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Author SHA1 Message Date
Pirx 6377e9a936 Merge pull request #144 from pkali/develop
Develop
2022-10-16 23:31:02 -04:00
Pirx 3654743456 5200 keyboard OK-ish 2022-10-16 23:29:04 -04:00
Pirx 378ac8b0f6 5200 bin 2022-10-08 09:17:12 -04:00
Pirx 76a20e26fb 800 recompile 2022-10-08 02:05:11 -04:00
Pirx 443b62e9e6 a bit better 5200 keyboard but still not good... 2022-10-08 02:04:20 -04:00
Pirx ecc8e11d13 minor style improv 2022-10-08 01:18:10 -04:00
Pirx da2c027fee WIP: 5200 keyboard revert 2022-10-05 11:21:49 -04:00
Pirx 6425431496 WIP: more keyboard shenanigans 2022-10-03 22:54:20 -04:00
Pirx f3b9092777 wip: screen lowered, 5200 game over does not flicker 2022-10-01 11:54:52 -04:00
Pirx 8d188f4497 5200 works 2022-09-27 19:18:26 -04:00
Pirx f9092110ac 5200 works 2022-09-27 19:17:31 -04:00
Pirx 0968613b02 WIP: 5200 works on atari800 emu, still fails in Altirra 2022-09-27 08:30:49 -04:00
Pirx 95303380e7 WIP: 5200 runs on a800 (fire to skip menu) 2022-09-26 11:37:42 -04:00
Pirx 174dbe0bed WIP: 5200 starts 2022-09-19 09:01:56 -04:00
Pirx d72ca57181 5200 compiles 2022-09-19 08:02:27 -04:00
Pirx 01160ff4b9 5200 POKEY addr fix 2022-09-18 10:57:20 -04:00
Pirx 6fc2882a6e WIP: 5200 port (not yet working) 2022-09-17 23:31:12 -04:00
Pirx c15a80443c moving finished 2022-09-17 15:35:24 -04:00
Pirx 415bfbba2b WIP: moving displays part 3 2022-09-17 14:36:36 -04:00
Pirx 2addb0905e WIP: moving displays part 2 2022-09-17 14:16:02 -04:00
Pirx fe55f94702 moving displays + opty part 1 2022-09-17 09:59:56 -04:00
Pecusx 0693e5d20e Tank No fix and optimizations 2022-09-16 18:48:58 +02:00
Pecusx 9c5c701ca1 Display dynamic->static optimizations 2022-09-16 17:54:56 +02:00
Pirx 2a83fa962d memory map settled (most .IFs removed) 2022-09-14 06:30:50 -04:00
Pirx 2c01691bf5 ver bump 2022-09-12 01:01:51 -04:00
Pirx fad8c2c06a merge conflict fix 2022-09-12 00:57:05 -04:00
Pirx 58eec3dc9c ver bump 2022-09-12 00:53:45 -04:00
Pirx a98c0b81b9 merge conflict reslv 2022-09-12 00:44:19 -04:00
Pirx 2471ca7282 a800 version for merge with develop 2022-09-12 00:41:17 -04:00
Pirx 4078722b29 5200 cart size full music, a 4KiB glitch to be fixed still 2022-09-12 00:21:23 -04:00
Pirx e782e101f5 rmtplyr de-self-modified 2022-09-11 21:32:31 -04:00
Pirx 8a73202fa3 rmtplayr_modified.asm <-- simplified and working RMT player 2022-09-11 20:32:16 -04:00
Pirx 0ad513d5cb shortened version 2022-09-10 16:17:09 -04:00
Pirx 87bc3bfd1e Merge pull request #130 from pkali/develop
v1.14
2022-09-05 23:05:53 -04:00
Pirx 82b4337a1b v1.14 2022-09-05 23:00:18 -04:00
Pirx c9855b66ba typos, not important 2022-09-05 22:29:16 -04:00
Pecusx d4e616abbb Batter manuals 2022-09-04 20:28:50 +02:00
Pirx cad3a0cf38 WIP: conditional compilation, the beginnings 2022-09-03 23:33:12 -04:00
Pecusx 13e15426fc Tank Hit fix
And TankWidth as variable (definition).
2022-09-02 23:38:56 +02:00
Pecusx dc9c724521 Bouncy Castle and Tracers fixes 2022-09-02 18:00:10 +02:00
Pecusx 216d9f9ca8 Small DrawTanks fix 2022-09-02 14:50:20 +02:00
Pecusx a441357948 More optimizations (158b saved) - please test! 2022-09-02 13:54:57 +02:00
Pecusx aa02b10bda Optimization (10b saved :) ) 2022-09-01 15:06:57 +02:00
Pecusx c4543208bf Minor otimizations (32b saved) 2022-09-01 14:31:58 +02:00
Pecusx 73db3edb45 More AI optimization (59b saved :) ) 2022-08-31 21:09:26 +02:00
Pecusx aa6c37eb61 AI optimizations and more (81b loss :( ) 2022-08-31 20:35:20 +02:00
Pecusx f45cbde341 AI optimization (50b saved) 2022-08-31 17:14:35 +02:00
Pirx c8eb7601c2 align align 2022-08-31 08:43:35 -04:00
Pecusx 3bd870e245 Minor optimizations (9b :) ) 2022-08-31 14:23:16 +02:00
Pecusx dc896f81b0 SoilDown optimization - 63 bytes saved 2022-08-31 10:26:00 +02:00
Pirx 667a0d4f20 Merge pull request #128 from pkali/develop
Develop
2022-08-30 00:21:48 -04:00
Pirx dbfae96022 readme updt 2022-08-30 00:21:13 -04:00
Pecusx 1a83611f22 Manuals update 2022-08-29 20:59:02 +02:00
Pecusx 9f454d2eff Added joystick repetition for name entry. 2022-08-29 20:25:10 +02:00
Pecusx 9b8476f9c1 Better music by Miker 2022-08-29 19:56:34 +02:00
Pecusx da52beb2bb Tank dropping error at the right edge definitely corrected! 2022-08-29 18:55:20 +02:00
Pecusx ddc8c5b414 AI fine tune 2022-08-29 15:22:10 +02:00
Pecusx b219c23a96 AI tuning and manuals update 2022-08-29 14:53:31 +02:00
Pecusx 19820d7bf9 Optimizations and fix for lonely weapon pointer 2022-08-29 14:20:30 +02:00
Pecusx 4a1c8aacda ListOfWeapons is now 32 and it works 2022-08-29 12:05:51 +02:00
Pecusx cc07bd52f2 WIP: Proper selection of weapons with Tab key 2022-08-29 09:42:05 +02:00
Pirx 39835d5f50 WIP: unfinished weapons optimization 2022-08-29 00:31:24 -04:00
Pirx ef361d044e opty + purchaseTable fix 2022-08-28 11:46:55 -04:00
Pirx 57844f2df0 schlongus disappearus 2022-08-28 10:53:10 -04:00
Pecusx dcdf5e6fc2 Entering names by joy! 2022-08-28 13:23:00 +02:00
Pirx 374df312fe intro like it was 2022-08-28 01:04:43 -04:00
Pirx 068e5af36b weapons optimization 2022-08-28 01:01:36 -04:00
Pecusx 851e8dd5af Proper cursor operation in tank names. 2022-08-27 16:12:03 +02:00
Pecusx d0ceb2ec0d Second young tester in creduts :) 2022-08-27 14:22:36 +02:00
Pecusx 69548da681 Manuals.... 2022-08-26 17:00:53 +02:00
Pecusx b57af2f9b2 Manuals update 2022-08-26 16:57:21 +02:00
Pecusx 6cb9e4fa1a Manuals describes AI tactics. 2022-08-26 10:53:48 +02:00
Pecusx cee668d756 Little visual improvement 2022-08-25 22:44:33 +02:00
Pecusx 9fbc1c9c65 Preparing to enter name of tank with joystick. 2022-08-25 20:52:03 +02:00
Pecusx 09651f163a Memory optimizations 2022-08-25 13:54:15 +02:00
Pecusx e70752c12d Cyborgs prefer to kill humans :) 2022-08-25 13:18:29 +02:00
Pecusx 07a2585147 Much better aiming for Cyborg, Spoiler and Chooser 2022-08-25 09:35:30 +02:00
Pirx 1a19d3069d manual and readme updt 2022-08-25 00:36:35 -04:00
29 changed files with 3107 additions and 1598 deletions
+2
View File
@@ -2,3 +2,5 @@
*.bak
scorch.lab
scorch.lst
textproc.lab
textproc.lst
+120 -84
View File
@@ -14,13 +14,13 @@ On the first screen, you can configure gameplay options:
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
* the way the walls (edges of the screen) work:
* none - projectiles that flew off the screen do not return
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
* bump - the right and left walls deflect projectiles that want to fly through them
* boxy - just like bump, except that the "ceiling" also reflects projectiles
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.
* none - projectiles that flew off the screen do not return
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
* bump - the right and left walls deflect projectiles that want to fly through them
* boxy - just like bump, except that the "ceiling" also reflects projectiles
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.
Select options with cursor keys or a joystick.
@@ -29,9 +29,10 @@ The [RETURN] key or a joystick button moves to the next screen.
## 2. Entering the name of players and selecting the level of computer-controlled players
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). At the same time, you can enter the name of the selected player from the keyboard.
When you press the [RETURN] key or the joystick button, the screen switches to the next player until the difficulty levels for each player are selected.
When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
If the name is not entered (because, for example, you use a joystick only), it will be supplemented with the default name.
If the name is not entered, it will be supplemented with the default name.
## 3. Shopping screen (before each round)
@@ -66,107 +67,91 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
## 5. Game mechanics
## 5. Game mechanics - offensive weapons
And here's a rundown of the description of how each weapon works, scoring rules, etc:
### Energy of tanks.
- At the beginning of each round, each tank has 99 ash units of energy.
- Tanks' energy is depleted in 3 ways:
* one unit after each shot is fired
* while falling (one pixel down 2 units).
* when a projectile hits the tank or next to it - and here the amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
### First, what we know about tank energy
- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
- Energy of tanks is depleted in 3 ways:
* one unit after firing each shot,
* while falling (one pixel down takes 2 units of energy),
* when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
### How energy subtraction works (and earning money!).
After each round the amount of money gained/lost is calculated this is done on the basis of two variables accumulated by each tank during the round. These variables are:
### How energy subtraction works (and makes money!)
`gain` - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
After each round, the amount of money gained/lost is calculated. This is done on the basis of two variables accumulated by each tank during the round. These variables are:
`lose` - energy lost due to explosion/fall (and here it is important to count the total loss of energy even if the tank has less at the moment of hit).
`gain` - energy "captured" from hit tanks (also when you hit yourself :) and here's the catch, if you have very little energy left it may be profitable to hit yourself with a powerful weapon!
`lose` - energy lost due to explosion/fall (important - the total potential loss of energy is taken into account even if the tank has less at the time of the hit).
In addition, the tank that won the round has a `gain` parameter (captured energy from tanks hit) increased by the energy remaining at the end of the round (because it did not die and should have it - although the survival of the fittest is not guaranteed :) )
In addition, the tank that won the round has a parameter gain (captured from hit tanks energy) increased by the remaining energy at the end of the round (because it did not die and should have it - although it also happens otherwise :) )
Specifically:
### After each round:
`money = money + (2 * (gain + energy))`
`money = money + (20 * (gain+energy))`.
`money = money - lose`
`money = money - (10 * lose)`.
`if money < 0 then money = 0`
`if money <0 then money=0`.
(at the start of each round `gain` and `lose` have a value of 0)
(at the start of each round `gain` and `lose` have a value of 0).
During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
### tank taking a shot:
`gain = gain + EnergyDecrease`.
### tank hit:
`lose = lose + EnergyDecrease`.
### For tank firing a shot:
Where `EnergyDecrease` is the loss of energy due to the hit.
`gain = gain + EnergyDecrease`
Of course, at the same time the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss cannot exceed the energy you have.
### Tank being hit:
## How a hit works.
`lose = lose + EnergyDecrease`
Where `EnergyDecrease` is the loss of energy due to a hit.
Of course, at the same time, the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss can not exceed the energy held.
Note that the screen representation of money has an extra 0 added at the end so you actually have 10 times more cash than the above calculation shows :)
## How the hit works.
Each weapon that results in an explosion has a radius of fire (`ExplosionRadius`).
Each weapon that results in an explosion has its own blast radius.
After the explosion, every tank in its range loses energy.
The way it works is that the distance of the hit tank from the center of the explosion is calculated, the `ExplosionRadius` reduced by this distance is multiplied by 8 and the result is `EnergyDecrease`.
It works in such a way that if the hit is exactly on the center point of the tank `EnergyDecrease` receives the maximum value for the weapon, and for each pixel of distance from the center of the tank this value is reduced by 8.
That is, in the case of hitting a tank centrally:
`EnergyDecrease = ExplosionRadius * 8`
and with each pixel farther from the center, 8 fewer units are lost.
For example, if a hit with the Baby Missile weapon hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
If you hit with the same weapon at a distance of 10 pixels from the center of the tank, the loss will be only 8 units.
I don't know if it's understandable - I do understand it :)
And here are the values of maximum energy loss for individual weapons. If a weapon explodes several times, each explosion is calculated independently (additional values in the table):
For example, if a tank is hit centrally with a Baby Missile - it is subtracted 88 units of energy (11 * 8), which also means that when this missile hits at a distance of 12 pixels from the tank - it does not lose energy at all.
And here are the `ExplosionRadius` values for each weapon:
| Weapon | `ExplosionRadius` |
| Offensive weapons | maximum energy loss |
| --- | --- |
| Baby Missile | 11 |
| Missile | 17 |
| Baby Nuke | 25 |
| Nuke | 30 |
| LeapFrog| 17 15 13 |
| Funky Bomb | 21 11 (* 5) |
| MIRV | 17 (* 5) |
| Death's Head | 30 (* 5) |
| Napalm | x 40 (this weapon is different and the distance from the center is not determined, simply any tank within range of the flames loses 40 units of energy - the ExplosionRadius variable is not used) |
| Hot Napalm | x 80 (the same principle as in Napalm) |
| Baby Roller | 11 |
| Roller | 21 |
| Heavy Roller | 30 |
| Riot Charge | 31 |
| Riot Blast | 0 (in reality - 61 but with these weapons it is not taken into account when counting energy loss only the width of the ground to fall) |
| Riot Bomb | 17 |
| Heavy Riot Bomb | 29 |
| Baby Digger | 0 (60 - as in Riot Blast) |
| Digger | 0 (60 - as above) |
| Heavy Digger | 0 (60 - as above) |
| Baby Sandhog | 0 (60 - as above) |
| Sandhog | 0 (60 - as above) |
| Heavy Sandhog | 0 (60 - as above) |
| Dirt Clod | 12 |
| Dirt Ball | 22 |
| Ton of Dirt | 31 |
| Liquid Dirt | 0 (maybe it's worth changing?) |
| Dirt Charge | 0 (61 - as above) |
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 120 104 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
| Hot Napalm | 80 (the rule is the same as in Napalm) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
| Riot Blast | 0 (as in Dirt Charge, but in a radius of 61 pixels) |
| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
| Digger | 0 (as above - greater undermining) |
| Heavy Digger | 0 (as above - greatest undermining) |
| Baby Sandhog | (as above - another way of undermining) |
| Sandhog | 0 (as above - larger dig) |
| Heavy Sandhog | 0 (as above - largest dig) |
| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (using **White Flag**), it is not counted and does not give big points.
Only these big points determine the order in the summary.
Large points received by the player is 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.
Only these points determine the order in the summary
## 6. And now for defensive weapons:
@@ -195,3 +180,54 @@ And of course, activating a weapon when you already have some other weapon activ
## 7. "Other" weapons:
* **Buy me!** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Buy Me!** price) but also gain. You can get a weapon otherwise not affordable at all!
## 8. difficulty levels of computer-controlled opponents:
The game has 8 difficulty levels of computer-controlled opponents. Or actually 7 different ones and one "surprise". Each has its own way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
* **Moron** - the dumbest of opponents (which does not mean the safest). Shoots completely at random using only one weapon - **Baby Missile**. He doesn't buy anything and doesn't know how to use defensive weapons.
* **Shooter** - This opponent does not shoot blindly. He chooses one direction for himself. Based on his own position - he shoots in the direction from which there is more space assuming that this is where the other tanks are. He starts firing from a high angle and shot after shot changes this angle to a lower and lower angle trying to fire the entire area on the chosen side. He always fires with the best weapon he has (the highest on the list of weapons he has - that is, not necessarily the best). He does not use defensive weapons even though he buys them! At the beginning of the round, he makes 1 attempt to buy defensive weapons (only from the **Battery** - **Strong Parachute** range) and 4 offensive weapons (from the **Missile** - **Heavy Roller** range).
* **Poolshark** - When attacking, he sets the nearest tank as his target, then selects the angle of the shot, and tries to select its strength by drawing it from the selected range. He always shoots with the best weapon he has. He uses defensive weapons. With a probability of 1:3, he activates the best defensive weapon he owns (the highest on the list of weapons he owns - that is, not necessarily the best) before firing. If his energy level drops below 30 units - he uses **Battery** (of course, if he bought it before), if the energy drops below 5 and he has no **Battery** he surrenders - **White Flag**. At the beginning of the round he makes 1 attemp to buy defensive weapons and 6 offensive weapons.
** **Tosser** - When attacking, he acts exactly like **Poolshark** however, he may have a "better" weapon inventory due to a different purchase tactic. He always activates the best defensive weapon he has before shooting. And just like **Poolshark** he uses **Battery** and **White Flag**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/1250) attempts to buy offensive weapons.
** **Chooser** - Takes as a target the weakest opponent (with the least amount of energy) and aims very precisely, but before the shot the energy of the shot is modified by the parameter of luck :) , that is, despite the precise aiming it does not always hit. He shoots with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He always activates the best defensive weapon he has before shooting and, like **Poolshark**, uses **Battery** and **White Flag**. He purchases just like **Tosser**.
* **Spoiler** - He shoots exactly like **Chooser** except that he has more luck :) , which means that even if he doesn't hit the target of his choice, it can be a more precise shot than **Chooser**. He uses defensive weapons exactly like **Chooser**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/320) attempts to buy offensive weapons. When buying defensive weapons, he buys only strong and precise weapons - that is, weapons that won't accidentally hurt him.
** **Cyborg** - Takes aim at the weakest opponent (with the least amount of energy) but prefers human-controlled opponents. Aims very accurately and in the vast majority of cases hits on the first shot. He fires the shot with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He uses defensive weapons exactly like **Chooser**. He shops exactly like **Spoiler**.
* **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**.
Trying to buy a weapon (offensive or defensive) is as follows:
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is in the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise the trial ends without making a purchase.
Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Chooser**.
| Offensive weapons | Defensive weapons |
| --- | --- |
| Missile | Battery |
| Baby Nuke | Parachute |
| Nuke | Strong Parachute |
| LeapFrog | Mag Deflector |
| Funky Bomb | Shield |
| MIRV | Heavy Shield |
| Death's Head | Force Shield |
| Napalm | Bouncy Castle |
| Hot Napalm | |
| Baby Roller | |
| Roller | |
| Heavy Roller | |
Table of weapons purchased by: **Spoiler** and **Cyborg**.
| Offensive weapons | Defensive weapons |
| --- | --- |
| Missile | Battery |
| Baby Nuke | Strong Parachute |
| Nuke | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
+95 -52
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@@ -27,9 +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)
@@ -65,12 +66,10 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
* [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
## 5. Zasady gry - bronie ofensywne
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
### Energia czołgów
- Na początku każdej rundy każdy czołg ma 99 jesnostek energii.
- Energii czołgom ubywa na 3 sposoby:
* jedna jednostka po oddaniu każdego strzału
* w czasie spadania (jeden piksel w dół 2 jednostki)
@@ -88,9 +87,9 @@ Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafio
Konkretnie:
### Po każdej rundzie:
`money = money + (2 * (gain+energy))`
`money = money + (20 * (gain+energy))`
`money = money - lose`
`money = money - (10 * lose)`
`if money <0 then money=0`
@@ -106,58 +105,50 @@ gdzie `EnergyDecrease` to utrata energii w wyniku trafienia.
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w `EnergyDecrease`, z tym że tutaj strata nie może przekroczyć posiadanej energii.
Uwaga! Ekranowa reprezentacja pieniędzy ma na końcu dopisane dodatkowe 0 więc faktyczne mamy 10 razy więcej kasy niż wynika z powyższych obliczeń :)
## Jak działa trafienie.
Każda broń, która skutkuje eksplozją, ma swój promień rażenia (`ExplosionRadius`).
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
Po eksplozji każdy czołg w jej zasięgu traci energię.
Działa to tak, że obliczana jest odległość trafianego czołgu od centrum eksplozji, zmniejszony o tę odległość ExplosionRadius jest mnożony przez 8 i w wyniku otrzymujemy `EnergyDecrease`.
Działa to tak, że jeśli trafienie jst dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a za każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
Czyli w przypadku trafienia centralnie w czołg:
`EnergyDecrease = ExplosionRadius * 8`
Przykładowo jeśli strał oddany za pomocą broni Baby Missile trafi idelanie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
W przypadku tafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynośiła już tyko 8 jednostek.
a z każdym pikselem dalej od centrum ubywa o 8 jednostek mniej.
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
Nie wiem czy to zrozumiałe - ja rozumiem :)
Przykładowo, jeśli czołg zostanie trafiony centralnie przy pomocy Baby Missile - odejmowane jest mu 88 jednostek energii (11 * 8), co także oznacza, że przy trafieniu tym pociskiem w odległości 12 pikseli od czołgu - nie traci on energii wcale.
A oto wartości promienia rażenia (ExplosionRadius) dla poszczególnych broni:
| Weapon | `ExplosionRadius` |
| Broń ofensywna | maksymalna wartość ubytku energii |
| --- | --- |
| Baby Missile | 11 |
| Missile | 17 |
| Baby Nuke | 25 |
| Nuke | 30 |
| LeapFrog| 17 15 13 |
| Funky Bomb | 21 11 (* 5) |
| MIRV | 17 (* 5) |
| Death's Head | 30 (* 5) |
| Napalm | x 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii - zmienna ExplosionRadius nie jest używana) |
| Hot Napalm | x 80 (zasada taka jak w Napalm) |
| Baby Roller | 11 |
| Roller | 21 |
| Heavy Roller | 30 |
| Riot Charge | 31 |
| Riot Blast | 0 (tak na prawdę - 61 ale przy tych broniach nie jest brana pod uwagę przy liczeniu ubytku energii tylko szerokości gruntu do opadnięcia) |
| Riot Bomb | 17 |
| Heavy Riot Bomb | 29 |
| Baby Digger | 0 (60 - jak w Riot Blast) |
| Digger | 0 (60 - jak wyżej) |
| Heavy Digger | 0 (60 - jak wyżej) |
| Baby Sandhog | 0 (60 - jak wyżej) |
| Sandhog | 0 (60 - jak wyżej) |
| Heavy Sandhog | 0 (60 - jak wyżej) |
| Dirt Clod | 12 |
| Dirt Ball | 22 |
| Ton of Dirt | 31 |
| Liquid Dirt | 0 (może warto to zmienić?) |
| Dirt Charge | 0 (61 - jak wyżej) |
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia, zmienna ExplosionRadius nie jest używana, więc nie ma mnożenia przez 8 - po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 120 104 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
| Napalm | 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii) |
| Hot Napalm | 80 (zasada taka jak w Napalm) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
| Riot Blast | 0 (jak w Dirt Charge, tyle że w promieniu 61 pikseli) |
| Riot Bomb | 0 (nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku Missile. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika) |
| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
| Digger | 0 (jak wyżej - większy podkop) |
| Heavy Digger | 0 (jak wyżej - największy podkop) |
| Baby Sandhog | 0 (jak wyżej - inny sposób podkopywania) |
| Sandhog | 0 (jak wyżej - większy podkop) |
| Heavy Sandhog | 0 (jak wyżej - największy podkop) |
| Dirt Clod | 0 (nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika) |
| Dirt Ball | 0 (jak wyżej, ale promień kuli to 22 piksele) |
| Ton of Dirt | 0 (jak wyżej, ale promień kuli to 31 pikseli) |
| Liquid Dirt | 0 (zalewa grunt w punkcie trafienia płynną glebą wypełniając zagłębienia) |
| Dirt Charge | 0 (nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika) |
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (Biała Flaga) nie jest doliczany do tych które zginęły i nie daje punktów.
Tylko te punkty decydują o kolejności w podsumowaniu
@@ -189,3 +180,55 @@ 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 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 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 |
| --- | --- |
| Missile | Battery |
| Baby Nuke | Strong Parachute |
| Nuke | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
+37 -5
View File
@@ -48,19 +48,51 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changes:
###### Version 1.14
2022-09-05
Minor bugfixes and optimizations.
Just a small update to allow for more testing and having fun before the bigger release.
Changes:
* Numerous optimizations that require a solid test. Please have fun and report issues!
* Small DrawTanks fix.
* Bouncy Castle bounces like it should.
* Tracer and Smoke Tracer are not causing defense weapons to trigger anymore.
* In rare cases direct hit was not accounted for correctly.
* Manuals updated.
###### 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 type of walls. This is very useful when `rand` option is selected.
* XEGS users requested that console keys are used when no keyboard attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
* 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 bouce off the walls!
* First letter entered for a tank name was inserted in a wrong spot. How did it work at all? Magic.
* [ESC] now correctly exits purchase screen.
* 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
+147 -128
View File
@@ -8,26 +8,6 @@
; - shoots random direction and force
; greeeting to myself 10 years older in 2013-11-09... still no idea
;----------------------------------------------
.proc MakeLowResDistances
; create low precision table of positions
; by dividing positions by 4
ldy #MaxPlayers-1
loop
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;= /4
:2 lsrw temp
lda temp
sta LowResDistances,y
dey
bpl loop
rts
.endp
;----------------------------------------------
.proc ArtificialIntelligence ;
@@ -43,6 +23,25 @@ loop
lda AIRoutines,y
pha
;----------------------------------------------
;.proc MakeLowResDistances
; create low precision table of positions
; by dividing positions by 4
ldy #MaxPlayers-1
loop
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;= /4
:2 lsrw temp
lda temp
sta LowResDistances,y
dey
bpl loop
; rts
;.endp
; common values used in AI routines
; address of weapons table (for future use)
lda TanksWeaponsTableL,x
@@ -155,13 +154,7 @@ endo
; choose the best weapon
ldy #32 ;the last weapon
loop
dey
lda (temp),y ; this is set up before calling the routine, has address of TanksWeaponsTable
beq loop
tya
sta ActiveWeapon,x
jsr ChooseBestOffensive
rts
.endp
;----------------------------------------------
@@ -207,17 +200,7 @@ endo
; choose the best weapon
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
ldy #ind_Laser__________ ;the last offensive weapon
loop
dey
lda (temp),y
beq loop
tya
sta ActiveWeapon,x
jsr ChooseBestOffensive
rts
;----------------------------------------------
@@ -262,10 +245,10 @@ 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 +280,10 @@ 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 @-
@@ -324,23 +307,14 @@ NoUseDefensive
; use defensives like Tosser
jsr TosserDefensives
; now select best target
lda #$00 ; no prefer humans
jsr FindBestTarget3
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
; choose the best weapon
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
ldy #ind_LeapFrog_______ ;the last offensive weapon to use
loop
dey
lda (temp),y
beq loop
tya
sta ActiveWeapon,x
jsr ChooseBestOffensive
; randomizing force +-100
sbw Force #100 RandBoundaryLow
@@ -349,9 +323,10 @@ loop
NotNegativeEnergy
adw Force #100 RandBoundaryHigh
jsr RandomizeForce
lda ForceTableH,x
bne HighForce
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
jsr GetDistance
cmp #6 ; 24/4
bcs HighForce
lda #ind_Baby_Missile___
sta ActiveWeapon,x
HighForce
@@ -364,23 +339,14 @@ HighForce
; use defensives like Tosser
jsr TosserDefensives
; now select best target
lda #$00 ; no prefer humans
jsr FindBestTarget3
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
; choose the best weapon
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
ldy #ind_LeapFrog_______ ;the last offensive weapon to use
loop
dey
lda (temp),y
beq loop
tya
sta ActiveWeapon,x
jsr ChooseBestOffensive
; randomizing force +-50
sbw Force #50 RandBoundaryLow
@@ -389,9 +355,10 @@ loop
NotNegativeEnergy
adw Force #50 RandBoundaryHigh
jsr RandomizeForce
lda ForceTableH,x
bne HighForce
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
jsr GetDistance
cmp #6 ; 24/4
bcs HighForce
lda #ind_Baby_Missile___
sta ActiveWeapon,x
HighForce
@@ -403,30 +370,24 @@ HighForce
; use defensives like Tosser
jsr TosserDefensives
; now select best target
lda #100 ; prefer humans
jsr FindBestTarget3
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
; choose the best weapon
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
ldy #ind_LeapFrog_______ ;the last offensive weapon to use
loop
dey
lda (temp),y
beq loop
tya
sta ActiveWeapon,x
ldy #ind_Nuke___________+1
jsr ChooseBestOffensive.NotFromAll
lda Force
sta ForceTableL,x
lda Force+1
sta ForceTableH,x
bne HighForce
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
; if target distance lower than 32 - set weapon to Baby Missile (for security :)
jsr GetDistance
cmp #8 ;32/4
bcs HighForce
lda #ind_Baby_Missile___
sta ActiveWeapon,x
HighForce
@@ -437,11 +398,13 @@ 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)
;----------------------------------------------
jsr MakeLowResDistances
lda #101
sta PreferHumansFlag
; jsr MakeLowResDistances
lda #202
sta temp2 ; max possible energy
lda #0
sta tempor2 ; direction of shoot
@@ -454,26 +417,25 @@ 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
@@ -493,7 +455,7 @@ skipThisPlayer
; returns target tank number in Y and
; direcion of shoot in A (0 - left, >0 - right)
;----------------------------------------------
jsr MakeLowResDistances
; jsr MakeLowResDistances
mva #$ff temp2 ; min possible distance
mva #0 tempor2 ; direction of shoot
@@ -607,14 +569,8 @@ 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 +589,19 @@ 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 +638,8 @@ 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 +687,20 @@ 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 +730,8 @@ 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 +913,13 @@ 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 +935,16 @@ 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 +959,16 @@ 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 +978,7 @@ SorryNoPurchase
randomize ind_Missile________ ind_Dirt_Charge____
jsr TryToPurchaseOnePiece
dec tempXroller
bne @-
bpl @-
rts
.endp
@@ -1007,25 +987,64 @@ 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
;----------------------------------------------
.proc ChooseBestOffensive
; choose the best weapon
; X - TankNr
;----------------------------------------------
ldy #last_offensive_____+1 ;the last weapon to choose +1
NotFromAll
; Y - the last offensive weapon to use + 1
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
loop
dey
lda (temp),y
beq loop
tya
sta ActiveWeapon,x
rts
.endp
;----------------------------------------------
.proc GetDistance
; calculates lores ( /4 ) distance from tank X to TargetTankNr(Y)
; result in A
;----------------------------------------------
ldy TargetTankNr
lda LowResDistances,x
cmp LowResDistances,y
@ bcs YisLower
sec
lda LowResDistances,y
sbc LowResDistances,x
rts
YisLower
lda LowResDistances,x
sbc LowResDistances,y
rts
.endp
+1 -1
View File
@@ -1,6 +1,6 @@
STEREOMODE equ 0
;* --------BEGIN--------
;* C:\Atari\rmt\rmt128\scorch_str4.rmt
;* C:\Atari\rmt\rmt128\scorch_str6.rmt
FEAT_SFX equ 1
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
FEAT_NOSTARTINGSONGLINE equ 0
+643
View File
@@ -0,0 +1,643 @@
;
; Raster Music Tracker, RMT Atari routine version 1.20090108
; (c) Radek Sterba, Raster/C.P.U., 2002 - 2009
; http://raster.atari.org
;
; Warnings:
;
; 1. RMT player routine needs 19 itself reserved bytes in zero page (no accessed
; from any other routines) as well as cca 1KB of memory before the "PLAYER"
; address for frequency tables and functionary variables. It's:
; a) from PLAYER-$03c0 to PLAYER for stereo RMTplayer
; b) from PLAYER-$0320 to PLAYER for mono RMTplayer
;
; 2. RMT player routine MUST (!!!) be compiled from the begin of the memory page.
; i.e. "PLAYER" address can be $..00 only!
;
; 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time.
;
; STEREOMODE equ 0..3 ;0 => compile RMTplayer for 4 tracks mono
; ;1 => compile RMTplayer for 8 tracks stereo
; ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4
; ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4
TRACKS equ 4
; RMT FEATures definitions file
; For optimizations of RMT player routine to concrete RMT modul only!
icl "feat.txt"
;FEAT_EFFECTS equ FEAT_EFFECTVIBRATO||FEAT_EFFECTFSHIFT
;
; RMT ZeroPage addresses
.zpvar p_tis .word
p_instrstable = p_tis
.zpvar p_trackslbstable .word
.zpvar p_trackshbstable .word
.zpvar p_song .word
.zpvar ns .word
.zpvar nr .word
.zpvar nt .byte
.zpvar reg1 .byte
.zpvar reg2 .byte
.zpvar reg3 .byte
.zpvar tmp .byte
.zpvar v_audctl .byte ; de-self-modification vars
.zpvar v_ainstrspeed .byte
.zpvar v_maxtracklen .byte
.zpvar v_abeat .byte
.zpvar v_bspeed .byte
.zpvar v_speed .byte
.zpvar RMTSFXVOLUME .byte
; MOVED TO variables.asm
; org PLAYER-$400+$e0
;track_variables
;trackn_db .ds TRACKS
;trackn_hb .ds TRACKS
;trackn_idx .ds TRACKS
;trackn_pause .ds TRACKS
;trackn_note .ds TRACKS
;trackn_volume .ds TRACKS
;trackn_distor .ds TRACKS
;trackn_shiftfrq .ds TRACKS
;trackn_instrx2 .ds TRACKS
;trackn_instrdb .ds TRACKS
;trackn_instrhb .ds TRACKS
;trackn_instridx .ds TRACKS
;trackn_instrlen .ds TRACKS
;trackn_instrlop .ds TRACKS
;trackn_instrreachend .ds TRACKS
;trackn_volumeslidedepth .ds TRACKS
;trackn_volumeslidevalue .ds TRACKS
;trackn_effdelay .ds TRACKS
;trackn_effvibratoa .ds TRACKS
;trackn_effshift .ds TRACKS
;trackn_tabletypespeed .ds TRACKS
;trackn_tablenote .ds TRACKS
;trackn_tablea .ds TRACKS
;trackn_tableend .ds TRACKS
;trackn_tablelop .ds TRACKS
;trackn_tablespeeda .ds TRACKS
;trackn_command .ds TRACKS
;trackn_filter .ds TRACKS
;trackn_audf .ds TRACKS
;trackn_audc .ds TRACKS
;trackn_audctl .ds TRACKS
;v_aspeed .ds 1
;track_endvariables
INSTRPAR equ 12
tabbeganddistor
dta frqtabpure-frqtab,$00
dta frqtabpure-frqtab,$20
dta frqtabpure-frqtab,$40
dta frqtabbass1-frqtab,$c0
dta frqtabpure-frqtab,$80
dta frqtabpure-frqtab,$a0
dta frqtabbass1-frqtab,$c0
dta frqtabbass2-frqtab,$c0
vibtabbeg dta 0,vib1-vib0,vib2-vib0,vib3-vib0
vib0 dta 0
vib1 dta 1,-1,-1,1
vib2 dta 1,0,-1,-1,0,1
vib3 dta 1,1,0,-1,-1,-1,-1,0,1,1
vibtabnext
dta vib0-vib0+0
dta vib1-vib0+1,vib1-vib0+2,vib1-vib0+3,vib1-vib0+0
dta vib2-vib0+1,vib2-vib0+2,vib2-vib0+3,vib2-vib0+4,vib2-vib0+5,vib2-vib0+0
dta vib3-vib0+1,vib3-vib0+2,vib3-vib0+3,vib3-vib0+4,vib3-vib0+5,vib3-vib0+6,vib3-vib0+7,vib3-vib0+8,vib3-vib0+9,vib3-vib0+0
.align $100
frqtab
ERT [<frqtab]!=0 ;* frqtab must begin at the memory page bound! (i.e. $..00 address)
frqtabbass1
dta $BF,$B6,$AA,$A1,$98,$8F,$89,$80,$F2,$E6,$DA,$CE,$BF,$B6,$AA,$A1
dta $98,$8F,$89,$80,$7A,$71,$6B,$65,$5F,$5C,$56,$50,$4D,$47,$44,$3E
dta $3C,$38,$35,$32,$2F,$2D,$2A,$28,$25,$23,$21,$1F,$1D,$1C,$1A,$18
dta $17,$16,$14,$13,$12,$11,$10,$0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07
frqtabbass2
dta $FF,$F1,$E4,$D8,$CA,$C0,$B5,$AB,$A2,$99,$8E,$87,$7F,$79,$73,$70
dta $66,$61,$5A,$55,$52,$4B,$48,$43,$3F,$3C,$39,$37,$33,$30,$2D,$2A
dta $28,$25,$24,$21,$1F,$1E,$1C,$1B,$19,$17,$16,$15,$13,$12,$11,$10
dta $0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00
frqtabpure
dta $F3,$E6,$D9,$CC,$C1,$B5,$AD,$A2,$99,$90,$88,$80,$79,$72,$6C,$66
dta $60,$5B,$55,$51,$4C,$48,$44,$40,$3C,$39,$35,$32,$2F,$2D,$2A,$28
dta $25,$23,$21,$1F,$1D,$1C,$1A,$18,$17,$16,$14,$13,$12,$11,$10,$0F
dta $0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00,$00
.align $100
volumetab
dta $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
dta $00,$00,$00,$00,$00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01
dta $00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01,$02,$02,$02,$02
dta $00,$00,$00,$01,$01,$01,$01,$01,$02,$02,$02,$02,$02,$03,$03,$03
dta $00,$00,$01,$01,$01,$01,$02,$02,$02,$02,$03,$03,$03,$03,$04,$04
dta $00,$00,$01,$01,$01,$02,$02,$02,$03,$03,$03,$04,$04,$04,$05,$05
dta $00,$00,$01,$01,$02,$02,$02,$03,$03,$04,$04,$04,$05,$05,$06,$06
dta $00,$00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07
dta $00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07,$08
dta $00,$01,$01,$02,$02,$03,$04,$04,$05,$05,$06,$07,$07,$08,$08,$09
dta $00,$01,$01,$02,$03,$03,$04,$05,$05,$06,$07,$07,$08,$09,$09,$0A
dta $00,$01,$01,$02,$03,$04,$04,$05,$06,$07,$07,$08,$09,$0A,$0A,$0B
dta $00,$01,$02,$02,$03,$04,$05,$06,$06,$07,$08,$09,$0A,$0A,$0B,$0C
dta $00,$01,$02,$03,$03,$04,$05,$06,$07,$08,$09,$0A,$0A,$0B,$0C,$0D
dta $00,$01,$02,$03,$04,$05,$06,$07,$07,$08,$09,$0A,$0B,$0C,$0D,$0E
dta $00,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0A,$0B,$0C,$0D,$0E,$0F
;*
;* Set of RMT main vectors:
;*
RASTERMUSICTRACKER
jmp rmt_init
jmp rmt_play
jmp rmt_p3
jmp rmt_silence
jmp SetPokey
jmp rmt_sfx ;* A=note(0,..,60),X=channel(0,..,3 or 0,..,7),Y=instrument*2(0,2,4,..,126)
rmt_init
stx ns
sty ns+1
pha
; IFT track_endvariables-track_variables>255
; ldy #0
; tya
;ri0 sta track_variables,y
; sta track_endvariables-$100,y
; iny
; bne ri0
; ELS
ldy #track_endvariables-track_variables
lda #0
ri0 sta track_variables-1,y
dey
bne ri0
; EIF
ldy #4
lda (ns),y
sta v_maxtracklen
iny
lda (ns),y
sta v_speed
ldy #8
ri1 lda (ns),y
sta p_tis-8,y
iny
cpy #8+8
bne ri1
pla
pha
asl @
asl @
clc
adc p_song
sta p_song
pla
php
and #$c0
asl @
rol @
rol @
plp
adc p_song+1
sta p_song+1
jsr GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
rmt_silence
lda #0
sta $d208
ldy #3
sty $d20f
ldy #8
si1 sta $d200,y
dey
bpl si1
lda #FEAT_INSTRSPEED
rts
GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
GetSongLine
ldx #0
stx v_abeat
nn0
nn1 txa
tay
lda (p_song),y
cmp #$fe
bcs nn2
tay
lda (p_trackslbstable),y
sta trackn_db,x
lda (p_trackshbstable),y
nn1a sta trackn_hb,x
lda #0
sta trackn_idx,x
lda #1
nn1a2 sta trackn_pause,x
lda #$80
sta trackn_instrx2,x
inx
xtracks01 cpx #TRACKS
bne nn1
lda p_song
clc
xtracks02 adc #TRACKS
sta p_song
bcc GetTrackLine
inc p_song+1
nn1b
jmp GetTrackLine
nn2
beq nn3
nn2a
lda #0
beq nn1a2
nn3
ldy #2
lda (p_song),y
tax
iny
lda (p_song),y
sta p_song+1
stx p_song
ldx #0
beq nn0
GetTrackLine
oo0
oo0a
lda v_speed
sta v_bspeed
ldx #-1
oo1
inx
dec trackn_pause,x
bne oo1x
oo1b
lda trackn_db,x
sta ns
lda trackn_hb,x
sta ns+1
oo1i
ldy trackn_idx,x
inc trackn_idx,x
lda (ns),y
sta reg1
and #$3f
cmp #61
beq oo1a
bcs oo2
sta trackn_note,x
iny
lda (ns),y
lsr @
and #$3f*2
sta trackn_instrx2,x
oo1a
lda #1
sta trackn_pause,x
ldy trackn_idx,x
inc trackn_idx,x
lda (ns),y
lsr @
ror reg1
lsr @
ror reg1
lda reg1
and #$f0
sta trackn_volume,x
oo1x
xtracks03sub1 cpx #TRACKS-1
bne oo1
lda v_bspeed
sta v_speed
sta v_aspeed
jmp InitOfNewSetInstrumentsOnly
oo2
cmp #63
beq oo63
lda reg1
and #$c0
beq oo62_b
asl @
rol @
rol @
sta trackn_pause,x
jmp oo1x
oo62_b
iny
lda (ns),y
sta trackn_pause,x
inc trackn_idx,x
jmp oo1x
oo63
lda reg1
bmi oo63_1X
iny
lda (ns),y
sta v_bspeed
inc trackn_idx,x
jmp oo1i
oo63_1X
cmp #255
beq oo63_11
iny
lda (ns),y
sta trackn_idx,x
jmp oo1i
oo63_11
jmp GetSongLine
p2xrmtp3 jmp rmt_p3
p2x0 dex
bmi p2xrmtp3
InitOfNewSetInstrumentsOnly
p2x1 ldy trackn_instrx2,x
bmi p2x0
jsr SetUpInstrumentY2
jmp p2x0
rmt_sfx
sta trackn_note,x
lda RMTSFXVOLUME ;* sfx note volume*16
;* label for sfx note volume parameter overwriting
sta trackn_volume,x
SetUpInstrumentY2
lda (p_instrstable),y
sta trackn_instrdb,x
sta nt
iny
lda (p_instrstable),y
sta trackn_instrhb,x
sta nt+1
lda #1
sta trackn_filter,x
tay
lda (nt),y
sta trackn_tablelop,x
iny
lda (nt),y
sta trackn_instrlen,x
iny
lda (nt),y
sta trackn_instrlop,x
iny
lda (nt),y
sta trackn_tabletypespeed,x
sta trackn_tablespeeda,x
iny
lda (nt),y
sta trackn_audctl,x
iny
lda (nt),y
sta trackn_volumeslidedepth,x
ldy #8
lda (nt),y
sta trackn_effdelay,x
iny
lda (nt),y
tay
lda vibtabbeg,y
sta trackn_effvibratoa,x
ldy #10
lda (nt),y
sta trackn_effshift,x
lda #128
sta trackn_volumeslidevalue,x
sta trackn_instrx2,x
asl @
sta trackn_instrreachend,x
sta trackn_shiftfrq,x
tay
lda (nt),y
sta trackn_tableend,x
adc #0
sta trackn_instridx,x
lda #INSTRPAR
sta trackn_tablea,x
tay
lda (nt),y
sta trackn_tablenote,x
xata_rtshere
rts
rmt_play
rmt_p0
jsr SetPokey
rmt_p1
rmt_p2
dec v_aspeed
bne rmt_p3
inc v_abeat
lda v_abeat
cmp v_maxtracklen
beq p2o3
jmp GetTrackLine
p2o3
jmp GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
go_ppnext jmp ppnext
rmt_p3
lda #>frqtab
sta nr+1
xtracks05sub1 ldx #TRACKS-1
pp1
lda trackn_instrhb,x
beq go_ppnext
sta ns+1
lda trackn_instrdb,x
sta ns
ldy trackn_instridx,x
lda (ns),y
sta reg1
iny
lda (ns),y
sta reg2
iny
lda (ns),y
sta reg3
iny
tya
cmp trackn_instrlen,x
bcc pp2
beq pp2
lda #$80
sta trackn_instrreachend,x
pp1b
lda trackn_instrlop,x
pp2 sta trackn_instridx,x
lda reg1
and #$0f
ora trackn_volume,x
tay
lda volumetab,y
sta tmp
lda reg2
and #$0e
tay
lda tabbeganddistor,y
sta nr
lda tmp
ora tabbeganddistor+1,y
sta trackn_audc,x
InstrumentsEffects
lda trackn_effdelay,x
beq ei2
cmp #1
bne ei1
lda trackn_shiftfrq,x
clc
adc trackn_effshift,x
clc
ldy trackn_effvibratoa,x
adc vib0,y
sta trackn_shiftfrq,x
lda vibtabnext,y
sta trackn_effvibratoa,x
jmp ei2
ei1
dec trackn_effdelay,x
ei2
ldy trackn_tableend,x
cpy #INSTRPAR+1
bcc ei3
lda trackn_tablespeeda,x
bpl ei2f
ei2c
tya
cmp trackn_tablea,x
bne ei2c2
lda trackn_tablelop,x
sta trackn_tablea,x
bne ei2a
ei2c2
inc trackn_tablea,x
ei2a
lda trackn_instrdb,x
sta nt
lda trackn_instrhb,x
sta nt+1
ldy trackn_tablea,x
lda (nt),y
sta trackn_tablenote,x
lda trackn_tabletypespeed,x
ei2f
sec
sbc #1
sta trackn_tablespeeda,x
ei3
lda trackn_instrreachend,x
bpl ei4
lda trackn_volume,x
beq ei4
tay
lda trackn_volumeslidevalue,x
clc
adc trackn_volumeslidedepth,x
sta trackn_volumeslidevalue,x
bcc ei4
tya
sbc #16
sta trackn_volume,x
ei4
lda reg2
sta trackn_command,x
and #$70
beq cmd0
cmd1
lda reg3
jmp cmd0c
cmd2
cmd3
cmd4
cmd5
cmd6
cmd7
cmd0
lda trackn_note,x
clc
adc reg3
cmd0a
clc
adc trackn_tablenote,x
cmp #61
bcc cmd0a1
lda #0
sta trackn_audc,x
lda #63
cmd0a1
tay
lda (nr),y
clc
adc trackn_shiftfrq,x
cmd0c
sta trackn_audf,x
pp9
ppnext
dex
bmi rmt_p4
jmp pp1
rmt_p4
lda trackn_audctl+0
ora trackn_audctl+1
ora trackn_audctl+2
ora trackn_audctl+3
tax
qq1
stx v_audctl
lda trackn_command+0
bpl qq2
lda trackn_audc+0
and #$0f
beq qq2
lda trackn_audf+0
clc
adc trackn_filter+0
sta trackn_audf+2
lda #0
sta trackn_audc+2
qq1a
txa
ora #4
tax
qq2
lda trackn_command+1
bpl qq3
lda trackn_audc+1
and #$0f
beq qq3
lda trackn_audf+1
clc
adc trackn_filter+1
sta trackn_audf+3
lda #0
sta trackn_audc+3
qq2a
txa
ora #2
tax
qq3
cpx v_audctl
bne qq5
qq5
stx v_audctl
rmt_p5
lda v_ainstrspeed
rts
SetPokey
ldy v_audctl
lda trackn_audf+0
ldx trackn_audc+0
sta AUDF1
stx AUDC1
lda trackn_audf+1
ldx trackn_audc+1
sta AUDF2
stx AUDC2
lda trackn_audf+2
ldx trackn_audc+2
sta AUDF3
stx AUDC3
lda trackn_audf+3
ldx trackn_audc+3
sta AUDF4
stx AUDC4
sty AUDCTL
rts
RMTPLAYEREND
+40
View File
@@ -0,0 +1,40 @@
;* --------BEGIN--------
;* C:\Atari\rmt\rmt128\scorch_SFX-only-str.rmt
FEAT_SFX equ 1
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
FEAT_NOSTARTINGSONGLINE equ 0
FEAT_INSTRSPEED equ 1
FEAT_CONSTANTSPEED equ 16 ;(0 times)
FEAT_COMMAND1 equ 1 ;(8 times)
FEAT_COMMAND2 equ 0 ;(0 times)
FEAT_COMMAND3 equ 0 ;(0 times)
FEAT_COMMAND4 equ 0 ;(0 times)
FEAT_COMMAND5 equ 0 ;(0 times)
FEAT_COMMAND6 equ 0 ;(0 times)
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
FEAT_PORTAMENTO equ 0 ;(0 times)
FEAT_FILTER equ 1 ;(22 times)
FEAT_FILTERG0L equ 0 ;(0 times)
FEAT_FILTERG1L equ 0 ;(0 times)
FEAT_FILTERG0R equ 0 ;(0 times)
FEAT_FILTERG1R equ 0 ;(0 times)
FEAT_BASS16 equ 0 ;(0 times)
FEAT_BASS16G1L equ 0 ;(0 times)
FEAT_BASS16G3L equ 0 ;(0 times)
FEAT_BASS16G1R equ 0 ;(0 times)
FEAT_BASS16G3R equ 0 ;(0 times)
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
FEAT_TABLETYPE equ 0 ;(0 times)
FEAT_TABLEMODE equ 0 ;(0 times)
FEAT_TABLEGO equ 1 ;(2 times)
FEAT_AUDCTLMANUALSET equ 1 ;(6 times)
FEAT_VOLUMEMIN equ 0 ;(0 times)
FEAT_EFFECTVIBRATO equ 1 ;(1 times)
FEAT_EFFECTFSHIFT equ 1 ;(11 times)
;* --------END--------
Binary file not shown.
Binary file not shown.
+3 -3
View File
@@ -1,6 +1,6 @@
.proc talk
; Maximum text length is 63 characters!!!
L0 dta d"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
L0 dta d"CYKA BLAT"
L1 dta d"DIE!"
L2 dta d"EAT MY SHORTS!"
L3 dta d"YOU'RE TOAST!"
@@ -47,7 +47,7 @@ L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
L44 dta d"TAKE THIS!"
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
L46 dta d"DIE, ALIEN SWINE!"
L47 dta d"SAY ARRGGHHHHH...."
L47 dta d"AWRUK!!!"
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
L49 dta d"DIE, TANK-SCUM!"
L50 dta d"I'M GONNA BREAK YOUR FACE!"
@@ -104,7 +104,7 @@ L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
L102 dta d"I THOUGHT YOU LIKED ME?"
L103 dta d"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
L103 dta d"CTO XYEB"
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
L106 dta d"HEY! KILLIN' AIN'T COOL."
+167 -201
View File
@@ -261,36 +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_
@@ -327,36 +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_
@@ -368,70 +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
@@ -445,53 +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 %01110000
; "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
@@ -526,63 +494,53 @@ 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
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
.by $ff ;00
.by $ff ;01
.by $ff ;02
.by $ff ;03
.by $ff ;04
.by $ff ;05
.by $ff ;06
.by @kbcode._right ;07
.by $ff ;08
.by $ff ;09
.by $ff ;0a
.by @kbcode._left ;0b
.by $ff ;0c
.by @kbcode._down ;0d
.by @kbcode._up ;0e
.by $ff ;0f
;-----------------------------------
keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
@@ -602,12 +560,11 @@ scrcodes
gameOverSpritesTop
; end of the Gover sprites by number of players
; 1 2 3 4 5 6
.by 130,130,136,142,148,154
.by 130+7,130+7,136+7,142+7,148+7,154+7
;-------decimal constans
zero
digits dta d"0123456789"
nineplus dta d"9"+1
space dta d" "
;------credits
CreditsStart
dta d" "*
@@ -616,8 +573,6 @@ CreditsStart
dta d"Warsaw, Miam",d"i"*
dta d"2000-202",d"2"*
dta d" "*
dta d"B",d"y"*
dta d" "*
dta d"Programmin",d"g"*
dta d"Tomasz 'Pecus' Peck",d"o"*
dta d"Pawel 'pirx' Kalinowsk",d"i"*
@@ -625,15 +580,19 @@ CreditsStart
dta d"SFX, Music and Suppor",d"t"*
dta d"Michal 'Miker' Szpilowsk",d"i"*
dta d" "*
dta d"Additional Musi",d"c"*
dta d"Mario 'Emkay' Kri",d"x"*
dta d" "*
.IF target != 5200
dta d"Additional Musi",d"c"*
dta d"Mario 'Emkay' Kri",d"x"*
dta d" "*
.ENDIF
dta d"Code Optimizatio",d"n"*
dta d"Piotr '0xF' Fusi",d"k"*
dta d" "*
dta d"Ar",d"t"*
dta d"Adam Wachowsk",d"i"*
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
.IF target != 5200
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
.ENDIF
dta d" "*
dta d"Ideas and Q",d"A"*
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
@@ -642,10 +601,17 @@ 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" "*
dta d"Stay tuned for the FujiNet version",d"!"*
dta d"Arek and Alex Peck",d"o"*
.IF target != 5200
dta d" "*
dta d"Stay tuned for the FujiNet version",d"!"*
.ENDIF
dta d" "*
CreditsEnd
CreditsLines=44
.IF target = 5200
CreditsLines=36
.ELSE
CreditsLines=42 ; 34 in reality. add 7?
.ENDIF
.endif
+69 -106
View File
@@ -4,28 +4,26 @@ screenheight = 200
screenBytes = 40
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
TankWidth = 8
;----------------------------------------------
; Player/missile memory
PMGraph = $0800 ; real PM start = $0b00
PMGraph = $1800 ; real PM start = PMGraph + $0300
; Generated tables
linetableL = $0b00 - (screenHeight+1)*2
linetableH = $0b00 - (screenHeight+1)
display = $1010 ;screen takes $2K due to clearing routine
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
;----------------------------------------------
margin = 40 ;mountain drawing Y variable margin
MaxPlayers = 6
maxOptions = 9 ;number of all options
PMOffsetX = $2C ; P/M to graphics offset
PMOffsetY = $23 ; P/M to graphics offset
PMOffsetY = $2A ; P/M to graphics offset
napalmRadius = 10
StandardBarrel = 6 ; standard tank barrel length
LongBarrel = 20 ; long barrel length
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0A
space = 0 ; space in screencodes
;character codes for symbols (tank, parachute, etc. )
char_parachute_______ = $02
@@ -35,78 +33,58 @@ 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 +115,24 @@ 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)
;--------------------------------
+45
View File
@@ -0,0 +1,45 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
;-----------------------------------------------
; start of "variables" (RAM)
;-----------------------------------------------
OptionsHere
; 0123456789012345678901234567890123456789
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"Missiles : slug slow norm fast hare "
dta d"Seppuku : nevr rare norm oftn alws "
dta d"Mountains: NL BE CZ CH NP "
dta d"Walls : none wrap bump boxy rand "
;; 01234567890123456789012345678901
; dta d"Players: 2 3 4 5 6 "
; dta d"Cash :none 2K 8K 12K 20K"
; dta d"Gravity:0.2G 0.5G 1G 2G 4G "
; dta d"Wind : 1B 3B 5B 7B 9B "
; dta d"Rounds : 10 20 30 40 50 "
; dta d"Missile:slug slow norm fast hare"
; dta d"Seppuku:nevr rare norm oftn alws"
; dta d"Hills : NL BE CZ CH NP "
; dta d"Walls :none wrap bump boxy rand"
OptionsScreenEnd
;-----------------------------------------------
NameScreen2
dta d" Tank 01 Name:"
NameAdr
dta d" "
NameScreen4
dta d" "
NamesOfLevels
dta d" HUMAN Moron Shooter "
dta d" Poolshark Tosser Chooser "
dta d" Spoiler Cyborg Unknown "
;------------------------
; end of "variables" (RAM)
;------------------------
.endif
+45
View File
@@ -0,0 +1,45 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
;---------------------------------------------------
purchaseTextBuffer
dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
; DLs fragments (modified by game code)
; all Purchase DL :)
PurchaseDL
.byte $70
.byte $47
DLPurTitleAddr
.word PurchaseTitle
.byte $50
.byte $42+$80
.word purchaseTextBuffer
.byte $60,$42
MoreUpdl
.word EmptyLine
.byte 0,$42
WeaponsListDL
.word ListOfWeapons
:15 .byte 0,2
.byte 0, $42
MoreDownDL
.word EmptyLine
.byte $40,$42
.word WeaponsDescription
.byte $0,$42
PurActDescAddr
.word PurchaseDescription
.byte $41
.word PurchaseDL
;------------------------
DLCreditsFragm
.byte $60+$80
.byte $42+$20 ; VSCRL
DLCreditsAddr
.word Credits
:6 .byte $02+$20
.byte $02
.byte $41
.word GameOverDL
.endif
+104 -129
View File
@@ -1,98 +1,7 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
; -------------------------------------------------
; .ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
;-----------------------------------------------
;------------------------
; start of "variables" (RAM)
; ---------------
OptionsHere
; 0123456789012345678901234567890123456789
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"Missiles : slug slow norm fast hare "
dta d"Seppuku : nevr rare norm oftn alws "
dta d"Mountains: NL BE CZ CH NP "
dta d"Walls : none wrap bump boxy rand "
OptionsScreenEnd
;-----------------------------------------------
ListOfWeapons
; 0123456789012345678901234567890123456789
:36 dta d" "
ListOfWeapons1End
ListOfDefensiveWeapons
:16 dta d" "
ListOfDefensiveWeaponsEnd ;constant useful when clearing
NameScreen
dta d" Enter names of players "
dta d" Tank 01 Name:"
NameAdr
dta d" "
dta d" Human/Atari (difficulty level) "
dta d" "
NamesOfLevels
dta d" HUMAN Moron Shooter "
dta d" Poolshark Tosser Chooser "
dta d" Spoiler Cyborg Unknown "
dta d" "
dta d"Tab"*
dta d" - Player/Difficulty level "
dta d" "
dta d"Return"*
dta d" - Proceed "
;---------------------------------------------------
textbuffer
; 0123456789012345678901234567890123456789
dta d"Player: "
dta d"Energy: Angle: Force: "
dta d"Round: Wind: "
textbuffer2
dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
; DLs fragments (modified by game code)
; all Purchase DL :)
PurchaseDL
.byte $70
.byte $47
DLPurTitleAddr
.word PurchaseTitle
.byte $50
.byte $42+$80
.word textbuffer2
.byte $60,$42
MoreUpdl
.word EmptyLine
.byte 0,$42
WeaponsListDL
.word ListOfWeapons
:15 .byte 0,2
.byte 0, $42
MoreDownDL
.word EmptyLine
.byte $40,$42
.word WeaponsDescription
.byte $0,$42
PurActDescAddr
.word PurchaseDescription
.byte $41
.word PurchaseDL
;------------------------
DLCreditsFragm
.byte $60+$80
.byte $42+$20 ; VSCRL
DLCreditsAddr
.word Credits
:6 .byte $02+$20
.byte $02
.byte $41
.word GameOverDL
;------------------------
; end of "variables" (RAM)
; ---------------
; start of "constants" (ROM)
;-----------------------------------------------
;Screen displays go first to avoid crossing 4kb barrier
@@ -100,16 +9,50 @@ DLCreditsAddr
OptionsScreen
dta d"Welcome to Scorch v. "
build ; 4 bytes from scorch.asm (fancy method) :)
dta d" (un)2000-2022"
dta d" (un)2000-2022"
.IF TARGET = 800
dta d" Please select option with cursor keys "
dta d" and press (Return) to proceed "
.ELIF TARGET = 5200
dta d" Please select option with joystick one "
dta d" and press FIRE to proceed "
.ENDIF
; 0123456789012345678901234567890123456789
;-----------------------------------------------
NameScreen
.IF TARGET = 800
dta d" Enter names of players "
.ELIF TARGET = 5200
dta d"Hold "
dta d "FIRE"*
dta d " to enter player names "
.ENDIF
NameScreen3
dta d" Human/Atari (difficulty level) "
NameScreen5
.IF TARGET = 800
dta d" "
dta d"TAB"*
dta d" - Player/Difficulty level "
dta d" "
dta d"Return"*
dta d" - Proceed "
.ELIF TARGET = 5200
dta d" "
dta d"Joy"*
dta d" - Player/Difficulty level "
dta d" "
dta d"FIRE"*
dta d" - Proceed "
.ENDIF
;-----------------------------------------------
MoreUp
dta d" "
dta 92,92,92
dta d" more "
dta 92,92,92
dta d" "
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
MoreDown
dta d" "
dta 93,93,93
@@ -118,20 +61,39 @@ MoreDown
dta d" "
WeaponsDescription
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Tab"*
dta d ": Defensive/Offensive weapon "
.ELIF TARGET = 5200
dta d"Left"*
dta d ": Defensive/Offensive weapon"
.ENDIF
PurchaseDescription
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Space"*
dta d": Purchase "
dta d"Return"*
dta d": Finish "
.ELIF TARGET = 5200
dta d"Right"*
dta d": Purchase "
dta d"FIRE"*
dta d": Finish "
.ENDIF
ActivateDescription
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Space"*
dta d": Activate "
dta d"Return"*
dta d": Finish "
.ELIF TARGET = 5200
dta d"Right"*
dta d": Activate "
dta d"FIRE"*
dta d": Finish "
.ENDIF
EmptyLine
dta d" "
;---------------------------------------------------
@@ -150,45 +112,11 @@ GameOverTitle2
;-----------------------------------------------------
;-------------display-lists---------------------------
;-----------------------------------------------------
OptionsDL
.byte $70
.byte $47
.word OptionsTitle
.byte $70,$70
.byte $42
.word OptionsScreen
.byte $30,$02,$02,$70
.byte $42
.word OptionsHere
.byte $10
:maxOptions-1 .by $02,$10
:(9-maxOptions) .by $70,$10
.byte $80
.byte $4f
.word (display+140*40)
:21 .by $0f ;76
.byte $41
.word OptionsDL
;------------------------
;Enter names of tanks DL
NameDL
.byte $70
.byte $47
.word DifficultyTitle
.byte $70,$70
.byte $42
.word NameScreen
.byte $30
.byte $02,$30+$80,$02
.byte $10,$02,$02,$02,$30,$02,$02
.byte $41
.word NameDL
; -------------------------------------------------
dl ; MAIN game display list
.byte 0
.byte $70
.byte $42
.word textbuffer
.word statusBuffer
.byte $02, $02 +$80 ;DLI
.byte $10 ; 2 blank lines
@@ -232,6 +160,52 @@ dl ; MAIN game display list
.byte $41
.word dl
;-----------------------------------------------
OptionsDL
.byte $70
.byte $47
.word OptionsTitle
.byte $70,$70
.byte $42
.word OptionsScreen
.byte $30,$02,$02,$70
.byte $42
.word OptionsHere
.byte $10
:maxOptions-1 .by $02,$10
:(9-maxOptions) .by $70,$10
.byte $80
.byte $70 ; to match moved sprites
.byte $4f
.word (display+140*40)
:21 .by $0f ;76
.byte $41
.word OptionsDL
;------------------------
;Enter names of tanks DL
NameDL
.byte $70
.byte $47
.word DifficultyTitle
.byte $70,$70 ; 16 empty lines
.byte $42
.word NameScreen
.byte $30 ; 4 empty lines
.byte $42
.word NameScreen2
.byte $30+$80 ; 4 empty lines + DLI
.byte $42
.word NameScreen3
.byte $10 ; 2 empty lines
.byte $42
.word NameScreen4
.byte $02,$02
.byte $30 ; 4 empty lines
.byte $42
.word NameScreen5
.byte $02
.byte $41
.word NameDL
; -------------------------------------------------
GameOverResults = display+$0ff0 ; reuse after game
Credits = GameOverResults +(6*40)
CreditsLastLine = Credits + (CreditsLines*40)
@@ -239,6 +213,7 @@ GameOverDL
.byte $70,$40
.byte $47 ; 16 gr8 lines
.word GameOverTitle
.byte $60 ; 7 lines down to match new sprite position
.byte $4f ; 1 line
.word display+(40*72)
:28 .byte $0f ; 28 lines
+11
View File
@@ -0,0 +1,11 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
statusBuffer
; 0123456789012345678901234567890123456789
dta d"Player: "
dta d"Energy: Angle: Force: "
dta d"Round: Wind: "
.ENDIF
+91 -48
View File
@@ -584,6 +584,11 @@ UnequalTanks
.endp
;-------------------------------------------------
.proc ClearTanks
jsr PMoutofScreen
mva #1 Erase ; erase tanks flag
.endp
;--
.proc drawtanks
;-------------------------------------------------
lda TankNr
@@ -601,6 +606,7 @@ DrawNextTank
pla
sta TankNr
mva #0 Erase ; no erase tanks flag
rts
.endp
;---------
@@ -645,7 +651,8 @@ DrawTankNrX
jsr SetupXYdraw
jsr TypeChar
lda Erase
jne noTankNoPM
; now P/M graphics on the screen (only for 5 tanks)
; horizontal position
ldx TankNr
@@ -729,7 +736,7 @@ ZeroesToGo6
bne ClearPM6
NoPlayerMissile
noTankNoPM
ldy #$01
lda Erase
beq @+
@@ -1100,8 +1107,9 @@ 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 +1136,13 @@ 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-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
bne @+
lda XtanksTableL,x
cmp #<(screenwidth-TankWidth-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 +1163,7 @@ 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 +1211,7 @@ DoNotDrawParachute
ForceFallLeft
sta UnderTank1
sty UnderTank2
jne TankFallsX
jmp TankFallsX
EndOfFall
mva #1 Erase
; ldx TankNr
@@ -1264,20 +1270,37 @@ drawmountainsloop
beq NoMountain
sta ydraw
sty ydraw+1
jsr DrawLine
; jsr DrawLine
; there was Drawline proc
lda #screenheight
sec
sbc ydraw
sta tempbyte01
jsr plot.MakePlot
; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
; jmp IntoDraw ; jumps inside Draw routine
; because one pixel is already plotted (and who cares? :) )
@
lda (xbyte),y
and bittable2,x
sta (xbyte),y
;IntoDraw
adw xbyte #screenBytes
dec tempbyte01
bne @-
; end of Drawline proc
NoMountain
inw modify
inw xdraw
cpw xdraw #screenwidth
bne drawmountainsloop
rts
/*
;--------------------------------------------------
drawmountainspixel
drawmountainspixel ; never used ?
;--------------------------------------------------
mwa #0 xdraw
mwa #mountaintable modify
drawmountainspixelloop
ldy #0
lda (modify),y
@@ -1288,8 +1311,8 @@ drawmountainspixelloop
inw xdraw
cpw xdraw #screenwidth
bne drawmountainspixelloop
rts
*/
.endp
;--------------------------------------------------
.proc SoilDown2
@@ -1318,8 +1341,8 @@ drawmountainspixelloop
; how it works. I have just translated Polish comment
; but I do not understand a word of it :)
; If you know how it works, please write here :))))
jsr PMoutofscreen
jsr ClearTanks
NoClearTanks
; First we look for highest pixels and fill with their coordinates
; both tables
@@ -1417,6 +1440,7 @@ ColumnIsReady
; now correct heights are in the mountaintable
sta color ; Pozor! :) we know - now A=1
mva #sfx_silencer sfx_effect
jsr DrawTanks
rts
.endp
@@ -1566,14 +1590,24 @@ nextPointChecking
lda (modify),y
tax
NotHigher
inw modify
cpw modify #(mountaintable+screenwidth)
; inw modify
; cpw modify #(mountaintable+screenwidth)
; --
; better code (with Y reg)
iny
bne @+
inc modify+1
@
lda modify+1
cmp #>(mountaintable+screenwidth)
bne @+
cpy #<screenwidth
@
bne nextPointChecking
txa
rts
.endp
; -----------------------------------------
.proc unPlot
; plots a point and saves the plotted byte, reverts the previous plot.
@@ -1762,31 +1796,8 @@ ClearPlot
eor #$ff
and bittable,x
rts
.endp;--------------------------------------------------
.proc DrawLine
;--------------------------------------------------
mva #0 ydraw+1
lda #screenheight
sec
sbc ydraw
sta tempbyte01
jsr plot.MakePlot
;rts
jmp IntoDraw ; jumps inside Draw routine
; because one pixel is already plotted
@
lda (xbyte),y
and bittable2,x
sta (xbyte),y
IntoDraw
adw xbyte #screenBytes
dec tempbyte01
bne @-
rts
.endp
; ------------------------------------------
;--------------------------------------------------
.proc TypeChar
; puts char on the graphics screen
; in: CharCode
@@ -2170,5 +2181,37 @@ ybarrel
rts
.endp
;--------------------------------------------------
.proc PMoutofScreen
;--------------------------------------------------
lda #$00 ; let all P/M disappear
:8 sta hposp0+#
rts
.endp
;--------------------------------------------------
.proc ColorsOfSprites
lda TankColoursTable ; colours of sprites under tanks
sta PCOLR0
lda TankColoursTable+1
sta PCOLR1
lda TankColoursTable+2
sta PCOLR2
lda TankColoursTable+3
sta PCOLR3
LDA TankColoursTable+4
STA COLOR3 ; joined missiles (5th tank)
rts
.endp
;--------------------------------------------------
.proc SetPMWidth
lda #$00
sta sizep0 ; P0-P3 widths
sta sizep0+1
sta sizep0+2
sta sizep0+3
lda #%01010101
sta sizem ; all missiles, double width
rts
.endp
.endif
+147
View File
@@ -0,0 +1,147 @@
;-------------------------------------
.MACRO ROLW
ROL :1
ROL :1+1
.ENDM
;-------------------------------------
.MACRO ASLW
ASL :1
ROL :1+1
.ENDM
;-------------------------------------
.MACRO RORW
ROR :1+1
ROR :1
.ENDM
;-------------------------------------
.MACRO LSRW
LSR :1+1
ROR :1
.ENDM
;-------------------------------------
.MACRO VMAIN
; VMAIN #WORD,interrupt.vector
; interrupt.vector:
; 0 - VIMIRQ
; 1 - TIMCNT1
; 2 - TIMCNT2
; 3 - TIMCNT3
; 4 - TIMCNT4
; 5 - TIMCNT5
; 6 - VVBLKI
; 7 - VVBLKD
; 8 - TIMVEC1
; 9 - TIMVEC2
; Initialises Vertical Blank Interrupts
; (works only with system interrupts ON)
;----------
; on 5200 it sets up deferred VBL ONLY for now
sei
lda #$00 ;Disable all interruptes
sta nmien
sta irqen
@ lda vcount
bne @-
mwa #:1 VVBLKD
mva #$40 nmien
;Enable IRQ interrupts
sta pokmsk
sta irqen
cli
.ENDM
;-------------------------------------
.MACRO VDLI
; VDLI #WORD
; Initialises Display List Interrupts
mwa #:1 VDSLST
mva #$C0 NMIEN
.ENDM
;-------------------------------------
.MACRO halt
?stop
lda RANDOM
and #$05
sta COLBAK
jmp ?stop
.ENDM
;-------------------------------------
.MACRO KEY
; KEY
; waits for releasing and pressing "any key"
.ENDM
;-------------------------------------
.MACRO WAIT
; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
?zero LDA VCOUNT
beq ?zero
bpl ?WA
sbc #10 ; last lines correction
?WA cmp VCOUNT
beq ?WA
bcc ?WA
?WFRAME cmp VCOUNT
beq ?nowait
bcs ?WFRAME
?nowait
.ENDM
;-------------------------------------
.macro negw
; negate the given word (0-a)
;-------------------------------------
sec
lda #$00
sbc :1
sta :1
lda #$00
sbc :1+1
sta :1+1
.endm
;-------------------------------------
.macro randomizer
;usage: randomize floor ceiling
;returns (in A) a random .byte between "floor" and "ceiling"
.if :2 < :1
.error "floor higher than ceiling"
.endif
?rand
lda random
cmp #:1 ;floor
bcc ?rand
cmp #:2+1 ;ceiling
bcs ?rand
.endm
;-------------------------------------
.macro phx
txa
pha
.endm
;-------------------------------------
.macro phy
tya
pha
.endm
;-------------------------------------
.macro plx
pla
tax
.endm
;-------------------------------------
.macro ply
pla
tay
.endm
;-------------------------------------
.macro pause
;waits :1 number (byte) of frames
ldx #:1
?PAUSELOOP
wait
dex
bne ?PAUSELOOP
.ENDM
+272
View File
@@ -0,0 +1,272 @@
;****************************************************************************
;* ATARI 5200 CONSOLE *
;* SYSTEM EQUATES *
;****************************************************************************
; based on https://web.archive.org/web/20200831200348/http://www.atarimuseum.com/videogames/consoles/5200/conv_to_5200.html
;
; OS VARIABLES FOR 5200
;
; PAGE 0
POKMSK = $00 ;pokmsk at $00 on Atari 5200 instead of $10 on Atari XL
RTCLOK = $01 ;Actually $01/$02
CRITIC = $03
ATRACT = $04 ;attact at $04 on Atari 5200 instead of $4D on Atari XL
DLPTRS = $05 ;DLPTRS at $05/$06 on Atari 5200 instead of $230 on Atari XL
DMACTLS = $07 ;DMACTLS at $07 on Atari 5200 instead of $22f on Atari XL
SSKCTL = skctl ;There is no shadow on Atari 5200
PCOLR0 EQU $08 ;P0 COLOR
PCOLR1 EQU $09 ;P1 COLOR
PCOLR2 EQU $0a ;P2 COLOR
PCOLR3 EQU $0b ;P3 COLOR
COLOR0 EQU $0c ;COLOR 0
COLOR1 EQU $0d
COLOR2 EQU $0e
COLOR3 EQU $0f
COLOR4 EQU $10
COLBAKS EQU COLOR4
PADDL0 EQU $11
PADDL1 EQU $12
PADDL2 EQU $13
PADDL3 EQU $14
PADDL4 EQU $15
PADDL5 EQU $16
PADDL6 EQU $17
PADDL7 EQU $18
STICK0 = $19 ;There is no stick0 but we will make the analog stick look like a digital one and store it here
STRIG0 = $1a ;There is no strig0 but we will make this the shadow of the TRIG0 ($c010) of GTIA
chbas = $1b ;There is no CHBAS but we will make this the shadow of the CHBASE
CONSOL = $1c ;There are no console keys on Atari 5200, so we replace console h/w reads with a new shadow based on the keypad keys
consol_reset = $07;The constant value representing that no consol key is pressed
kbcode = $1d ;There is no keyboard on the Atari 5200, so replace kbcode h/w reads with a byte variable read based on the keypad keys
; PAGE 2
VIMIRQ EQU $0200 ;IMMED IRQ VECTOR
VVBLKI EQU $0202 ;IMM VBLK NMI VECTOR
VVBLKD EQU $0204 ;DEF VBLK NMI VECTOR
VDSLST EQU $0206 ;DSP LIST NMI VECTOR
VKEYBD EQU $0208 ;POKEY KB IRQ VECTOR
VKEYCNT EQU $020A ;Keypad routine continuation vector
BRKKY EQU $023C ;BREAK KEY VECTOR
VBREAK EQU $020E ;BRK INST IRQ VECTOR
VSERIN EQU $0210 ;POKEY INPUT RDY IRQ
VSEROR EQU $0212 ;POKEY OUTPUT RDY
VSEROC EQU $0214 ;POKEY OUTPUT DONE
VTIMR1 EQU $0216 ;POKEY TIMER 1 IRQ
VTIMR2 EQU $0218 ;POKEY TIMER 2 IRQ
VTIMR4 EQU $021A ;POKEY TIMER 4 IRQ
ROM_SETTINGS = $bfe8 ; game ROM info start (24 bytes total, 20b title, 2b year, 2b start vector)
; HARDWARE REGISTERS
; ---------------------------------------------------------------------------
POKEY EQU $EB00
; ---------------------------------------------------------------------------
;
; READ
;
POT0 EQU POKEY+$00
POT1 EQU POKEY+$01
POT2 EQU POKEY+$02
POT3 EQU POKEY+$03
POT4 EQU POKEY+$04
POT5 EQU POKEY+$05
POT6 EQU POKEY+$06
POT7 EQU POKEY+$07
ALLPOT EQU POKEY+$08
KBCODE_5200 EQU POKEY+$09
RANDOM EQU POKEY+$0a
POTGO EQU POKEY+$0b
SERIN EQU POKEY+$0d
IRQST EQU POKEY+$0e
SKSTAT EQU POKEY+$0f
;
; WRITE
;
AUDF1 EQU POKEY+$00
AUDC1 EQU POKEY+$01
AUDF2 EQU POKEY+$02
AUDC2 EQU POKEY+$03
AUDF3 EQU POKEY+$04
AUDC3 EQU POKEY+$05
AUDF4 EQU POKEY+$06
AUDC4 EQU POKEY+$07
AUDCTL EQU POKEY+$08
STIMER EQU POKEY+$09
SKRES EQU POKEY+$0a
SEROUT EQU POKEY+$0d
IRQEN EQU POKEY+$0e
SKCTL EQU POKEY+$0f
;
;
;
; ---------------------------------------------------------------------------
GTIA EQU $C000
; ---------------------------------------------------------------------------
;
; WRITE
;
HPOSP0 EQU GTIA+$00
HPOSP1 EQU GTIA+$01
HPOSP2 EQU GTIA+$02
HPOSP3 EQU GTIA+$03
HPOSM0 EQU GTIA+$04
HPOSM1 EQU GTIA+$05
HPOSM2 EQU GTIA+$06
HPOSM3 EQU GTIA+$07
SIZEP0 EQU GTIA+$08
SIZEP1 EQU GTIA+$09
SIZEP2 EQU GTIA+$0a
SIZEP3 EQU GTIA+$0b
SIZEM EQU GTIA+$0c
GRAFP0 EQU GTIA+$0d
GRAFP1 EQU GTIA+$0e
GRAFP2 EQU GTIA+$0f
GRAFP3 EQU GTIA+$10
GRAFM EQU GTIA+$11
COLPM0 EQU GTIA+$12
COLPM1 EQU GTIA+$13
COLPM2 EQU GTIA+$14
COLPM3 EQU GTIA+$15
COLPF0 EQU GTIA+$16
COLPF1 EQU GTIA+$17
COLPF2 EQU GTIA+$18
COLPF3 EQU GTIA+$19
COLBAK EQU GTIA+$1a
PRIOR EQU GTIA+$1b
GPRIOR = PRIOR ; no PRIOR shadow (GPRIOR)
VDELAY EQU GTIA+$1c
GRACTL EQU GTIA+$1d
HITCLR EQU GTIA+$1e
CONSOL5200 EQU GTIA+$1f ; no CONSOL in 5200
;
; READ
;
M0PF EQU GTIA+$00
M1PF EQU GTIA+$01
M2PF EQU GTIA+$02
M3PF EQU GTIA+$03
P0PF EQU GTIA+$04
P1PF EQU GTIA+$05
P2PF EQU GTIA+$06
P3PF EQU GTIA+$07
M0PL EQU GTIA+$08
M1PL EQU GTIA+$09
M2PL EQU GTIA+$0a
M3PL EQU GTIA+$0b
P0PL EQU GTIA+$0c
P1PL EQU GTIA+$0d
P2PL EQU GTIA+$0e
P3PL EQU GTIA+$0f
TRIG0 EQU GTIA+$10
TRIG1 EQU GTIA+$11
TRIG2 EQU GTIA+$12
TRIG3 EQU GTIA+$13
PAL EQU GTIA+$14
;
;
; ---------------------------------------------------------------------------
ANTIC EQU $D400
; ---------------------------------------------------------------------------
;
DMACTL EQU ANTIC+$00
CHACTL EQU ANTIC+$01
DLPTR EQU ANTIC+$02
;DLISTH EQU ANTIC+$03
HSCROL EQU ANTIC+$04
VSCROL EQU ANTIC+$05
PMBASE EQU ANTIC+$07
CHBASE EQU ANTIC+$09
WSYNC EQU ANTIC+$0a
VCOUNT EQU ANTIC+$0b
PENH EQU ANTIC+$0c
PENV EQU ANTIC+$0d
NMIEN EQU ANTIC+$0e
NMIRES EQU ANTIC+$0f
NMIST EQU ANTIC+$0f
;
; ---------------------------------------------------------------------------
; Atari ANTIC chip display list equates
; ---------------------------------------------------------------------------
;
JUMP EQU $01 ; display list jump instruction (3 byte)
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
;
SCH EQU $10 ; display list horizontal scrolling
SCV EQU $20 ; display list vertical scrolling
LMS EQU $40 ; display list load memory scan instruction (3 byte)
DLII EQU $80 ; display list interrupt instruction
;
SKIP1 EQU $00 ; display list skip 1 scan line instruction
SKIP2 EQU $10 ; display list skip 2 scan lines instruction
SKIP3 EQU $20 ; display list skip 3 scan lines instruction
SKIP4 EQU $30 ; display list skip 4 scan lines instruction
SKIP5 EQU $40 ; display list skip 5 scan lines instruction
SKIP6 EQU $50 ; display list skip 6 scan lines instruction
SKIP7 EQU $60 ; display list skip 7 scan lines instruction
SKIP8 EQU $70 ; display list skip 8 scan lines instruction
;
MODE2 EQU $02 ; display list mode 2
MODE4 EQU $04 ; display list mode 4
MODE8 EQU $08 ; display list mode 8
MODEE EQU $0E ; display list mode E
MODEF EQU $0F ; display list mode F
; ---------------------------------------------------------------------------
; ENUMS
; ---------------------------------------------------------------------------
.enum @dmactl
blank = %00
narrow = %01
standard= %10
wide = %11
missiles= %100
players = %1000
lineX1 = %10000
lineX2 = %00000
dma = %100000
.ende
scr48 = @dmactl(wide|dma|players|missiles|lineX1)
scr40 = @dmactl(standard|dma|players|missiles|lineX1)
scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
.enum @pmcntl
missiles= %1
players = %10
trigs = %100
.ende
.enum @gtictl
prior0 = %0
prior1 = %1
prior2 = %10
prior4 = %100
prior8 = %1000
ply5 = %10000 ; Fifth Player Enable
mlc = %100000 ; Multiple Color Player Enable
mode9 = %01000000
mode10 = %10000000
mode11 = %11000000
.ende
/*
; commented out to be replaced by the application specific A800 --> 5200 keypad translation
.enum @kbcode
_0
_1
_2
_3
_4
_5
_6
_7
_8
_9
_asterisk = $0a
_hash = $0b
_start = $0c
_pause = $0d
_reset = $0e
.ende
*/
+68
View File
@@ -652,3 +652,71 @@ scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
mode10 = %10000000
mode11 = %11000000
.ende
; ---------------------------------------------------------------------------
; KBCODEs
; ---------------------------------------------------------------------------
.enum @kbcode
_none = 255
_esc = 28
_1 = 31
_2 = 30
_3 = 26
_4 = 24
_5 = 29
_6 = 27
_7 = 51
_8 = 53
_9 = 48
_0 = 50
_lt = 54
_gt = 55
_del = 52
_tab = 44
_Q = 47
_W = 46
_E = 42
_R = 40
_T = 45
_Y = 43
_U = 11
_I = 13
_O = 8
_P = 10
_min = 14
_up = 14 ; cursor function
_eq = 15
_down = 15 ; cursor function
_ret = 12
_A = 63
_S = 62
_D = 58
_F = 56
_G = 61
_H = 57
_J = 1
_K = 5
_L = 0
_semicolon = 2
_plus = 6
_left = 6 ; cursor function
_asterisk = 7
_right = 7 ; cursor function
_caps = 60
_Z = 23
_X = 22
_C = 18
_V = 16
_B = 21
_N = 36
_M = 37
_comma = 32
_dot = 34
_slash = 38
_atari = 39
_help = 17
_F1 = 3
_F2 = 4
_F3 = 19
_F4 = 20
_space = 33
.ende
+1 -1
View File
@@ -101,7 +101,7 @@
sta :1+1
.endm
;-------------------------------------
.macro randomize
.macro randomizer
;usage: randomize floor ceiling
;returns (in A) a random .byte between "floor" and "ceiling"
.if :2 < :1
+340 -249
View File
@@ -2,45 +2,30 @@
;Atari 8-bit Scorched Earth source code
;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000,2001,2002,2003,2009,2012,2013
;Miami&Warsaw 2022
;you can contact us at pecus@poczta.fm or pirx@5oft.pl
;home page of this project is https://github.com/pkali/scorch_src
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
;Miami & Warsaw 2022
;this source code was compiled under OMC65 crossassembler
;(https://github.com/pkali/omc65)
;and on 2012-06-21 translated to mads
;
;game source code is split into 5+2 parts:
;scorch.asm is the main game code (with many assorted routines)
;grafproc.asm - graphics routines like line or circle
;textproc.asm - text routines like list of weapons and shop
;variables.asm - all non-zero page variables and constans
;display.asm - display lists and text screen definitions
;ai.asm - artificial stupidity of computer opponents
;weapons.asm - general arsenal of tankies
;---------------------------------------------------
.def TARGET = 800 ;5200 ; or 800
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath}
;---------------------------------------------------
;we were trying to use as much macros and pseudoops as possible
;they are defined in atari.hea and macro.hea files together with many
;atari constans. This way it shoud be relatively easy to
;port this code to e.g. C64
;
;After those N years of working on this piece of code
;we are sure it would be much wiser to write it in C, Action!
;or MadPascal but on the other hand it is so much fun to type 150 chars
;where you want to have y=ax+b :)
;
;originally most variables were in Polish, comments were sparse
;but we wanted to release this piece of code to public
;and due to being always short of time/energy (to finish the game)
;we decided it must go in 'English' to let other people work on it
OPT r+ ; saves 12 bytes :O
;---------------------------------------------------
.macro build
dta d"1.12" ; number of this build (3 bytes)
dta d"1.16" ; number of this build (4 bytes)
.endm
.macro RMTSong
lda #:1
jsr RMTSongSelect
.endm
;---------------------------------------------------
icl 'definitions.asm'
;---------------------------------------------------
.zpvar xdraw .word = $64 ;variable X for plot
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
@@ -83,9 +68,6 @@
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
;.zpvar dliA .byte
;.zpvar dliX .byte
;.zpvar dliY .byte
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
@@ -103,7 +85,6 @@
.zpvar Counter .byte ;temporary Counter for outside loops
.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
.zpvar ResultY .byte
.zpvar FallDown2 .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
@@ -134,7 +115,6 @@
.zpvar HowToDraw .byte
.zpvar gravity .byte
.zpvar LineLength .word
;.zpvar LineAddress4x4 .word
.zpvar tracerflag .byte
.zpvar isInventory .byte
.zpvar DifficultyLevel .byte
@@ -143,49 +123,117 @@
.zpvar L1 .byte
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
.zpvar RMT_Zero_Page_V .byte
displayposition = modify
LineAddress4x4 = temp
;-------------------------------
;-----------------------------------------------
; libraries
;-----------------------------------------------
.IF TARGET = 5200
OPT h-f+ ; no headers, single block --> cart bin file
icl 'lib/5200SYS.ASM'
icl 'lib/5200MACRO.ASM'
.enum @kbcode
/*
_0
_1
_2
_3
_4
_5
_6
_7
_8
_9
_asterisk = $0a
_hash = $0b
_start = $0c
_pause = $0d
_reset = $0e
*/
_space = $00
_Y = $01
_up = $f2 ;02
_O = $03
_left = $f4 ;04
_tab = $05
_right = $f6 ;06
_A = $07
_down = $f8 ;08
_I = $09
_esc = $0a
_ret = $fb ;$0b ;not used in 5200
_del = $fc ;$0c ;not used in 5200
_M = $0d
_S = $0e
_none = $0f
icl 'lib/ATARISYS.ASM'
icl 'lib/macro.hea'
;splash screen and musix
icl 'artwork/Scorch50.asm'
;Game loading address
ORG $3000
.ende */
.ELSE
icl 'lib/ATARISYS.ASM'
icl 'lib/MACRO.ASM'
icl 'artwork/Scorch50.asm' ; splash screen and musix
.ENDIF
;-----------------------------------------------
; variable declarations in RAM (no code)
;-----------------------------------------------
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1)
icl 'variables.asm'
; Game loading address
ORG $4000
WeaponFont
ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
;-----------------------------------------------
;Screen displays go here to avoid crossing 4kb barrier
;-----------------------------------------------
icl 'display.asm'
DisplayCopyRom = *
org display, DisplayCopyRom
DisplayCopyStart
icl 'display_main_menu.asm'
DisplayCopyEnd
org DisplayCopyRom + (DisplayCopyEnd - DisplayCopyStart)
DisplayCopyPurchaseDlROM = *
org DisplayCopyPurchase, DisplayCopyPurchaseDlROM
DisplayCopyPurchaseStart
icl 'display_purchasedl.asm'
DisplayCopyPurchaseEnd
org DisplayCopyPurchaseDlROM + (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart)
StatusBufferROM = *
org StatusBufferCopy, StatusBufferROM
StatusBufferCopyStart
icl 'display_status.asm'
StatusBufferCopyEnd
org StatusBufferROM + (StatusBufferCopyEnd - StatusBufferCopyStart)
icl 'display_static.asm'
;----------------------------------------------
;--------------------------------------------------
; Game Code
;--------------------------------------------------
FirstSTART
mva #0 dmactls ; dark screen
jsr WaitOneFrame
jsr MakeDarkScreen
; one time zero variables in RAM (non zero page)
lda #0
ldy #OneTimeZeroVariablesCount-1
@ sta OneTimeZeroVariables,y
dey
@ sta OneTimeZeroVariables,y
dey
bpl @-
; initialize variables in RAM (non zero page)
ldy #initialvaluesCount-1
@ lda initialvaluesStart,y
sta variablesToInitialize,y
dey
@ lda initialvaluesStart,y
sta variablesToInitialize,y
dey
bpl @-
@@ -203,7 +251,6 @@ FirstSTART
cpy #screenheight+1
bne @-
; RMT INIT
lda #$f0 ;initial value
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
@@ -211,30 +258,32 @@ FirstSTART
lda #$ff ;initial value
sta sfx_effect
lda #0
jsr RmtSongSelect
RMTSong 0
.IF TARGET = 5200
mva #$0f STICK0
mva #$04 CONSOL5200 ;Speaker off, Pots enabled, port #1 selected
mwa #kb_continue VKEYCNT ;Keyboard handler
.ENDIF
VMAIN VBLinterrupt,7 ;jsr SetVBL
mva #2 chactl ; necessary for 5200
START
; Startup sequence
jsr Initialize
;jsr GameOverScreen ; only for test !!!
lda #song_main_menu
jsr RmtSongSelect
RMTSong song_main_menu
jsr Options ;startup screen
mva #0 dmactls ; dark screen
jsr WaitOneFrame
jsr MakeDarkScreen
bit escFlag
bmi START
jsr EnterPlayerNames
mva #0 dmactls ; dark screen
jsr WaitOneFrame
jsr MakeDarkScreen
bit escFlag
bmi START
@@ -245,18 +294,12 @@ MainGameLoop
jsr SetWallsType
; first set default barrel lengths (fix for Long Schlong activation :) )
; we must do it before purchase/activate
ldx #(MaxPlayers-1)
SettingBarrel
lda #StandardBarrel ; standard barrel length
sta BarrelLength,x
dex
bpl SettingBarrel
jsr SetStandardBarrels
jsr CallPurchaseForEveryTank
; issue #72 (glitches when switches)
mva #0 dmactls ; dark screen
jsr WaitOneFrame
jsr MakeDarkScreen
bit escFlag
bmi START
@@ -275,10 +318,8 @@ SettingBarrel
jsr SortSequence
; Hide all (easier than hide last ;) ) tanks
mva #1 Erase
jsr drawtanks
mva #0 Erase
jsr PMoutofScreen ;let P/M disappear
jsr cleartanks
sta COLBAKS ; set background color to black
; here gains and losses should be displayed (dollars)
; finally we have changed our minds and money of players
@@ -287,8 +328,7 @@ SettingBarrel
; Results are number of other deaths
; before the player dies itself
lda #song_round_over
jsr RmtSongSelect
RmtSong song_round_over
jsr DisplayResults
jsr DemoModeOrKey
@@ -385,15 +425,13 @@ eskipzeroing
lda GameIsOver
beq NoGameOverYet
GoGameOver
mva #0 dmactls ; dark screen
jsr WaitOneFrame
jsr MakeDarkScreen
jsr GameOverScreen
jmp START
NoGameOverYet
inc CurrentRoundNr
lda #$0
sta dmactls ; issue #72
jsr RmtSongSelect
jsr MakeDarkScreen ; issue #72
; jsr RmtSongSelect ; ?????
mva #sfx_silencer sfx_effect
jsr PMoutofscreen
@@ -410,8 +448,7 @@ NoGameOverYet
; the shooting angle is randomized
; of course gains an loses are zeroed
lda #song_ingame
jsr RmtSongSelect
RmtSong song_ingame
jsr SetPMWidth
lda #0
@@ -465,16 +502,15 @@ SettingEnergies
jsr calculatemountains ;let mountains be easy for the eye
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
mwa #StatusBufferROM temp
mwa #StatusBufferCopy temp2
mwa #StatusBufferCopyEnd+1 modify
jsr CopyFromROM
jsr SetMainScreen
jsr ColorsOfSprites
; lda #90 ; barrel fully erect
; ldx #MaxPlayers-1
;@ sta previousBarrelAngle,x
; dex
; bpl @-
jsr drawmountains ;draw them
jsr drawtanks ;finally draw tanks
@@ -578,7 +614,7 @@ RoboTanks
jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) )
jsr MoveBarrelToNewPosition
lda kbcode
cmp #28 ; ESC
cmp #@kbcode._esc ; 28 ; ESC
bne @+
jsr AreYouSure
@ lda escFlag
@@ -600,7 +636,7 @@ AfterManualShooting
; 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
@@ -640,27 +676,12 @@ ShootNow
lda HitFlag ;0 if missed
beq missed
lda #0
sta FallDown1
sta FallDown2
jsr Explosion
continueMainRoundLoopAfterSeppuku
;here we clear offensive text (after a shoot)
;ldy TankNr
;mva #0 plot4x4color
;jsr DisplayOffensiveTextNr
AfterExplode
;temporary tanks removal (would fall down with soil)
mva #1 Erase
jsr drawtanks
mva #0 Erase
lda FallDown2
beq NoFallDown2
jsr SoilDown2
jsr SoilDown2 ; allways
NoFallDown2
;here tanks are falling down
mva tankNr tempor2
@@ -675,9 +696,8 @@ NoExistNoFall
dex
bpl TanksFallDown
mvx tempor2 TankNr
missed
; TODO: IS IT OK??? possibly a fix here needed for #56
missed
ldy WeaponDepleted
bne @+
ldx TankNr
@@ -686,7 +706,6 @@ missed
@
;here we clear offensive text (after a shoot)
;shit -- it's second time, but it must be like this
ldy TankNr
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
@@ -758,7 +777,6 @@ NoPlayerNoDeath
;clear NoDeathCounter here
sta noDeathCounter
; display defensive text here (well, defensive
; is not the real meaning, it should be pre-death,
; but I am too lazy to change names of variables)
@@ -772,7 +790,7 @@ NoPlayerNoDeath
inc CurrentResult
mva #sfx_death_begin sfx_effect
;RandomizeDeffensiveText
; RandomizeDeffensiveText
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
sta TextNumberOff
ldy TankTempY
@@ -810,8 +828,6 @@ NoPlayerNoDeath
;cleanup of the soil fall down ranges (left and right)
sta RangeRight
sta RangeRight+1
sta FallDown1
sta FallDown2
mwa #screenwidth RangeLeft
; We are randomizing the weapon now.
@@ -918,12 +934,10 @@ NotNegativeShieldEnergy
;---------------------------------
.proc Seppuku
lda #0
sta FallDown1
sta FallDown2
sta ydraw+1
; get position of the tank
ldx TankNr
lda #0 ; turn off defense weapons when hara-kiring
; lda #0 ; turn off defense weapons when hara-kiring
sta ActiveDefenceWeapon,x
sta ShieldEnergy,x
jsr SetupXYdraw
@@ -991,27 +1005,6 @@ B0 DEY
sta MaxForceTableL,x
rts
.endp
;--------------------------------------------------
.proc PMoutofScreen
;--------------------------------------------------
lda #$00 ; let all P/M disappear
:8 sta hposp0+#
rts
.endp
;--------------------------------------------------
.proc ColorsOfSprites
lda TankColoursTable ; colours of sprites under tanks
sta PCOLR0
lda TankColoursTable+1
sta PCOLR1
lda TankColoursTable+2
sta PCOLR2
lda TankColoursTable+3
sta PCOLR3
LDA TankColoursTable+4
STA COLOR3 ; joined missiles (5th tank)
rts
.endp
;--------------------------------------------------
.proc WeaponCleanup;
@@ -1113,17 +1106,6 @@ MakeTanksVisible
rts
.endp
;--------------------------------------------------
.proc SetPMWidth
lda #$00
sta sizep0 ; P0-P3 widths
sta sizep0+1
sta sizep0+2
sta sizep0+3
lda #%01010101
sta sizem ; all missiles, double width
rts
.endp
;--------------------------------------------------
.proc DLIinterruptGraph
;sta dliA
;sty dliY
@@ -1132,8 +1114,9 @@ MakeTanksVisible
ldy dliCounter
lda dliColorsBack,y
ldy dliColorsFore
nop
nop
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
.ENDIF
nop
sta COLPF1
sty COLPF2
@@ -1180,7 +1163,7 @@ ColoredLines
cmp #9
beq CreditsScroll
tay
lda GameOverColoursTable-3,y ; -2 becouse this is DLI nr 2 and -1 (labels line)
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
ldy #$0a ; text colour (brightnes)
STA WSYNC
sta COLPF2
@@ -1191,9 +1174,10 @@ 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 WSYNC
sta VSCROL
jmp EndOfDLI_GO
nextlinedisplay
@@ -1214,8 +1198,9 @@ EndOfDLI_GO
.proc DLIinterruptText
;sta dliA
pha
lda #TextBackgroundColor
sta WSYNC
mva #TextBackgroundColor COLPF2
sta COLPF2
mva #TextForegroundColor COLPF3
;lda dliA
pla
@@ -1224,9 +1209,6 @@ DLIinterruptNone
.endp
;--------------------------------------------------
.proc VBLinterrupt
pha
phx
phy
mva #0 dliCounter
lda PAL
@@ -1262,11 +1244,59 @@ lab2
; ------- RMT -------
SkipRMTVBL
exitVBL
ply
plx
pla
jmp XITVBV
.IF TARGET = 5200
center = 114 ;Read analog stick and make it look like a digital stick
threshold = 60
lda paddl0 ;Read POT0 value (horizontal position)
cmp #center+threshold ;Compare with right threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with left threshold
rol stick0 ;Feed carry into digital stick value
lda paddl1 ;Read POT1 value (vertical position)
cmp #center+threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
lda stick0 ;0 indicates a press so the right/down values need to be inverted
eor #2+8
and #$0f
sta stick0
mva trig0 strig0 ;Move hardware to shadow
mva chbas chbase
lda skstat ;Reset consol key shadow is no key is pressed anymore
and #4
beq @+
mva #consol_reset consol
mva #@kbcode._none kbcode
@
pla
tay
pla
tax
pla
rti
.ELSE
jmp XITVBV
.ENDIF
.endp
.IF TARGET = 5200
.proc kb_continue
sta kbcode ;Store key code in shadow.
exit pla
tay
pla
tax
pla
rti
.endp
.ENDIF
;----------------------------------------------
.proc RandomizeSequence0
ldx #0
@@ -1484,7 +1514,7 @@ Bubble
BubbleBobble
lda TempResults,x
cmp TempResults+1,x
beq nextishigher ; this is to block hangs when 2 same values meet
beq nextishigher ; this is to block hangs when 2 equal values meet
bcc nextishigher
;here we must swap values
;because next is smaller than previous
@@ -1536,18 +1566,21 @@ SetRandomWalls
;--------------------------------------------------
jsr WaitForKeyRelease
@
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
cmp #28 ; ESC
bne getkeyend
mvx #$80 escFlag
bne getkeyend
.IF TARGET = 800
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
.ENDIF
lda kbcode
cmp #@kbcode._none
beq checkJoyGetKey
and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC
bne getkeyend
mvx #$80 escFlag
bne getkeyend
checkJoyGetKey
;------------JOY-------------
@@ -1565,7 +1598,7 @@ notpressedJoyGetKey
;fire
lda STRIG0
bne @-
lda #$0c ;Return key
lda #@kbcode._ret ;Return key
getkeyend
mvx #sfx_keyclick sfx_effect
@@ -1584,20 +1617,22 @@ getkeyend
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
lda STICK0
and #$0f
cmp #$0f
bne WaitForKeyRelease
lda STRIG0
beq WaitForKeyRelease
lda SKSTAT
cmp #$ff
bne WaitForKeyRelease
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne WaitForKeyRelease
rts
lda STICK0
and #$0f
cmp #$0f
bne WaitForKeyRelease
lda STRIG0
beq WaitForKeyRelease
.IF TARGET = 800
lda SKSTAT
cmp #$ff
bne WaitForKeyRelease
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne WaitForKeyRelease
rts
.ENDIF
.endp
;--------------------------------------------------
.proc IsKeyPressed ; A=0 - yes , A>0 - no
@@ -1624,23 +1659,25 @@ checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
;pause 150
ldy #75
jsr PauseYFrames
jmp noKey
rts
peopleAreHere
jsr getkey
noKey
rts
jmp getkey ; jsr:rts
.endp
MakeDarkScreen
mva #0 dmactls ; dark screen
sta dmactl
; and wait one frame :)
.proc WaitOneFrame
lda CONSOL
and #%00000101 ; Start + Option
bne @+
mva #$40 escFlag
@ and #%00000001 ; START KEY
beq @+
wait
@ rts
sne:mva #$40 escFlag
and #%00000001 ; START KEY
seq:wait
rts
.endp
.proc PauseYFrames
; Y - number of frames to wait (divided by 2)
; pauses for maximally 510 frames (255 * 2)
@@ -1656,7 +1693,7 @@ noKey
;--------------------------------------------------
; starting song line 0-255 to A reg
cmp #song_ingame
bne noingame ; noMusic blck onlu ingame song
bne noingame ; noMusic blocks only ingame song
bit noMusic
spl:lda #song_silencio
noingame
@@ -1667,61 +1704,115 @@ noingame
mva #0 RMT_blocked
rts
.endp
;;--------------------------------------------------
;.proc Randomizer
;;--------------------------------------------------
; ;usage: randomize floor ceiling
; ;returns (in A) a random .byte between "floor" and "ceiling"
;?rand
; lda random
; cmp #:1 ;floor
; bcc ?rand
; cmp #:2+1 ;ceiling
; bcs ?rand
; rts
;.endp
;-------------------------------------------------
.proc CopyFromROM
;-------------------------------------------------
;copy from CART to RAM
; trashes: Y
; temp: source
; temp2: destination
; modify: destination-end
;usage:
; mwa #DisplayCopyRom temp
; mwa #display temp2
; mwa #DisplayCopyEnd+1 modify
; jsr CopyFromROM
ldy #0
@ lda (temp),y
sta (temp2),y
inw temp
inw temp2
cpw temp2 modify
bne @-
rts
.endp
;--------------------------------------------------
.macro randomize floor ceiling
;--------------------------------------------------
;usage: randomize floor ceiling
;returns (in A) a random .byte between "floor" and "ceiling"
jsr _randomizator
.byte :floor
.byte :ceiling
.endm
.proc _randomizator
; private function that accompanies `randomize` macro
; trashes: magic, temp, Y
pla
sta magic
pla
sta magic+1
ldy #1 ; add 1 to the value got from the stack to point to the input parameters
lda (magic),y
sta temp
iny
lda (magic),y
sta temp+1
?rand
lda random
cmp temp ;floor
bcc ?rand
cmp temp+1 ;ceiling
bcs ?rand
tay ; save the result
; point the PC to a byte after the parameters
clc
lda magic
adc #2 ; length of the parameters in bytes
sta magic
lda magic+1
adc #0
pha
lda magic
pha
tya ; retrieve the result
rts
.endp
;----------------------------------------------
icl 'weapons.asm'
icl 'constants.asm'
;----------------------------------------------
icl 'textproc.asm'
;----------------------------------------------
icl 'grafproc.asm'
;----------------------------------------------
icl 'weapons.asm'
;----------------------------------------------
icl 'ai.asm'
;----------------------------------------------
icl 'constants.asm'
;----------------------------------------------
icl 'artwork/talk.asm'
;----------------------------------------------
font4x4
ins 'artwork/font4x4s.bmp',+62
;----------------------------------------------
TankFont
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
;----------------------------------------------
icl 'variables.asm'
;RMT PLAYER and song loading shenaningans
icl 'artwork/sfx/rmtplayr_modified.asm'
org $b000
MODUL ; equ $b000 ;address of RMT module
;opt h- ;RMT module is standard Atari binary file already
ins "artwork/sfx/scorch_str6.rmt",+6 ;include music RMT module
;opt h+
MODULEND
;----------------------------------------------
font4x4
ins 'artwork/font4x4s.bmp',+62
; reserved space for RMT player
.ds $0320
.align $100
PLAYER
.ECHO 'PLAYER: ',*
icl 'artwork/sfx/rmtplayr.a65'
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
opt h+
;
;
TheEnd
.ECHO 'TheEnd: ',TheEnd
;.if TheEnd > PMGraph + $300
; .error "memory conflict"
;.endif
run FirstSTART
;----------------------------------------------
.IF target = 5200
.IF * > ROM_SETTINGS-1
.ERROR 'Code too long to fit in 5200'
.ENDIF
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789"
.byte " scorch 5200 v" ;20 characters title
build ; " "
.byte " "
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
.word FirstSTART
.ELSE
run FirstSTART
.ENDIF
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+435 -328
View File
File diff suppressed because it is too large Load Diff
+116 -62
View File
@@ -14,35 +14,43 @@ OneTimeZeroVariablesCount = variablesToInitialize-OneTimeZeroVariables ; MAX 12
.error "OneTimeZeroVariablesCount too large, ",OneTimeZeroVariablesCount
.endif
noMusic .by 0 ; 0 - play music, $ff - do not play music
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
noMusic .ds 1 ;.by 0 ; 0 - play music, $ff - do not play music
noSfx .ds 1 ;.by 0 ; 0 - play SFX, $ff - do not play SFX
;----------------------------------------------------
; Color table for Game Over Screen (created in a gameover routine)
.by $00 ; labels line color
GameOverColoursTable .BYTE $80,$40,$c4,$20,$c0,$e4
.ds 1 ;.by $00 ; labels line color
GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
;----------------------------------------------------
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
:6 dta d" "
;:6 dta d" "
.ds 6*8
;----------------------------------------------------
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
variablesToInitialize
;Options DO NOT ZERO ON RESTART GAME - ticket #27
OptionsTable .by 0,1,2,2,0,1,3,2,0
RoundsInTheGame .by 10 ;how many rounds in the current game
seppukuVal .by 75
mountainDeltaH .by 3
mountainDeltaL .by $ff
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
RoundsInTheGame .ds 1 ;.by 10 ;how many rounds in the current game
seppukuVal .ds 1 ;.by 75
mountainDeltaH .ds 1 ;.by 3
mountainDeltaL .ds 1 ;.by $ff
;----------------------------------------------------
LineHeader1
dta d"# ROUND: "
.ds 9 ;dta d"# ROUND: "
RoundNrDisplay
dta d" #", $ff
.ds 7 ;dta d" #", $ff
; 4x4 text buffer
ResultLineBuffer
dta d" ", $ff
.ds 19 ;dta d" ", $ff
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
.ds (screenHeight+1)
linetableH ; = PMGraph + $0300 - (screenHeight+1)
.ds (screenHeight+1)
DisplayCopyPurchase
.ds (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart +1)
StatusBufferCopy
.ds screenBytes*3
;=====================================================
variablesStart ; zeroing starts here
;=====================================================
@@ -56,69 +64,69 @@ OptionsY .ds 1 ;vertical position of cursor on Options screen
flyDelay .ds 1
;--------------
;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
TankSequence .DS MaxPlayers ;sequence of shooting during the Round
GameIsOver .DS 1 ; 1 means it was the last round in the game
;----------------------------------------------------
moneyH ;we place zero at the end of prices and money
;and have range from 0 to 99990 (not too much)
;money players have (maybe one more byte is needed?)
.DS [MaxPlayers]
.DS MaxPlayers
moneyL
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
gainH ;how much money player gets after the round
;it is gathered during the round basing on energy
;opponents lose after player's shoots
.DS [MaxPlayers]
.DS MaxPlayers
gainL
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
loseH ;how much player looses after the round
;calculated from REAL energy loss
;(not only to zero energy)
.DS [MaxPlayers]
.DS MaxPlayers
loseL
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
Energy
.DS [MaxPlayers]
.DS MaxPlayers
ShieldEnergy
.DS [MaxPlayers]
.DS MaxPlayers
EnergyDecrease .DS 1
eXistenZ
.DS [MaxPlayers]
.DS MaxPlayers
LASTeXistenZ ; eXistenZ before shoot
.DS [MaxPlayers]
.DS MaxPlayers
ResultsTable ;the results in the gameeeeee
.DS [MaxPlayers]
.DS MaxPlayers
TempResults
.DS [MaxPlayers]
.DS MaxPlayers
DirectHitsH
.DS [MaxPlayers]
.DS MaxPlayers
DirectHitsL
.DS [MaxPlayers]
.DS MaxPlayers
EarnedMoneyH
.DS [MaxPlayers]
.DS MaxPlayers
EarnedMoneyL
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
ForceTableL ;shooting Force of the tank during the round
.DS [MaxPlayers]
.DS MaxPlayers
ForceTableH
.DS [MaxPlayers] ;maxplayers=6
.DS MaxPlayers ;maxplayers=6
MaxForceTableL ;Energy of the tank during the round
;(limes superior force of the Shoot)
.DS [MaxPlayers] ;1000 is the default
.DS MaxPlayers ;1000 is the default
MaxForceTableH
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round start!
.DS [MaxPlayers]
.DS MaxPlayers
ActiveWeapon ;number of the selected weapon
.DS [MaxPlayers]
.DS MaxPlayers
ActiveDefenceWeapon ;number of the activated defence weapon - 0
.DS [MaxPlayers]
.DS MaxPlayers
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
;----------------------------------------------------
@@ -142,16 +150,18 @@ WindOrientation .DS 1 ;(0-right,1-left)
WallsType .ds 1 ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
;----------------------------------------------------
xtankstableL ;X positions of tanks (lower left point)
.DS [MaxPlayers]
.DS MaxPlayers
xtankstableH
.DS [MaxPlayers]
.DS MaxPlayers
ytankstable ;Y positions of tanks (lower left point)
.DS [MaxPlayers]
.DS MaxPlayers
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines)
.DS 1
.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
@@ -204,6 +214,7 @@ 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)
@@ -270,9 +281,9 @@ 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
@@ -291,7 +302,7 @@ 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)....
@@ -312,7 +323,6 @@ decimalresult .DS 5
;ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
;round
CurrentRoundNr .DS 1
FallDown1 .DS 1
;FallDown2 .DS 1
;leapfrog
LeapFrogAngle .DS 1
@@ -326,17 +336,17 @@ 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]
@@ -365,24 +375,24 @@ CurrentResult
.DS 1
;--------------
AngleTable ;Angle of the barrel of each tank during the round
.DS [MaxPlayers]
.DS MaxPlayers
;NewAngle ; used in AI
.DS 1
;previousBarrelAngle
; .DS [MaxPlayers]
; .DS MaxPlayers
EndOfTheBarrelX
.ds 2
EndOfTheBarrelY
.ds 1
;----------------------------------------------------
previousAngle
.DS [MaxPlayers]
.DS MaxPlayers
previousEnergyL
.DS [MaxPlayers]
.DS MaxPlayers
previousLeftRange
.DS [MaxPlayers]
.DS MaxPlayers
previousEnergyH
.DS [MaxPlayers]
.DS MaxPlayers
RandBoundaryLow
.ds 2
RandBoundaryHigh
@@ -415,8 +425,52 @@ Xcounter4x4 .DS 1
nibbler4x4 .DS 1
CharCode4x4 .DS 1
;plot4x4color .DS 1 ;1-white, 0-background
; This is moved from display.asm to be easier to relocate
ListOfWeapons
; 0123456789012345678901234567890123456789
; :number_of_offensives dta d" "
;:32 dta d" "
.ds 32*32
ListOfWeapons1End
ListOfDefensiveWeapons
; :number_of_defensives dta d" "
;:16 dta d" "
.ds 16*32
ListOfDefensiveWeaponsEnd ;constant useful when clearing
track_variables
trackn_db .ds TRACKS
trackn_hb .ds TRACKS
trackn_idx .ds TRACKS
trackn_pause .ds TRACKS
trackn_note .ds TRACKS
trackn_volume .ds TRACKS
trackn_distor .ds TRACKS
trackn_shiftfrq .ds TRACKS
trackn_instrx2 .ds TRACKS
trackn_instrdb .ds TRACKS
trackn_instrhb .ds TRACKS
trackn_instridx .ds TRACKS
trackn_instrlen .ds TRACKS
trackn_instrlop .ds TRACKS
trackn_instrreachend .ds TRACKS
trackn_volumeslidedepth .ds TRACKS
trackn_volumeslidevalue .ds TRACKS
trackn_effdelay .ds TRACKS
trackn_effvibratoa .ds TRACKS
trackn_effshift .ds TRACKS
trackn_tabletypespeed .ds TRACKS
trackn_tablenote .ds TRACKS
trackn_tablea .ds TRACKS
trackn_tableend .ds TRACKS
trackn_tablelop .ds TRACKS
trackn_tablespeeda .ds TRACKS
trackn_command .ds TRACKS
trackn_filter .ds TRACKS
trackn_audf .ds TRACKS
trackn_audc .ds TRACKS
trackn_audctl .ds TRACKS
v_aspeed .ds 1
track_endvariables
variablesEnd
;----------------------------------------------------
+108 -201
View File
@@ -19,39 +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
@@ -62,54 +61,36 @@ tracer
; ------------------------
.proc babymissile
mva #sfx_baby_missile sfx_effect
inc FallDown2
mva #11 ExplosionRadius
jsr CalculateExplosionRange
jmp xmissile
.endp
; ------------------------
.proc missile ;
mva #sfx_baby_missile sfx_effect
inc FallDown2
mva #17 ExplosionRadius
jsr CalculateExplosionRange
jmp xmissile
.endp
; ------------------------
.proc babynuke
mva #sfx_nuke sfx_effect
inc FallDown2
mva #25 ExplosionRadius
jsr CalculateExplosionRange
jmp xmissile
.endp
; ------------------------
.proc nuke
mva #sfx_nuke sfx_effect
inc FallDown2
mva #30 ExplosionRadius
jsr CalculateExplosionRange
jmp xmissile
.endp
; ------------------------
.proc leapfrog
mva #sfx_baby_missile sfx_effect
inc FallDown2
mva #17 ExplosionRadius
jsr CalculateExplosionRange
jsr xmissile
; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil
lda TankNr
pha
mva #1 Erase
jsr drawtanks
mva #0 Erase
jsr SoilDown2
jsr drawtanks
pla
sta TankNr
; it looks like force is divided by 4 here BUT"
; in Flight routine force is multiplied by 2 and left
@@ -128,19 +109,11 @@ tracer
mva #15 ExplosionRadius
jsr CalculateExplosionRange0
mva #sfx_baby_missile sfx_effect
jsr xmissile
jsr xmissile.NoRangeCalc
; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil
lda TankNr
pha
mva #1 Erase
jsr drawtanks
mva #0 Erase
jsr SoilDown2
jsr drawtanks
pla
sta TankNr
; it looks like force is divided by 4 here BUT"
; in Flight routine force is multiplied by 2 and left
@@ -158,13 +131,12 @@ tracer
mva #13 ExplosionRadius
jsr CalculateExplosionRange0
mva #sfx_baby_missile sfx_effect
jmp xmissile
jmp xmissile.NoRangeCalc
EndOfLeapping
rts
.endp
; ------------------------
.proc mirv ; the whole mirv is performed by Flight routine
inc FallDown2
rts
.endp
; ------------------------
@@ -172,26 +144,15 @@ EndOfLeapping
mva #sfx_baby_missile sfx_effect
mwa xtraj+1 xtrajfb
sbw ytraj+1 #$05 ytrajfb ; funky missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
inc FallDown2
;central Explosion
mva #21 ExplosionRadius
jsr CalculateExplosionRange0
jsr xmissile
lda TankNr
pha
mva #1 Erase
jsr drawtanks
mva #0 Erase
jsr xmissile.NoRangeCalc
jsr SoilDown2
;
mva #1 Erase
jsr drawtanks
mva #0 Erase
jsr cleartanks ; maybe not?
sta FunkyWallFlag
pla
sta TankNr
mva #1 color
mva #5 FunkyBombCounter
FunkyBombLoop
@@ -212,7 +173,6 @@ FunkyBombLoop
mva #sfx_funky_hit sfx_effect
jsr Flight
jsr CalculateExplosionRange
lda HitFlag
beq NoExplosionInFunkyBomb
mva #sfx_baby_missile sfx_effect
@@ -230,22 +190,17 @@ NoWallsInFunky
.endp
; ------------------------
.proc deathshead
inc FallDown2
mva #30 ExplosionRadius
jsr CalculateExplosionRange
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
sbw xdraw #34
jsr CalculateExplosionRange
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
adw xdraw #68
jsr CalculateExplosionRange
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
@@ -286,7 +241,6 @@ NoLowerCircle
; ------------------------
.proc napalm
mva #sfx_napalm sfx_effect
inc FallDown2
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
@@ -295,7 +249,6 @@ NoLowerCircle
; ------------------------
.proc hotnapalm
mva #sfx_napalm sfx_effect
inc FallDown2
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
@@ -360,7 +313,6 @@ CharOffTheScreen
dec magic
jpl RepeatNapalm
; after napalm
inc FallDown2
;now we must check tanks in range
ldx NumberOfPlayers
dex
@@ -379,7 +331,7 @@ BurnedCheckLoop
@
bcs TankOutOfFire
; let's calculate left edge of the fire
sbw xcircle #(napalmRadius+8+4-4) xdraw ; 10 pixels on left + character width (tank) + half character - correction
sbw xcircle #(napalmRadius+TankWidth+4-4) xdraw ; 10 pixels on left + character width (tank) + half character - correction
bpl @+
mwa #0 xdraw ; left screen edge
@
@@ -408,32 +360,27 @@ EndNurnedCheckLoop
.endp
; ------------------------
.proc babyroller
inc FallDown2
mva #11 ExplosionRadius
jmp xroller
.endp
; ------------------------
.proc roller ;
inc FallDown2
mva #21 ExplosionRadius
jmp xroller
.endp
; ------------------------
.proc heavyroller
inc FallDown2
mva #30 ExplosionRadius
jmp xroller
.endp
; ------------------------
.proc riotbomb
inc FallDown2
mva #17 ExplosionRadius
jsr CalculateExplosionRange
jmp xriotbomb
.endp
; ------------------------
.proc heavyriotbomb
inc FallDown2
mva #29 ExplosionRadius
jsr CalculateExplosionRange
jmp xriotbomb
@@ -442,7 +389,6 @@ EndNurnedCheckLoop
.proc babydigger
mva #sfx_digger sfx_effect
mva #0 sandhogflag
inc FallDown2
mva #13 DigLong
mva #1 diggery ; how many branches (-1)
jmp xdigger
@@ -451,7 +397,6 @@ EndNurnedCheckLoop
.proc digger ;
mva #sfx_digger sfx_effect
mva #0 sandhogflag
inc FallDown2
mva #13 DigLong
mva #3 diggery ; how many branches (-1)
jmp xdigger
@@ -460,7 +405,6 @@ EndNurnedCheckLoop
.proc heavydigger
mva #sfx_digger sfx_effect
mva #0 sandhogflag
inc FallDown2
mva #13 DigLong
mva #7 diggery ; how many branches (-1)
jmp xdigger
@@ -584,7 +528,6 @@ DiggerCharacter
.proc babysandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
inc FallDown2
mva #13 DigLong
mva #1 diggery ; how many branches (-1)
jmp xdigger
@@ -593,7 +536,6 @@ DiggerCharacter
.proc sandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
inc FallDown2
mva #13 DigLong
mva #3 diggery ; how many branches (-1)
jmp xdigger
@@ -602,35 +544,30 @@ DiggerCharacter
.proc heavysandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
inc FallDown2
mva #13 DigLong
mva #5 diggery ; how many branches (-1)
jmp xdigger
.endp
; ------------------------
.proc dirtclod
inc FallDown2
mva #12 ExplosionRadius
jsr CalculateExplosionRange
jmp xdirt
.endp
; ------------------------
.proc dirtball
inc FallDown2
mva #22 ExplosionRadius
jsr CalculateExplosionRange
jmp xdirt
.endp
; ------------------------
.proc tonofdirt
inc FallDown2
mva #31 ExplosionRadius
jsr CalculateExplosionRange
jmp xdirt
.endp
; ------------------------
.proc dirtcharge
inc FallDown2
mva #61 ExplosionRadius
jsr CalculateExplosionRange
jmp ofdirt
@@ -638,7 +575,6 @@ DiggerCharacter
; ------------------------
.proc riotcharge
mva #sfx_riot_blast sfx_effect
inc FallDown2
mva #31 ExplosionRadius
jsr CalculateExplosionRange
jmp cleanDirt
@@ -646,7 +582,6 @@ DiggerCharacter
; ------------------------
.proc riotblast
mva #sfx_riot_blast sfx_effect
inc FallDown2
mva #61 ExplosionRadius
jsr CalculateExplosionRange
jmp cleanDirt
@@ -670,21 +605,6 @@ 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
@@ -735,6 +655,8 @@ LaserMisses
; -----------------
.proc xmissile ;
; -----------------
jsr CalculateExplosionRange
NoRangeCalc
lda #1
sta radius
sta color
@@ -946,7 +868,6 @@ ExplodeNow
mwa ycircle ydraw ;(bad)
; finally a little explosion
jsr CalculateExplosionRange
mva #sfx_baby_missile sfx_effect
jmp xmissile
rts
@@ -1151,7 +1072,6 @@ ToHighFill
;first, get current parameters (angle+force)
;for an active tank and display them
;(these values are taken from the previous round)
mva #0 Erase
ldx TankNr
@@ -1168,6 +1088,7 @@ ContinueToCheckMaxForce2
lda MaxForceTableL,x
sta ForceTableL,x
@
mva #0 Erase
jsr DisplayStatus ;all digital values like force, angle, wind, etc.
jsr PutTankNameOnScreen
@@ -1205,7 +1126,7 @@ notpressed
lda kbcode
and #%10111111 ; SHIFT elimination
cmp #$08 ; O
cmp #@kbcode._O ; $08 ; O
bne @+
jsr AreYouSure
bit escFlag
@@ -1215,7 +1136,7 @@ QuitToGameover
mva #$40 escFlag
rts
@
cmp #28 ; ESC
cmp #@kbcode._esc ; 28 ; ESC
bne @+
jsr AreYouSure
bit escFlag
@@ -1223,32 +1144,26 @@ QuitToGameover
;---esc pressed-quit game---
rts
@
cmp #$3f ; A
cmp #@kbcode._A ; $3f ; A
bne @+
callActivation
; Hide all tanks - after inventory they may have other shapes
mva #1 Erase
jsr DrawTanks
mva #0 Erase
jsr ClearTanks
jsr DefensivesActivate
jmp afterInventory
@
cmp #$0d ; I
cmp #@kbcode._I ; $0d ; I
bne @+
callInventory
; Hide all tanks - after inventory they may have other shapes
mva #1 Erase
jsr DrawTanks
mva #0 Erase
jsr ClearTanks
;
mva #$ff isInventory
jsr Purchase
afterInventory
mva #0 dmactls ; dark screen
jsr WaitOneFrame
lda #song_ingame
jsr RmtSongSelect
jsr MakeDarkScreen
RmtSong song_ingame
mva #0 escFlag
jsr DisplayStatus
jsr SetMainScreen
@@ -1257,30 +1172,30 @@ afterInventory
jsr WaitForKeyRelease
jmp BeforeFire
@
cmp #$8e
cmp #$80|@kbcode._up
jeq CTRLPressedUp
cmp #$8f
cmp #$80|@kbcode._down
jeq CTRLPressedDown
cmp #$ac
cmp #$80|@kbcode._tab
jeq CTRLPressedTAB
and #$3f ;CTRL and SHIFT ellimination
jumpFromStick
cmp #$e
cmp #@kbcode._up ; $e
jeq pressedUp
cmp #$f
cmp #@kbcode._down ; $f
jeq pressedDown
cmp #$6
cmp #@kbcode._left ; $6
jeq pressedLeft
cmp #$7
cmp #@kbcode._right ; $7
jeq pressedRight
cmp #$21
cmp #@kbcode._space ; $21
jeq pressedSpace
cmp #$2c
cmp #@kbcode._tab ; $2c
jeq pressedTAB
cmp #$25 ; M
cmp #@kbcode._M ; $25 ; M
jeq pressedM
cmp #$3e ; S
cmp #@kbcode._S ; $3e ; S
jeq pressedS
jmp notpressed
checkJoy
@@ -1449,12 +1364,14 @@ 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....
@@ -1464,10 +1381,14 @@ pressedTAB
CTRLpressedTAB
ldx TankNr
dec ActiveWeapon,x
bpl @+
lda #$2f ; the last possible offensive weapon
lda ActiveWeapon,x
cmp #first_offensive____ ; #0
bne ?notfirsttolast
lda #last_offensive_____ ; the last possible offensive weapon
sta ActiveWeapon,x
bne @+ ; allways <> 0
?notfirsttolast
dec ActiveWeapon,x
@
lda ActiveWeapon,x
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
@@ -1479,8 +1400,7 @@ pressedM
; have you tried turning the music off and on again?
lda #$ff
eor:sta noMusic
lda #song_ingame
jsr RmtSongSelect
RmtSong song_ingame
jsr WaitForKeyRelease
jmp BeforeFire
@@ -1596,7 +1516,7 @@ ShotUnderGround
;xtraj=xtraj+vx - without Wind
;vx=vx+Wind (Wind is a small fraction)
;plot xtraj,ytraj - there is clearing in plot
;goto begin
;goto begin-
@@ -1915,12 +1835,19 @@ EndOfFlight2
@
; tank hit - check defensive weapon of this tank
tax
dex ; index of tank in X
dex ; index of hitted tank in X
ldy TankNr
lda ActiveWeapon,y
cmp #ind_Tracer_________ ; defence not fire by tracers
beq JNoDefence
cmp #ind_Smoke_Tracer___
beq JNoDefence
lda ActiveDefenceWeapon,x
cmp #ind_Bouncy_Castle__ ; Auto Defence
jeq BouncyCastle
cmp #ind_Mag_Deflector__ ; Mag Deflector
beq MagDeflector
JNoDefence
jmp NoDefence
MagDeflector
; now run defensive-aggressive weapon - Mag Deflector!
@@ -1937,7 +1864,7 @@ MagDeflector
bit random ; left or right deflection ?
bpl RightDeflection
LeftDeflection
sbw XHit #18 ; 18 pixels to right and explode...
sbw XHit #18 ; 18 pixels to left and explode...
bit XHit+1 ; if off-screen ...
bpl EndOfMagDeflector ; hit of course but we need RTS
adw XHit #36 ; change to right :)
@@ -1970,8 +1897,6 @@ NoDefence
BouncyCastle
mva #sfx_shield_on sfx_effect
; now run defensive-aggressive weapon - Bouncy Castle (previously known as Auto Defence)!
sbb #180 LeapFrogAngle Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
mva #1 Erase
lda TankNr
pha ; store TankNr
@@ -1982,13 +1907,18 @@ BouncyCastle
sta ShieldEnergy,x
sta xtraj ; prepare coordinates
sta ytraj
sta xtraj+2
sta ytraj+2
; sta xtraj+2
; sta ytraj+2
sta Erase
jsr DrawTankNr ; draw tank without shield
ldx TankNr ; restore X value :)
; ldx TankNr ; restore X value :) ... but we don't need X now ..
pla
sta TankNr ; restore TankNr value :)
sec
lda #180
sbc LeapFrogAngle
sta Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
mwa XHit xtraj+1
sbw YHit #5 ytraj+1
mva #1 color
@@ -2341,14 +2271,8 @@ MIRValreadyAll
jsr DisplayOffensiveTextNr
; temporary removing tanks from the screen (otherwise they will fall down with soil)
mva TankNr tempor2
mva #1 Erase
jsr drawtanks
mva tempor2 TankNr
mva #0 Erase
jsr SoilDown2
mva #$ff HitFlag ; but why ??
;jsr drawtanks
rts
.endp
; -------------------------------------------------
@@ -2470,8 +2394,7 @@ NextLine2
ldx TankNr
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
jsr SetFullScreenSoilRange
jsr SoilDown2
jsr drawtanks ; for restore PM
jsr SoilDown2.NoClearTanks
rts
; in order to optimize the fragment repeated in both internal loops
@@ -2582,11 +2505,7 @@ ReachSky
adc #0
sta RangeRight+1
; hide tanks and ...
mva #1 Erase
jsr DrawTanks
jsr SoilDown2
mva #0 Erase
jsr DrawTanks
ldx TankNr
; check keyboard/joy and move tank left/right - code copied from BeforeFire
@@ -2629,7 +2548,7 @@ notpressed
lda kbcode
and #%00111111 ; CTRL and SHIFT elimination
cmp #28 ; ESC
cmp #@kbcode._esc ; 28 ; ESC
bne @+
jsr AreYouSure
bit escFlag
@@ -2638,11 +2557,11 @@ notpressed
rts
@
jumpFromStick
cmp #$6
cmp #@kbcode._left ; $6
jeq pressedLeft
cmp #$7
cmp #@kbcode._right ; $7
jeq pressedRight
cmp #$21
cmp #@kbcode._space ; $21
jeq pressedSpace
jmp notpressed
checkJoy
@@ -2673,10 +2592,10 @@ pressedRight
jsr DrawTankNr
mva #0 Erase
lda XtankstableH,x
cmp #>(screenwidth-12) ; tank width correction +4
cmp #>(screenwidth-TankWidth-4) ; tank width correction +4
bne @+
lda XtankstableL,x
cmp #<(screenwidth-12) ; tank width correction +4 pixels
cmp #<(screenwidth-TankWidth-4) ; tank width correction +4 pixels
@ bcs RightScreenEdge
inc XtankstableL,x
sne:inc XtankstableH,x
@@ -2736,10 +2655,10 @@ pressedSpace
; left or right from center of screen ?
ldy #0
lda XtankstableH,x
cmp #>((screenwidth/2)-8)
cmp #>((screenwidth/2)-TankWidth)
bne @+
lda XtankstableL,x
cmp #<((screenwidth/2)-8)
cmp #<((screenwidth/2)-TankWidth)
@ bcc TankOnLeftSide
TankOnRightSide
dey
@@ -2878,11 +2797,7 @@ OnGround
adc #0
sta RangeRight+1
; hide tanks and ...
mva #1 Erase
jsr DrawTanks
jsr SoilDown2
mva #0 Erase
jsr DrawTanks
ldx TankNr
rts
.endp
@@ -2919,11 +2834,13 @@ CheckCollisionWithTankLoop
lda xtankstableL,x
cmp xdraw
@
bcs LeftFromTheTank ;add 8 double byte
bcs LeftFromTheTank
; add 8 double byte
; now we use Y as low byte and A as high byte of checked position (right edge of tank)
; it is tricky but fast and much shorter
clc
adc #8
lda xtankstableL,x
adc #TankWidth
tay
lda xtankstableH,x
adc #0
@@ -2964,7 +2881,7 @@ CheckCollisionWithShieldedTank
bcs LeftFromTheTank
tya ;add 16 double byte
clc
adc #16
adc #TankWidth+4+4
tay
lda xtankstableH,x
adc #0
@@ -3028,7 +2945,8 @@ RangesChecked
.endp
;--------------------------------------------------
.proc ClearScreenSoilRange
; cleanup of the soil fall down ranges (left and right) ;--------------------------------------------------
; cleanup of the soil fall down ranges (left and right)
;--------------------------------------------------
mwa #screenwidth RangeLeft
lda #0
sta RangeRight
@@ -3043,17 +2961,6 @@ 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