx
|
||||
bne CharAndMainLoop
|
||||
NoUp
|
||||
cmp #13
|
||||
bne EnterNameByJoy ; not down
|
||||
; joy down
|
||||
dex
|
||||
bpl CharAndMainLoop
|
||||
ldx #(keycodesEnd-keycodes-1) ; set to last character index (loop)
|
||||
CharAndMainLoop
|
||||
lda scrcodes,x
|
||||
sta NameAdr,y
|
||||
GoToMainLoop
|
||||
sty PositionInName
|
||||
jmp EnterNameByJoy
|
||||
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc HighlightLevel
|
||||
; this routine highlights the choosen
|
||||
; level of the computer opponent
|
||||
@@ -1334,7 +1435,7 @@ displayloop
|
||||
beq noleading0 ; if 00000 - last 0 must be
|
||||
cmp zero
|
||||
bne noleading0
|
||||
lda space
|
||||
lda #space
|
||||
beq displaychar ; space = 0 !
|
||||
noleading0
|
||||
inx ; set flag (no leading zeroes to cut)
|
||||
@@ -1381,7 +1482,7 @@ TooLittle001 dex
|
||||
lda decimalresult
|
||||
cmp zero
|
||||
bne decimalend1
|
||||
lda space
|
||||
lda #space
|
||||
sta decimalresult
|
||||
|
||||
decimalend1
|
||||
@@ -1532,6 +1633,7 @@ DOTNcharloop
|
||||
sta dx+1
|
||||
lda TextPositionY
|
||||
sta dy
|
||||
mva #0 dy+1 ; dy is 2 bytes value
|
||||
jsr PutChar4x4
|
||||
|
||||
inc TextCounter
|
||||
@@ -1597,7 +1699,7 @@ end_found
|
||||
;address in LineAddress4x4 (it is the same as `temp`)
|
||||
;starting from LineXdraw, LineYdraw
|
||||
|
||||
lda #1
|
||||
lda #$ff
|
||||
|
||||
staplot4x4color
|
||||
sta plot4x4color
|
||||
@@ -1617,6 +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
|
||||
@@ -1663,7 +1766,7 @@ skip01
|
||||
mva #3 di
|
||||
mva #4 ResultY
|
||||
@
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
mwa #lineClear LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
@@ -1684,7 +1787,7 @@ quit_areyousure
|
||||
mva #20 fs ; temp, how many times blink the billboard
|
||||
seppuku_loop
|
||||
lda CONSOL ; turbo mode
|
||||
cmp #6 ; START
|
||||
and #%00000001 ; START KEY
|
||||
sne:mva #1 fs ; finish it
|
||||
|
||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||
@@ -1732,7 +1835,7 @@ quit_seppuku
|
||||
jsr RoundOverSprites
|
||||
|
||||
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
|
||||
;centering the result screen
|
||||
mva #((ScreenHeight/2)-(8*4)) ResultY
|
||||
@@ -1913,6 +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
|
||||
@@ -2204,10 +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
|
||||
@@ -2219,7 +2324,7 @@ ActiveDefence
|
||||
bpl @-
|
||||
|
||||
adw temp #NamesOfWeapons
|
||||
|
||||
ClearingOnly
|
||||
ldy #15
|
||||
@
|
||||
lda (temp),y
|
||||
@@ -2241,7 +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
|
||||
@@ -2270,7 +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
|
||||
@@ -2283,7 +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
|
||||
@@ -2325,7 +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
|
||||
@@ -2336,13 +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
|
||||
|
||||
|
||||
+17
-13
@@ -35,13 +35,13 @@ 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
|
||||
@@ -151,7 +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
|
||||
@@ -203,6 +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)
|
||||
@@ -269,9 +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
|
||||
@@ -290,7 +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)....
|
||||
|
||||
@@ -325,17 +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]
|
||||
|
||||
+103
-90
@@ -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 ; $ff - Laser
|
||||
@@ -2090,10 +2095,7 @@ MIRVcopyParameters
|
||||
sta vx03+4
|
||||
|
||||
; clearing ranges of soil down registers
|
||||
mwa #screenwidth RangeLeft
|
||||
lda #0
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
jsr ClearScreenSoilRange
|
||||
|
||||
ldx #$FF ; it will turn 0 in a moment anyway
|
||||
stx MirvMissileCounter
|
||||
@@ -2325,7 +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)
|
||||
@@ -2348,12 +2350,15 @@ MIRValreadyAll
|
||||
; 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
|
||||
@@ -2365,12 +2370,14 @@ MakeBump
|
||||
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
|
||||
@@ -2452,10 +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
|
||||
@@ -2548,7 +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
|
||||
@@ -2715,7 +2719,7 @@ pressedSpace
|
||||
lda FloatingAlt
|
||||
sbc #12
|
||||
sta LineYdraw
|
||||
lda #0
|
||||
lda #$00
|
||||
jsr TypeLine4x4.staplot4x4color
|
||||
ldx TankNr
|
||||
;=================================
|
||||
@@ -2829,7 +2833,7 @@ GoDown
|
||||
FloatDown
|
||||
lda ytankstable,x
|
||||
cmp FloatingAlt
|
||||
beq OnGround
|
||||
bcs OnGround
|
||||
; first erase old tank position
|
||||
mva #1 Erase
|
||||
jsr DrawTankNr
|
||||
@@ -2969,10 +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
|
||||
;--------------------------------------------------
|
||||
@@ -3004,7 +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
|
||||
;--------------------------------------------------
|
||||
@@ -3013,17 +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
|
||||
|
||||
@@ -3065,7 +3075,10 @@ noBullets
|
||||
;--------------------------------------------------
|
||||
.proc ShellDelay
|
||||
lda CONSOL
|
||||
cmp #6
|
||||
and #%00000101 ; Start + Option
|
||||
bne @+
|
||||
mva #$40 escFlag
|
||||
@ and #%00000001
|
||||
beq noShellDelay
|
||||
ldx flyDelay
|
||||
DelayLoop
|
||||
|
||||
Reference in New Issue
Block a user