mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-21 14:49:46 +02:00
Compare commits
78 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 6377e9a936 | |||
| 3654743456 | |||
| 378ac8b0f6 | |||
| 76a20e26fb | |||
| 443b62e9e6 | |||
| ecc8e11d13 | |||
| da2c027fee | |||
| 6425431496 | |||
| f3b9092777 | |||
| 8d188f4497 | |||
| f9092110ac | |||
| 0968613b02 | |||
| 95303380e7 | |||
| 174dbe0bed | |||
| d72ca57181 | |||
| 01160ff4b9 | |||
| 6fc2882a6e | |||
| c15a80443c | |||
| 415bfbba2b | |||
| 2addb0905e | |||
| fe55f94702 | |||
| 0693e5d20e | |||
| 9c5c701ca1 | |||
| 2a83fa962d | |||
| 2c01691bf5 | |||
| fad8c2c06a | |||
| 58eec3dc9c | |||
| a98c0b81b9 | |||
| 2471ca7282 | |||
| 4078722b29 | |||
| e782e101f5 | |||
| 8a73202fa3 | |||
| 0ad513d5cb | |||
| 87bc3bfd1e | |||
| 82b4337a1b | |||
| c9855b66ba | |||
| d4e616abbb | |||
| cad3a0cf38 | |||
| 13e15426fc | |||
| dc9c724521 | |||
| 216d9f9ca8 | |||
| a441357948 | |||
| aa02b10bda | |||
| c4543208bf | |||
| 73db3edb45 | |||
| aa6c37eb61 | |||
| f45cbde341 | |||
| c8eb7601c2 | |||
| 3bd870e245 | |||
| dc896f81b0 | |||
| 667a0d4f20 | |||
| dbfae96022 | |||
| 1a83611f22 | |||
| 9f454d2eff | |||
| 9b8476f9c1 | |||
| da52beb2bb | |||
| ddc8c5b414 | |||
| b219c23a96 | |||
| 19820d7bf9 | |||
| 4a1c8aacda | |||
| cc07bd52f2 | |||
| 39835d5f50 | |||
| ef361d044e | |||
| 57844f2df0 | |||
| dcdf5e6fc2 | |||
| 374df312fe | |||
| 068e5af36b | |||
| 851e8dd5af | |||
| d0ceb2ec0d | |||
| 69548da681 | |||
| b57af2f9b2 | |||
| 6cb9e4fa1a | |||
| cee668d756 | |||
| 9fbc1c9c65 | |||
| 09651f163a | |||
| e70752c12d | |||
| 07a2585147 | |||
| 1a19d3069d |
@@ -2,3 +2,5 @@
|
|||||||
*.bak
|
*.bak
|
||||||
scorch.lab
|
scorch.lab
|
||||||
scorch.lst
|
scorch.lst
|
||||||
|
textproc.lab
|
||||||
|
textproc.lst
|
||||||
|
|||||||
+119
-83
@@ -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.
|
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
|
||||||
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
|
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
|
||||||
* the way the walls (edges of the screen) work:
|
* the way the walls (edges of the screen) work:
|
||||||
* none - projectiles that flew off the screen do not return
|
* 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)
|
* 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
|
* 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
|
* 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.
|
* 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.
|
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.
|
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
|
## 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.
|
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)
|
## 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.
|
* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
|
||||||
* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
|
* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
|
||||||
|
|
||||||
## 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
|
### How energy subtraction works (and earning money!).
|
||||||
- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
|
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:
|
||||||
- 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 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!
|
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 :) )
|
||||||
|
|
||||||
`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 :) )
|
|
||||||
|
|
||||||
Specifically:
|
Specifically:
|
||||||
|
|
||||||
### After each round:
|
### 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.
|
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`
|
Each weapon that results in an explosion has its own blast radius.
|
||||||
|
|
||||||
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`).
|
|
||||||
|
|
||||||
After the explosion, every tank in its range loses energy.
|
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:
|
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).
|
||||||
`EnergyDecrease = ExplosionRadius * 8`
|
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.
|
||||||
and with each pixel farther from the center, 8 fewer units are lost.
|
|
||||||
|
|
||||||
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.
|
| Offensive weapons | maximum energy loss |
|
||||||
|
|
||||||
And here are the `ExplosionRadius` values for each weapon:
|
|
||||||
|
|
||||||
| Weapon | `ExplosionRadius` |
|
|
||||||
| --- | --- |
|
| --- | --- |
|
||||||
| Baby Missile | 11 |
|
| Baby Missile | 88 |
|
||||||
| Missile | 17 |
|
| Missile | 136 |
|
||||||
| Baby Nuke | 25 |
|
| Baby Nuke | 200 |
|
||||||
| Nuke | 30 |
|
| Nuke | 240 |
|
||||||
| LeapFrog| 17 15 13 |
|
| LeapFrog| 136 120 104 |
|
||||||
| Funky Bomb | 21 11 (* 5) |
|
| Funky Bomb | 168 88 (* 5) |
|
||||||
| MIRV | 17 (* 5) |
|
| MIRV | 136 (* 5) |
|
||||||
| Death's Head | 30 (* 5) |
|
| Death's Head | 240 (* 5) |
|
||||||
| Napalm | x 40 (this weapon is different and the distance from the center is not determined, simply any tank within range of the flames loses 40 units of energy - the ExplosionRadius variable is not used) |
|
| Napalm | 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 | x 80 (the same principle as in Napalm) |
|
| Hot Napalm | 80 (the rule is the same as in Napalm) |
|
||||||
| Baby Roller | 11 |
|
| Baby Roller | 88 |
|
||||||
| Roller | 21 |
|
| Roller | 168 |
|
||||||
| Heavy Roller | 30 |
|
| Heavy Roller | 240 |
|
||||||
| Riot Charge | 31 |
|
| 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 (in reality - 61 but with these weapons it is not taken into account when counting energy loss only the width of the ground to fall) |
|
| Riot Blast | 0 (as in Dirt Charge, but in a radius of 61 pixels) |
|
||||||
| Riot Bomb | 17 |
|
| 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 | 29 |
|
| 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 (60 - as in Riot Blast) |
|
| 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 (60 - as above) |
|
| Digger | 0 (as above - greater undermining) |
|
||||||
| Heavy Digger | 0 (60 - as above) |
|
| Heavy Digger | 0 (as above - greatest undermining) |
|
||||||
| Baby Sandhog | 0 (60 - as above) |
|
| Baby Sandhog | (as above - another way of undermining) |
|
||||||
| Sandhog | 0 (60 - as above) |
|
| Sandhog | 0 (as above - larger dig) |
|
||||||
| Heavy Sandhog | 0 (60 - as above) |
|
| Heavy Sandhog | 0 (as above - largest dig) |
|
||||||
| Dirt Clod | 12 |
|
| 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 | 22 |
|
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
|
||||||
| Ton of Dirt | 31 |
|
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
|
||||||
| Liquid Dirt | 0 (maybe it's worth changing?) |
|
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
|
||||||
| 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 simply subtract 100 units of energy - that is, the tank always dies) |
|
||||||
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
|
|
||||||
|
|
||||||
The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (using **White Flag**), it is not counted and does not give big points.
|
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
|
||||||
Only these big points determine the order in the summary.
|
|
||||||
|
|
||||||
## 6. And now for defensive weapons:
|
## 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:
|
## 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!
|
* **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
@@ -27,9 +27,10 @@ Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
|
|||||||
|
|
||||||
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
|
## 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.
|
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)
|
## 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.
|
* [START] + [OPTION] - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia.
|
||||||
* [ESC] - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
|
* [ESC] - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
|
||||||
|
|
||||||
## 5. Zasady gry
|
## 5. Zasady gry - bronie ofensywne
|
||||||
|
|
||||||
A tutaj zręby opisu działania poszczególnych broni, zasad punktacji itp:
|
### Energia czołgów
|
||||||
|
- Na początku każdej rundy każdy czołg ma 99 jesnostek energii.
|
||||||
### Najpierw co wiemy o energii czołgów
|
|
||||||
- Czołgi mają energię (a Ogry warstwy - jak cebula) - na starcie 99 jednostek
|
|
||||||
- Energii czołgom ubywa na 3 sposoby:
|
- Energii czołgom ubywa na 3 sposoby:
|
||||||
* jedna jednostka po oddaniu każdego strzału
|
* jedna jednostka po oddaniu każdego strzału
|
||||||
* w czasie spadania (jeden piksel w dół 2 jednostki)
|
* 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:
|
Konkretnie:
|
||||||
|
|
||||||
### Po każdej rundzie:
|
### 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`
|
`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.
|
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.
|
## 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.
|
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:
|
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).
|
||||||
`EnergyDecrease = ExplosionRadius * 8`
|
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 :)
|
| Broń ofensywna | maksymalna wartość ubytku energii |
|
||||||
|
|
||||||
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` |
|
|
||||||
| --- | --- |
|
| --- | --- |
|
||||||
| Baby Missile | 11 |
|
| Baby Missile | 88 |
|
||||||
| Missile | 17 |
|
| Missile | 136 |
|
||||||
| Baby Nuke | 25 |
|
| Baby Nuke | 200 |
|
||||||
| Nuke | 30 |
|
| Nuke | 240 |
|
||||||
| LeapFrog| 17 15 13 |
|
| LeapFrog| 136 120 104 |
|
||||||
| Funky Bomb | 21 11 (* 5) |
|
| Funky Bomb | 168 88 (* 5) |
|
||||||
| MIRV | 17 (* 5) |
|
| MIRV | 136 (* 5) |
|
||||||
| Death's Head | 30 (* 5) |
|
| Death's Head | 240 (* 5) |
|
||||||
| Napalm | x 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii - zmienna ExplosionRadius nie jest używana) |
|
| Napalm | 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 | x 80 (zasada taka jak w Napalm) |
|
| Hot Napalm | 80 (zasada taka jak w Napalm) |
|
||||||
| Baby Roller | 11 |
|
| Baby Roller | 88 |
|
||||||
| Roller | 21 |
|
| Roller | 168 |
|
||||||
| Heavy Roller | 30 |
|
| Heavy Roller | 240 |
|
||||||
| Riot Charge | 31 |
|
| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
|
||||||
| Riot Blast | 0 (tak na prawdę - 61 ale przy tych broniach nie jest brana pod uwagę przy liczeniu ubytku energii tylko szerokości gruntu do opadnięcia) |
|
| Riot Blast | 0 (jak w Dirt Charge, tyle że w promieniu 61 pikseli) |
|
||||||
| Riot Bomb | 17 |
|
| 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 | 29 |
|
| 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 (60 - jak w Riot Blast) |
|
| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
|
||||||
| Digger | 0 (60 - jak wyżej) |
|
| Digger | 0 (jak wyżej - większy podkop) |
|
||||||
| Heavy Digger | 0 (60 - jak wyżej) |
|
| Heavy Digger | 0 (jak wyżej - największy podkop) |
|
||||||
| Baby Sandhog | 0 (60 - jak wyżej) |
|
| Baby Sandhog | 0 (jak wyżej - inny sposób podkopywania) |
|
||||||
| Sandhog | 0 (60 - jak wyżej) |
|
| Sandhog | 0 (jak wyżej - większy podkop) |
|
||||||
| Heavy Sandhog | 0 (60 - jak wyżej) |
|
| Heavy Sandhog | 0 (jak wyżej - największy podkop) |
|
||||||
| Dirt Clod | 12 |
|
| 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 | 22 |
|
| Dirt Ball | 0 (jak wyżej, ale promień kuli to 22 piksele) |
|
||||||
| Ton of Dirt | 31 |
|
| Ton of Dirt | 0 (jak wyżej, ale promień kuli to 31 pikseli) |
|
||||||
| Liquid Dirt | 0 (może warto to zmienić?) |
|
| Liquid Dirt | 0 (zalewa grunt w punkcie trafienia płynną glebą wypełniając zagłębienia) |
|
||||||
| Dirt Charge | 0 (61 - jak wyżej) |
|
| 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, zmienna ExplosionRadius nie jest używana, więc nie ma mnożenia przez 8 - po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
|
| 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.
|
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
|
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' :) :
|
## 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!
|
* **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 |
|
||||||
|
|||||||
@@ -48,19 +48,51 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
|||||||
|
|
||||||
## Changes:
|
## 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
|
###### Version 1.12
|
||||||
2022-08-24
|
2022-08-24
|
||||||
|
|
||||||
What is going on? Are we getting crazy or what?
|
What is going on? Are we getting crazy or what?
|
||||||
|
|
||||||
Changes:
|
Changes:
|
||||||
* Background color indicates type of walls. This is very useful when `rand` option is selected.
|
* 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 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)
|
* 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 :)
|
* 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.
|
* Boxy infinite bounce bug fixed.
|
||||||
* Funky bombs bouce off the walls!
|
* Funky bombs bounce off the walls!
|
||||||
* First letter entered for a tank name was inserted in a wrong spot. How did it work at all? Magic.
|
* 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 purchase screen.
|
[ESC] now correctly exits the purchase screen.
|
||||||
|
|
||||||
|
|
||||||
###### Version 1.11
|
###### Version 1.11
|
||||||
|
|||||||
@@ -8,26 +8,6 @@
|
|||||||
; - shoots random direction and force
|
; - shoots random direction and force
|
||||||
; greeeting to myself 10 years older in 2013-11-09... still no idea
|
; 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 ;
|
.proc ArtificialIntelligence ;
|
||||||
@@ -43,6 +23,25 @@ loop
|
|||||||
lda AIRoutines,y
|
lda AIRoutines,y
|
||||||
pha
|
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
|
; common values used in AI routines
|
||||||
; address of weapons table (for future use)
|
; address of weapons table (for future use)
|
||||||
lda TanksWeaponsTableL,x
|
lda TanksWeaponsTableL,x
|
||||||
@@ -155,13 +154,7 @@ endo
|
|||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
ldy #32 ;the last weapon
|
jsr ChooseBestOffensive
|
||||||
loop
|
|
||||||
dey
|
|
||||||
lda (temp),y ; this is set up before calling the routine, has address of TanksWeaponsTable
|
|
||||||
beq loop
|
|
||||||
tya
|
|
||||||
sta ActiveWeapon,x
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -207,17 +200,7 @@ endo
|
|||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
lda TanksWeaponsTableL,x
|
jsr ChooseBestOffensive
|
||||||
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
|
|
||||||
rts
|
rts
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -262,10 +245,10 @@ EnoughEnergy
|
|||||||
; first check check if any is in use
|
; first check check if any is in use
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
bne DefensiveInUse
|
bne DefensiveInUse
|
||||||
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
ldy #last_defensive_____+1 ;the last defensive weapon
|
||||||
@
|
@
|
||||||
dey
|
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
|
beq NoUseDefensive
|
||||||
lda (temp),y ; has address of TanksWeaponsTable
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
beq @-
|
beq @-
|
||||||
@@ -297,10 +280,10 @@ DefensiveInUse
|
|||||||
; first check check if any is in use
|
; first check check if any is in use
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
bne DefensiveInUse
|
bne DefensiveInUse
|
||||||
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
ldy #last_defensive_____+1 ;the last defensive weapon
|
||||||
@
|
@
|
||||||
dey
|
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
|
beq NoUseDefensive
|
||||||
lda (temp),y ; has address of TanksWeaponsTable
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
beq @-
|
beq @-
|
||||||
@@ -324,23 +307,14 @@ NoUseDefensive
|
|||||||
; use defensives like Tosser
|
; use defensives like Tosser
|
||||||
jsr TosserDefensives
|
jsr TosserDefensives
|
||||||
; now select best target
|
; now select best target
|
||||||
|
lda #$00 ; no prefer humans
|
||||||
jsr FindBestTarget3
|
jsr FindBestTarget3
|
||||||
sty TargetTankNr
|
sty TargetTankNr
|
||||||
; aiming
|
; aiming
|
||||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
lda TanksWeaponsTableL,x
|
jsr ChooseBestOffensive
|
||||||
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
|
|
||||||
|
|
||||||
; randomizing force +-100
|
; randomizing force +-100
|
||||||
sbw Force #100 RandBoundaryLow
|
sbw Force #100 RandBoundaryLow
|
||||||
@@ -349,9 +323,10 @@ loop
|
|||||||
NotNegativeEnergy
|
NotNegativeEnergy
|
||||||
adw Force #100 RandBoundaryHigh
|
adw Force #100 RandBoundaryHigh
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
lda ForceTableH,x
|
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||||
bne HighForce
|
jsr GetDistance
|
||||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
cmp #6 ; 24/4
|
||||||
|
bcs HighForce
|
||||||
lda #ind_Baby_Missile___
|
lda #ind_Baby_Missile___
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
HighForce
|
HighForce
|
||||||
@@ -364,23 +339,14 @@ HighForce
|
|||||||
; use defensives like Tosser
|
; use defensives like Tosser
|
||||||
jsr TosserDefensives
|
jsr TosserDefensives
|
||||||
; now select best target
|
; now select best target
|
||||||
|
lda #$00 ; no prefer humans
|
||||||
jsr FindBestTarget3
|
jsr FindBestTarget3
|
||||||
sty TargetTankNr
|
sty TargetTankNr
|
||||||
; aiming
|
; aiming
|
||||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
lda TanksWeaponsTableL,x
|
jsr ChooseBestOffensive
|
||||||
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
|
|
||||||
|
|
||||||
; randomizing force +-50
|
; randomizing force +-50
|
||||||
sbw Force #50 RandBoundaryLow
|
sbw Force #50 RandBoundaryLow
|
||||||
@@ -389,9 +355,10 @@ loop
|
|||||||
NotNegativeEnergy
|
NotNegativeEnergy
|
||||||
adw Force #50 RandBoundaryHigh
|
adw Force #50 RandBoundaryHigh
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
lda ForceTableH,x
|
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||||
bne HighForce
|
jsr GetDistance
|
||||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
cmp #6 ; 24/4
|
||||||
|
bcs HighForce
|
||||||
lda #ind_Baby_Missile___
|
lda #ind_Baby_Missile___
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
HighForce
|
HighForce
|
||||||
@@ -403,30 +370,24 @@ HighForce
|
|||||||
; use defensives like Tosser
|
; use defensives like Tosser
|
||||||
jsr TosserDefensives
|
jsr TosserDefensives
|
||||||
; now select best target
|
; now select best target
|
||||||
|
lda #100 ; prefer humans
|
||||||
jsr FindBestTarget3
|
jsr FindBestTarget3
|
||||||
sty TargetTankNr
|
sty TargetTankNr
|
||||||
; aiming
|
; aiming
|
||||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
lda TanksWeaponsTableL,x
|
ldy #ind_Nuke___________+1
|
||||||
sta temp
|
jsr ChooseBestOffensive.NotFromAll
|
||||||
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
|
|
||||||
|
|
||||||
lda Force
|
lda Force
|
||||||
sta ForceTableL,x
|
sta ForceTableL,x
|
||||||
lda Force+1
|
lda Force+1
|
||||||
sta ForceTableH,x
|
sta ForceTableH,x
|
||||||
bne HighForce
|
; if target distance lower than 32 - set weapon to Baby Missile (for security :)
|
||||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
jsr GetDistance
|
||||||
|
cmp #8 ;32/4
|
||||||
|
bcs HighForce
|
||||||
lda #ind_Baby_Missile___
|
lda #ind_Baby_Missile___
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
HighForce
|
HighForce
|
||||||
@@ -437,11 +398,13 @@ HighForce
|
|||||||
.proc FindBestTarget3
|
.proc FindBestTarget3
|
||||||
; find target with lowest energy
|
; find target with lowest energy
|
||||||
; X - shooting tank number
|
; X - shooting tank number
|
||||||
|
; A - 100 - prefer humans , 0 - equality :)
|
||||||
; returns target tank number in Y and
|
; returns target tank number in Y and
|
||||||
; direcion of shoot in A (0 - left, >0 - right)
|
; direcion of shoot in A (0 - left, >0 - right)
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
jsr MakeLowResDistances
|
sta PreferHumansFlag
|
||||||
lda #101
|
; jsr MakeLowResDistances
|
||||||
|
lda #202
|
||||||
sta temp2 ; max possible energy
|
sta temp2 ; max possible energy
|
||||||
lda #0
|
lda #0
|
||||||
sta tempor2 ; direction of shoot
|
sta tempor2 ; direction of shoot
|
||||||
@@ -455,25 +418,24 @@ loop01
|
|||||||
lda eXistenZ,y
|
lda eXistenZ,y
|
||||||
beq skipThisPlayer
|
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
|
lda LowResDistances,x
|
||||||
cmp LowResDistances,y
|
cmp LowResDistances,y
|
||||||
bcs EnemyOnTheLeft
|
bcs EnemyOnTheLeft
|
||||||
;enemy on the right
|
; enemy on right
|
||||||
lda Energy,y
|
|
||||||
cmp temp2 ; lowest
|
|
||||||
bcs lowestIsLower
|
|
||||||
sta temp2
|
|
||||||
sty temp2+1 ; number of the closest tank
|
|
||||||
inc tempor2 ; set direction to right
|
inc tempor2 ; set direction to right
|
||||||
bne lowestIsLower
|
|
||||||
|
|
||||||
EnemyOnTheLeft
|
EnemyOnTheLeft
|
||||||
lda Energy,y
|
|
||||||
cmp temp2 ; lowest
|
|
||||||
bcs lowestIsLower
|
|
||||||
sta temp2
|
|
||||||
sty temp2+1 ; number of the closest tank
|
|
||||||
|
|
||||||
lowestIsLower
|
lowestIsLower
|
||||||
skipThisPlayer
|
skipThisPlayer
|
||||||
dey
|
dey
|
||||||
@@ -493,7 +455,7 @@ skipThisPlayer
|
|||||||
; returns target tank number in Y and
|
; returns target tank number in Y and
|
||||||
; direcion of shoot in A (0 - left, >0 - right)
|
; direcion of shoot in A (0 - left, >0 - right)
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
jsr MakeLowResDistances
|
; jsr MakeLowResDistances
|
||||||
mva #$ff temp2 ; min possible distance
|
mva #$ff temp2 ; min possible distance
|
||||||
mva #0 tempor2 ; direction of shoot
|
mva #0 tempor2 ; direction of shoot
|
||||||
|
|
||||||
@@ -607,14 +569,8 @@ skipThisPlayer
|
|||||||
; returns angle and power of shoot tank X (TankNr)
|
; returns angle and power of shoot tank X (TankNr)
|
||||||
; in the appropriate variables (Angle and Force)
|
; in the appropriate variables (Angle and Force)
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
mva #$ff SecondTryFlag
|
||||||
; set initial Angle and Force values
|
; 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
|
lda OptionsTable+2 ; selected gravity
|
||||||
asl
|
asl
|
||||||
tay
|
tay
|
||||||
@@ -633,10 +589,19 @@ skipThisPlayer
|
|||||||
adc #0
|
adc #0
|
||||||
sta RandBoundaryHigh+1
|
sta RandBoundaryHigh+1
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
|
RepeatAim
|
||||||
lda ForceTableL,x
|
lda ForceTableL,x
|
||||||
sta Force
|
sta Force
|
||||||
lda ForceTableH,x
|
lda ForceTableH,x
|
||||||
sta Force+1
|
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___
|
lda #ind_Baby_Missile___
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
; now we have initial valuses
|
; now we have initial valuses
|
||||||
@@ -673,7 +638,8 @@ GroundHitInFirstLoopR
|
|||||||
lda NewAngle
|
lda NewAngle
|
||||||
adc #5 ; 5 deg to right
|
adc #5 ; 5 deg to right
|
||||||
cmp #(180-20)
|
cmp #(180-20)
|
||||||
bcs EndOfFirstLoopR ; if angle 180-20 or higher
|
; bcs EndOfFirstLoopR ; if angle 180-20 or higher
|
||||||
|
bcs AimSecondTry
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
jmp AimingRight
|
jmp AimingRight
|
||||||
NoHitInFirstLoopR
|
NoHitInFirstLoopR
|
||||||
@@ -721,8 +687,20 @@ NoHitInSecondLoopR
|
|||||||
; Angle 1 deg to right and end loop
|
; Angle 1 deg to right and end loop
|
||||||
inc NewAngle
|
inc NewAngle
|
||||||
EndOfSecondLoopR
|
EndOfSecondLoopR
|
||||||
|
EndOfAim
|
||||||
rts
|
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
|
AimingLeft
|
||||||
; make test Shoot (Flight)
|
; make test Shoot (Flight)
|
||||||
jsr SetStartAndFlight
|
jsr SetStartAndFlight
|
||||||
@@ -752,7 +730,8 @@ GroundHitInFirstLoopL
|
|||||||
lda NewAngle
|
lda NewAngle
|
||||||
sbc #5 ; 5 deg to left
|
sbc #5 ; 5 deg to left
|
||||||
cmp #21
|
cmp #21
|
||||||
bcc EndOfFirstLoopL ; if angle 180-20 or higher
|
; bcc EndOfFirstLoopL ; if angle 20 or lower
|
||||||
|
bcc AimSecondTry
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
jmp AimingLeft
|
jmp AimingLeft
|
||||||
NoHitInFirstLoopL
|
NoHitInFirstLoopL
|
||||||
@@ -934,13 +913,13 @@ SorryNoPurchase
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc ShooterPurchase
|
.proc ShooterPurchase
|
||||||
; first try to buy defensives
|
; 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
|
ldx TankNr
|
||||||
@
|
@
|
||||||
randomize ind_Battery________ ind_StrongParachute
|
randomize ind_Battery________ ind_StrongParachute
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
; dec tempXroller
|
||||||
bne @-
|
; bne @-
|
||||||
|
|
||||||
; and now offensives
|
; and now offensives
|
||||||
mva #4 tempXroller; number of offensive purchases to perform
|
mva #4 tempXroller; number of offensive purchases to perform
|
||||||
@@ -956,16 +935,16 @@ SorryNoPurchase
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc PoolsharkPurchase
|
.proc PoolsharkPurchase
|
||||||
; first try to buy defensives
|
; 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
|
ldx TankNr
|
||||||
@
|
@
|
||||||
randomize ind_Battery________ ind_Bouncy_Castle__
|
randomize ind_Battery________ ind_Bouncy_Castle__
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne @-
|
; bpl @-
|
||||||
|
|
||||||
; and now offensives
|
; and now offensives
|
||||||
mva #8 tempXroller; number of purchases to perform
|
mva #6 tempXroller; number of purchases to perform
|
||||||
;ldx TankNr
|
;ldx TankNr
|
||||||
@
|
@
|
||||||
randomize ind_Missile________ ind_Dirt_Charge____
|
randomize ind_Missile________ ind_Dirt_Charge____
|
||||||
@@ -980,15 +959,16 @@ SorryNoPurchase
|
|||||||
|
|
||||||
; what is my money level
|
; what is my money level
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
; lda MoneyH,x ; money / 256
|
lda MoneyH,x ; money / 256
|
||||||
; sta tempXroller ; perform this many purchase attempts
|
lsr ; /2
|
||||||
|
sta tempXroller ; perform this many purchase attempts
|
||||||
; first try to buy defensives
|
; 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__
|
randomize ind_Battery________ ind_Bouncy_Castle__
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne @-
|
bpl @-
|
||||||
|
|
||||||
; and now offensives
|
; and now offensives
|
||||||
lda MoneyH,x ; money / 256
|
lda MoneyH,x ; money / 256
|
||||||
@@ -998,7 +978,7 @@ SorryNoPurchase
|
|||||||
randomize ind_Missile________ ind_Dirt_Charge____
|
randomize ind_Missile________ ind_Dirt_Charge____
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne @-
|
bpl @-
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
@@ -1007,25 +987,64 @@ SorryNoPurchase
|
|||||||
|
|
||||||
; what is my money level
|
; what is my money level
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
;lda MoneyH,x ; money / 256
|
lda MoneyH,x ; money / 256
|
||||||
;sta tempXroller ; perform this many purchase attempts
|
lsr ; /2
|
||||||
|
sta tempXroller ; perform this many purchase attempts
|
||||||
; first try to buy defensives
|
; 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__
|
randomize ind_Battery________ ind_Bouncy_Castle__
|
||||||
jsr TryToPurchaseOnePiece2
|
jsr TryToPurchaseOnePiece2
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne @-
|
bpl @-
|
||||||
|
|
||||||
; and now offensives
|
; and now offensives
|
||||||
lda MoneyH,x ; money / 256
|
lda MoneyH,x ; money / 256
|
||||||
:4 asl ;*16
|
:3 asl ;*8
|
||||||
sta tempXroller ; perform this many purchase attempts
|
sta tempXroller ; perform this many purchase attempts
|
||||||
@
|
@
|
||||||
randomize ind_Missile________ ind_Plasma_Blast___
|
randomize first_offensive____ last_offensive_____
|
||||||
jsr TryToPurchaseOnePiece2
|
jsr TryToPurchaseOnePiece2
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne @-
|
bpl @-
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.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
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
STEREOMODE equ 0
|
STEREOMODE equ 0
|
||||||
;* --------BEGIN--------
|
;* --------BEGIN--------
|
||||||
;* C:\Atari\rmt\rmt128\scorch_str4.rmt
|
;* C:\Atari\rmt\rmt128\scorch_str6.rmt
|
||||||
FEAT_SFX equ 1
|
FEAT_SFX equ 1
|
||||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||||
FEAT_NOSTARTINGSONGLINE equ 0
|
FEAT_NOSTARTINGSONGLINE equ 0
|
||||||
|
|||||||
@@ -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
|
||||||
@@ -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.
Binary file not shown.
+3
-3
@@ -1,6 +1,6 @@
|
|||||||
.proc talk
|
.proc talk
|
||||||
; Maximum text length is 63 characters!!!
|
; 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!"
|
L1 dta d"DIE!"
|
||||||
L2 dta d"EAT MY SHORTS!"
|
L2 dta d"EAT MY SHORTS!"
|
||||||
L3 dta d"YOU'RE TOAST!"
|
L3 dta d"YOU'RE TOAST!"
|
||||||
@@ -47,7 +47,7 @@ L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
|
|||||||
L44 dta d"TAKE THIS!"
|
L44 dta d"TAKE THIS!"
|
||||||
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
||||||
L46 dta d"DIE, ALIEN SWINE!"
|
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."
|
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
||||||
L49 dta d"DIE, TANK-SCUM!"
|
L49 dta d"DIE, TANK-SCUM!"
|
||||||
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
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!"
|
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||||
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||||
L102 dta d"I THOUGHT YOU LIKED ME?"
|
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."
|
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||||
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||||
L106 dta d"HEY! KILLIN' AIN'T COOL."
|
L106 dta d"HEY! KILLIN' AIN'T COOL."
|
||||||
|
|||||||
+166
-200
@@ -261,36 +261,16 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price_Liquid_Dirt____
|
.by >price_Liquid_Dirt____
|
||||||
.by >price_Dirt_Charge____
|
.by >price_Dirt_Charge____
|
||||||
.by >price_Buy_me_________
|
.by >price_Buy_me_________
|
||||||
.by >price_Plasma_Blast___
|
|
||||||
.by >price_Laser__________
|
.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_White_Flag_____
|
||||||
.by >price_Battery________
|
.by >price_Battery________
|
||||||
.by >price_Bal_Guidance___
|
.by >price_Hovercraft_____
|
||||||
.by >price_Horz_Guidance__
|
|
||||||
.by >price_Floating_Tank__
|
|
||||||
.by >price_Lazy_Boy_______
|
|
||||||
.by >price_Parachute______
|
.by >price_Parachute______
|
||||||
.by >price_StrongParachute
|
.by >price_StrongParachute
|
||||||
.by >price_Mag_Deflector__
|
.by >price_Mag_Deflector__
|
||||||
.by >price_Shield_________
|
.by >price_Shield_________
|
||||||
.by >price_Heavy_Shield___
|
.by >price_Heavy_Shield___
|
||||||
.by >price_Force_Shield___
|
.by >price_Force_Shield___
|
||||||
.by >price_Super_Mag______
|
|
||||||
.by >price_Bouncy_Castle__
|
.by >price_Bouncy_Castle__
|
||||||
.by >price_Long_Barrel____
|
.by >price_Long_Barrel____
|
||||||
.by >price_Nuclear_Winter_
|
.by >price_Nuclear_Winter_
|
||||||
@@ -327,36 +307,16 @@ WeaponPriceL
|
|||||||
.by <price_Liquid_Dirt____
|
.by <price_Liquid_Dirt____
|
||||||
.by <price_Dirt_Charge____
|
.by <price_Dirt_Charge____
|
||||||
.by <price_Buy_me_________
|
.by <price_Buy_me_________
|
||||||
.by <price_Plasma_Blast___
|
|
||||||
.by <price_Laser__________
|
.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_White_Flag_____
|
||||||
.by <price_Battery________
|
.by <price_Battery________
|
||||||
.by <price_Bal_Guidance___
|
.by <price_Hovercraft_____
|
||||||
.by <price_Horz_Guidance__
|
|
||||||
.by <price_Floating_Tank__
|
|
||||||
.by <price_Lazy_Boy_______
|
|
||||||
.by <price_Parachute______
|
.by <price_Parachute______
|
||||||
.by <price_StrongParachute
|
.by <price_StrongParachute
|
||||||
.by <price_Mag_Deflector__
|
.by <price_Mag_Deflector__
|
||||||
.by <price_Shield_________
|
.by <price_Shield_________
|
||||||
.by <price_Heavy_Shield___
|
.by <price_Heavy_Shield___
|
||||||
.by <price_Force_Shield___
|
.by <price_Force_Shield___
|
||||||
.by <price_Super_Mag______
|
|
||||||
.by <price_Bouncy_Castle__
|
.by <price_Bouncy_Castle__
|
||||||
.by <price_Long_Barrel____
|
.by <price_Long_Barrel____
|
||||||
.by <price_Nuclear_Winter_
|
.by <price_Nuclear_Winter_
|
||||||
@@ -368,70 +328,50 @@ WeaponPriceL
|
|||||||
; is not present in the game.
|
; is not present in the game.
|
||||||
; This is the slot for adding new weapons.
|
; This is the slot for adding new weapons.
|
||||||
WeaponUnits
|
WeaponUnits
|
||||||
.by 10 ;Baby_Missile___
|
.by 10 ;Baby_Missile___;_00
|
||||||
.by 5 ;Missile________
|
.by 5 ;Missile________;_01
|
||||||
.by 2 ;Baby_Nuke______
|
.by 2 ;Baby_Nuke______;_02
|
||||||
.by 1 ;Nuke___________
|
.by 1 ;Nuke___________;_03
|
||||||
.by 2 ;LeapFrog_______
|
.by 2 ;LeapFrog_______;_04
|
||||||
.by 3 ;Funky_Bomb_____
|
.by 3 ;Funky_Bomb_____;_05
|
||||||
.by 2 ;MIRV___________
|
.by 2 ;MIRV___________;_06
|
||||||
.by 1 ;Death_s_Head___
|
.by 1 ;Death_s_Head___;_07
|
||||||
.by 4 ;Napalm_________
|
.by 4 ;Napalm_________;_08
|
||||||
.by 2 ;Hot_Napalm_____
|
.by 2 ;Hot_Napalm_____;_09
|
||||||
.by 20 ;Tracer_________
|
.by 20 ;Tracer_________;_10
|
||||||
.by 10 ;Smoke_Tracer___
|
.by 10 ;Smoke_Tracer___;_11
|
||||||
.by 5 ;Baby_Roller____
|
.by 5 ;Baby_Roller____;_12
|
||||||
.by 3 ;Roller_________
|
.by 3 ;Roller_________;_13
|
||||||
.by 2 ;Heavy_Roller___
|
.by 2 ;Heavy_Roller___;_14
|
||||||
.by 5 ;Riot_Charge____
|
.by 5 ;Riot_Charge____;_15
|
||||||
.by 2 ;Riot_Blast_____
|
.by 2 ;Riot_Blast_____;_16
|
||||||
.by 5 ;Riot_Bomb______
|
.by 5 ;Riot_Bomb______;_17
|
||||||
.by 2 ;Heavy_Riot_Bomb
|
.by 2 ;Heavy_Riot_Bomb;_18
|
||||||
.by 10 ;Baby_Digger____
|
.by 10 ;Baby_Digger____;_19
|
||||||
.by 5 ;Digger_________
|
.by 5 ;Digger_________;_20
|
||||||
.by 2 ;Heavy_Digger___
|
.by 2 ;Heavy_Digger___;_21
|
||||||
.by 10 ;Baby_Sandhog___
|
.by 10 ;Baby_Sandhog___;_22
|
||||||
.by 5 ;Sandhog________
|
.by 5 ;Sandhog________;_23
|
||||||
.by 2 ;Heavy_Sandhog__
|
.by 2 ;Heavy_Sandhog__;_24
|
||||||
.by 5 ;Dirt_Clod______
|
.by 5 ;Dirt_Clod______;_25
|
||||||
.by 3 ;Dirt_Ball______
|
.by 3 ;Dirt_Ball______;_26
|
||||||
.by 1 ;Ton_of_Dirt____
|
.by 1 ;Ton_of_Dirt____;_27
|
||||||
.by 4 ;Liquid_Dirt____
|
.by 4 ;Liquid_Dirt____;_28
|
||||||
.by 2 ;Dirt_Charge____
|
.by 2 ;Dirt_Charge____;_29
|
||||||
.by 1 ;Buy_me_________
|
.by 1 ;Buy_me_________;_30
|
||||||
.by 0 ;Plasma_Blast___
|
.by 5 ;Laser__________;_31
|
||||||
.by 5 ;Laser__________
|
.by 1 ;White_Flag_____;_32
|
||||||
.by 0 ;_____________33
|
.by 3 ;Battery________;_33
|
||||||
.by 0 ;_____________34
|
.by 2 ;Floating_Tank__;_34
|
||||||
.by 0 ;_____________35
|
.by 3 ;Parachute______;_35
|
||||||
.by 0 ;_____________36
|
.by 2 ;StrongParachute;_36
|
||||||
.by 0 ;_____________37
|
.by 2 ;Mag_Deflector__;_37
|
||||||
.by 0 ;_____________38
|
.by 3 ;Shield_________;_38
|
||||||
.by 0 ;_____________39
|
.by 2 ;Heavy_Shield___;_39
|
||||||
.by 0 ;_____________40
|
.by 3 ;Force_Shield___;_40
|
||||||
.by 0 ;_____________41
|
.by 1 ;Auto_Defense___;_41
|
||||||
.by 0 ;_____________42
|
.by 2 ;Long_Barrel____;_42
|
||||||
.by 0 ;_____________43
|
.by 1 ;Nuclear_Winter_;_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_
|
|
||||||
|
|
||||||
PurchaseMeTable ;weapons good to be purchased by the robot
|
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||||
;the comment is an index in the tables
|
;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 "
|
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||||
.by %00000000
|
.by %00000000
|
||||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
; "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
|
.by %00000000
|
||||||
; "Laser "
|
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||||
.by %00000000
|
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||||
.by 0 ; offset to defensives
|
.by %01011111
|
||||||
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
|
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||||
; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
|
.by %11000000
|
||||||
.by %01000011
|
|
||||||
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
|
|
||||||
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
|
||||||
.by %11110100
|
|
||||||
|
|
||||||
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||||
;the comment is an index in the tables
|
;the comment is an index in the tables
|
||||||
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
||||||
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
||||||
.by %00110001
|
.by %01110000
|
||||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||||
.by %01000000
|
.by %01000000
|
||||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||||
.by %00000000
|
.by %00000000
|
||||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
; "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
|
.by %00000000
|
||||||
; "Laser "
|
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||||
.by %00000000
|
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||||
.by 0 ; offset to defensives
|
.by %01001101
|
||||||
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
|
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||||
; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
|
.by %11000000
|
||||||
.by %01000001
|
|
||||||
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
|
|
||||||
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
|
||||||
.by %10110100
|
|
||||||
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
; Screen codes of icons (chars) representing a given weapon
|
; Screen codes of icons (chars) representing a given weapon
|
||||||
WeaponSymbols
|
WeaponSymbols
|
||||||
.by $40,$41,$42,$43,$44,$45,$46,$47
|
.by $40 ;ind_Baby_Missile___ ;_00
|
||||||
.by $48,$49,$4a,$4b,$4c,$4d,$4e,$4f
|
.by $41 ;ind_Missile________ ;_01
|
||||||
.by $50,$51,$52,$53,$54,$55,$56,$57
|
.by $42 ;ind_Baby_Nuke______ ;_02
|
||||||
.by $58,$59,$5a,$5b,$60,$7b,$1f,$7d
|
.by $43 ;ind_Nuke___________ ;_03
|
||||||
.by $20,$00,$00,$00,$00,$00,$00,$00
|
.by $44 ;ind_LeapFrog_______ ;_04
|
||||||
.by $00,$00,$00,$00,$00,$00,$00,$00
|
.by $45 ;ind_Funky_Bomb_____ ;_05
|
||||||
.by $5f,$1c,$03,$06,$06,$0a,$1b,$1b ; defensives
|
.by $46 ;ind_MIRV___________ ;_06
|
||||||
.by $1e,$3b,$3d,$3c,$3e,$3f,$1d,$7d
|
.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)
|
; Names of weapons (16 chars long)
|
||||||
NamesOfWeapons ;the comment is an index in the tables
|
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"Liquid Dirt " ; 28
|
||||||
dta d"Dirt Charge " ; 29
|
dta d"Dirt Charge " ; 29
|
||||||
dta d"Buy me! " ; 30
|
dta d"Buy me! " ; 30
|
||||||
dta d"Plasma Blast " ; 31
|
dta d"Laser " ; 31
|
||||||
dta d"Laser " ; 32
|
;------defensives
|
||||||
dta d"----------------" ; 33
|
dta d"White Flag " ; 32
|
||||||
dta d"----------------" ; 34
|
dta d"Battery " ; 33
|
||||||
dta d"----------------" ; 35
|
dta d"Hovercraft " ; 34
|
||||||
dta d"----------------" ; 36
|
dta d"Parachute " ; 35 - no energy
|
||||||
dta d"----------------" ; 37
|
dta d"Strong Parachute" ; 36 - with energy (earlier Battery)
|
||||||
dta d"----------------" ; 38
|
dta d"Mag Deflector " ; 37 - with shield and energy
|
||||||
dta d"----------------" ; 39
|
dta d"Shield " ; 38 - shield for one shot - no energy
|
||||||
dta d"----------------" ; 40
|
dta d"Heavy Shield " ; 39 - shield with energy
|
||||||
dta d"----------------" ; 41
|
dta d"Force Shield " ; 40 - shield with energy and parachute
|
||||||
dta d"----------------" ; 42
|
dta d"Bouncy Castle " ; 41 - with shield and energy
|
||||||
dta d"----------------" ; 43
|
dta d"Long Schlong " ; 42
|
||||||
dta d"----------------" ; 44
|
dta d"Nuclear Winter " ; 43
|
||||||
dta d"----------------" ; 45
|
DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake the table for ALL weapons
|
||||||
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
|
|
||||||
.by 00 ; White Flag
|
.by 00 ; White Flag
|
||||||
.by 00 ; Heat Guidance
|
.by 00 ; Heat Guidance
|
||||||
.by 00 ; Bal Guidance
|
|
||||||
.by 00 ; Horz Guidance
|
|
||||||
.by 98 ; Let's go!
|
.by 98 ; Let's go!
|
||||||
.by 00 ; Lazy Boy
|
|
||||||
.by 00 ; Parachute
|
.by 00 ; Parachute
|
||||||
.by 99 ; Strong Parachute
|
.by 99 ; Strong Parachute
|
||||||
.by 99 ; Mag Deflector
|
.by 99 ; Mag Deflector
|
||||||
.by 00 ; Shield
|
.by 00 ; Shield
|
||||||
.by 99 ; Heavy Shield
|
.by 99 ; Heavy Shield
|
||||||
.by 99 ; Force Shield
|
.by 99 ; Force Shield
|
||||||
.by 00 ; Super Mag
|
|
||||||
.by 99 ; Bouncy Castle
|
.by 99 ; Bouncy Castle
|
||||||
.by 00 ; Long Barrel
|
.by 00 ; Long Barrel
|
||||||
.by 00 ; Nuclear Winter
|
.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
|
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
||||||
weaponsOfDeathEnd
|
weaponsOfDeathEnd
|
||||||
joyToKeyTable
|
joyToKeyTable
|
||||||
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
|
.by $ff ;00
|
||||||
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
|
.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)
|
keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
|
||||||
@@ -602,12 +560,11 @@ scrcodes
|
|||||||
gameOverSpritesTop
|
gameOverSpritesTop
|
||||||
; end of the Gover sprites by number of players
|
; end of the Gover sprites by number of players
|
||||||
; 1 2 3 4 5 6
|
; 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
|
;-------decimal constans
|
||||||
zero
|
zero
|
||||||
digits dta d"0123456789"
|
digits dta d"0123456789"
|
||||||
nineplus dta d"9"+1
|
|
||||||
space dta d" "
|
|
||||||
;------credits
|
;------credits
|
||||||
CreditsStart
|
CreditsStart
|
||||||
dta d" "*
|
dta d" "*
|
||||||
@@ -616,8 +573,6 @@ CreditsStart
|
|||||||
dta d"Warsaw, Miam",d"i"*
|
dta d"Warsaw, Miam",d"i"*
|
||||||
dta d"2000-202",d"2"*
|
dta d"2000-202",d"2"*
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"B",d"y"*
|
|
||||||
dta d" "*
|
|
||||||
dta d"Programmin",d"g"*
|
dta d"Programmin",d"g"*
|
||||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||||
dta d"Pawel 'pirx' Kalinowsk",d"i"*
|
dta d"Pawel 'pirx' Kalinowsk",d"i"*
|
||||||
@@ -625,15 +580,19 @@ CreditsStart
|
|||||||
dta d"SFX, Music and Suppor",d"t"*
|
dta d"SFX, Music and Suppor",d"t"*
|
||||||
dta d"Michal 'Miker' Szpilowsk",d"i"*
|
dta d"Michal 'Miker' Szpilowsk",d"i"*
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Additional Musi",d"c"*
|
.IF target != 5200
|
||||||
dta d"Mario 'Emkay' Kri",d"x"*
|
dta d"Additional Musi",d"c"*
|
||||||
dta d" "*
|
dta d"Mario 'Emkay' Kri",d"x"*
|
||||||
|
dta d" "*
|
||||||
|
.ENDIF
|
||||||
dta d"Code Optimizatio",d"n"*
|
dta d"Code Optimizatio",d"n"*
|
||||||
dta d"Piotr '0xF' Fusi",d"k"*
|
dta d"Piotr '0xF' Fusi",d"k"*
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Ar",d"t"*
|
dta d"Ar",d"t"*
|
||||||
dta d"Adam Wachowsk",d"i"*
|
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" "*
|
||||||
dta d"Ideas and Q",d"A"*
|
dta d"Ideas and Q",d"A"*
|
||||||
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
|
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
|
||||||
@@ -642,10 +601,17 @@ CreditsStart
|
|||||||
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Additional testin",d"g"*
|
dta d"Additional testin",d"g"*
|
||||||
dta d"Arek Peck",d"o"*
|
dta d"Arek and Alex Peck",d"o"*
|
||||||
dta d" "*
|
.IF target != 5200
|
||||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
dta d" "*
|
||||||
|
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||||
|
.ENDIF
|
||||||
dta d" "*
|
dta d" "*
|
||||||
CreditsEnd
|
CreditsEnd
|
||||||
CreditsLines=44
|
.IF target = 5200
|
||||||
|
CreditsLines=36
|
||||||
|
.ELSE
|
||||||
|
CreditsLines=42 ; 34 in reality. add 7?
|
||||||
|
.ENDIF
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
+69
-106
@@ -4,28 +4,26 @@ screenheight = 200
|
|||||||
screenBytes = 40
|
screenBytes = 40
|
||||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||||
|
|
||||||
|
TankWidth = 8
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
; Player/missile memory
|
; Player/missile memory
|
||||||
PMGraph = $0800 ; real PM start = $0b00
|
PMGraph = $1800 ; real PM start = PMGraph + $0300
|
||||||
|
|
||||||
|
|
||||||
; Generated tables
|
; Generated tables
|
||||||
linetableL = $0b00 - (screenHeight+1)*2
|
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||||
linetableH = $0b00 - (screenHeight+1)
|
;----------------------------------------------
|
||||||
|
|
||||||
display = $1010 ;screen takes $2K due to clearing routine
|
|
||||||
|
|
||||||
margin = 40 ;mountain drawing Y variable margin
|
margin = 40 ;mountain drawing Y variable margin
|
||||||
MaxPlayers = 6
|
MaxPlayers = 6
|
||||||
maxOptions = 9 ;number of all options
|
maxOptions = 9 ;number of all options
|
||||||
PMOffsetX = $2C ; P/M to graphics offset
|
PMOffsetX = $2C ; P/M to graphics offset
|
||||||
PMOffsetY = $23 ; P/M to graphics offset
|
PMOffsetY = $2A ; P/M to graphics offset
|
||||||
napalmRadius = 10
|
napalmRadius = 10
|
||||||
StandardBarrel = 6 ; standard tank barrel length
|
StandardBarrel = 6 ; standard tank barrel length
|
||||||
LongBarrel = 20 ; long barrel length
|
LongBarrel = 20 ; long barrel length
|
||||||
|
|
||||||
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||||
TextForegroundColor = $0A
|
TextForegroundColor = $0A
|
||||||
|
space = 0 ; space in screencodes
|
||||||
|
|
||||||
;character codes for symbols (tank, parachute, etc. )
|
;character codes for symbols (tank, parachute, etc. )
|
||||||
char_parachute_______ = $02
|
char_parachute_______ = $02
|
||||||
@@ -35,78 +33,58 @@ char_clear_flame_____ = $1c
|
|||||||
char_digger__________ = $04
|
char_digger__________ = $04
|
||||||
char_sandhog_________ = $0c
|
char_sandhog_________ = $0c
|
||||||
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
||||||
|
|
||||||
char_tank1___________ = $20
|
char_tank1___________ = $20
|
||||||
char_tank2___________ = $24
|
char_tank2___________ = $24
|
||||||
char_tank3___________ = $28
|
char_tank3___________ = $28
|
||||||
|
|
||||||
;Weapon prices (*10 on screen)
|
;Weapon prices (*10 on screen)
|
||||||
price_Baby_Missile___ = 0 ;_0
|
price_Baby_Missile___ = 0 ;_00
|
||||||
price_Missile________ = 96 ;_1
|
price_Missile________ = 96 ;_01
|
||||||
price_Baby_Nuke______ = 111 ;_2
|
price_Baby_Nuke______ = 111 ;_02
|
||||||
price_Nuke___________ = 144 ;_3
|
price_Nuke___________ = 144 ;_03
|
||||||
price_LeapFrog_______ = 192 ;_4
|
price_LeapFrog_______ = 192 ;_04
|
||||||
price_Funky_Bomb_____ = 293 ;_5
|
price_Funky_Bomb_____ = 293 ;_05
|
||||||
price_MIRV___________ = 456 ;_6
|
price_MIRV___________ = 456 ;_06
|
||||||
price_Death_s_Head___ = 337 ;_7
|
price_Death_s_Head___ = 337 ;_07
|
||||||
price_Napalm_________ = 125 ;_8
|
price_Napalm_________ = 125 ;_08
|
||||||
price_Hot_Napalm_____ = 162 ;_9
|
price_Hot_Napalm_____ = 162 ;_09
|
||||||
price_Tracer_________ = 102 ;_10
|
price_Tracer_________ = 102 ;_10
|
||||||
price_Smoke_Tracer___ = 291 ;_11
|
price_Smoke_Tracer___ = 291 ;_11
|
||||||
price_Baby_Roller____ = 211 ;_12
|
price_Baby_Roller____ = 211 ;_12
|
||||||
price_Roller_________ = 244 ;_13
|
price_Roller_________ = 244 ;_13
|
||||||
price_Heavy_Roller___ = 326 ;_14
|
price_Heavy_Roller___ = 326 ;_14
|
||||||
price_Riot_Charge____ = 230 ;_15
|
price_Riot_Charge____ = 230 ;_15
|
||||||
price_Riot_Blast_____ = 241 ;_16
|
price_Riot_Blast_____ = 241 ;_16
|
||||||
price_Riot_Bomb______ = 259 ;_17
|
price_Riot_Bomb______ = 259 ;_17
|
||||||
price_Heavy_Riot_Bomb = 272 ;_18
|
price_Heavy_Riot_Bomb = 272 ;_18
|
||||||
price_Baby_Digger____ = 136 ;_19
|
price_Baby_Digger____ = 136 ;_19
|
||||||
price_Digger_________ = 176 ;_20
|
price_Digger_________ = 176 ;_20
|
||||||
price_Heavy_Digger___ = 207 ;_21
|
price_Heavy_Digger___ = 207 ;_21
|
||||||
price_Baby_Sandhog___ = 158 ;_22
|
price_Baby_Sandhog___ = 158 ;_22
|
||||||
price_Sandhog________ = 191 ;_23
|
price_Sandhog________ = 191 ;_23
|
||||||
price_Heavy_Sandhog__ = 223 ;_24
|
price_Heavy_Sandhog__ = 223 ;_24
|
||||||
price_Dirt_Clod______ = 104 ;_25
|
price_Dirt_Clod______ = 104 ;_25
|
||||||
price_Dirt_Ball______ = 130 ;_26
|
price_Dirt_Ball______ = 130 ;_26
|
||||||
price_Ton_of_Dirt____ = 171 ;_27
|
price_Ton_of_Dirt____ = 171 ;_27
|
||||||
price_Liquid_Dirt____ = 330 ;_28
|
price_Liquid_Dirt____ = 330 ;_28
|
||||||
price_Dirt_Charge____ = 343 ;_29
|
price_Dirt_Charge____ = 343 ;_29
|
||||||
price_Buy_me_________ = 170 ;430 ;_30
|
price_Buy_me_________ = 170 ;_30
|
||||||
price_Plasma_Blast___ = $ffff ;274 ;_31
|
price_Laser__________ = 277 ;_31
|
||||||
price_Laser__________ = 277 ;_32
|
price_White_Flag_____ = $0 ;_32
|
||||||
price______________33 = 0
|
price_Battery________ = 300 ;_33
|
||||||
price______________34 = 0
|
price_Hovercraft_____ = 352 ;_34
|
||||||
price______________35 = 0
|
price_Parachute______ = 234 ;_35
|
||||||
price______________36 = 0
|
price_StrongParachute = 1000 ;_36
|
||||||
price______________37 = 0
|
price_Mag_Deflector__ = 745 ;_37
|
||||||
price______________38 = 0
|
price_Shield_________ = 224 ;_38
|
||||||
price______________39 = 0
|
price_Heavy_Shield___ = 628 ;_39
|
||||||
price______________40 = 0
|
price_Force_Shield___ = 1100 ;_40
|
||||||
price______________41 = 0
|
price_Bouncy_Castle__ = 512 ;_41
|
||||||
price______________42 = 0
|
price_Long_Barrel____ = 2100 ;_42
|
||||||
price______________43 = 0
|
price_Nuclear_Winter_ = 1000 ;_43
|
||||||
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
|
|
||||||
;Weapon indexes (numbers)
|
;Weapon indexes (numbers)
|
||||||
ind_Baby_Missile___ = 0
|
ind_Baby_Missile___ = 0
|
||||||
|
first_offensive____ = ind_Baby_Missile___
|
||||||
ind_Missile________ = 1
|
ind_Missile________ = 1
|
||||||
ind_Baby_Nuke______ = 2
|
ind_Baby_Nuke______ = 2
|
||||||
ind_Nuke___________ = 3
|
ind_Nuke___________ = 3
|
||||||
@@ -137,39 +115,24 @@ ind_Ton_of_Dirt____ = 27
|
|||||||
ind_Liquid_Dirt____ = 28
|
ind_Liquid_Dirt____ = 28
|
||||||
ind_Dirt_Charge____ = 29
|
ind_Dirt_Charge____ = 29
|
||||||
ind_Buy_me_________ = 30
|
ind_Buy_me_________ = 30
|
||||||
ind_Plasma_Blast___ = 31
|
ind_Laser__________ = 31
|
||||||
ind_Laser__________ = 32
|
last_offensive_____ = ind_Laser__________
|
||||||
ind______________33 = 0
|
ind_White_Flag_____ = 32
|
||||||
ind______________34 = 0
|
first_defensive____ = ind_White_Flag_____
|
||||||
ind______________35 = 0
|
ind_Battery________ = 33
|
||||||
ind______________36 = 0
|
ind_Hovercraft_____ = 34
|
||||||
ind______________37 = 0
|
ind_Parachute______ = 35
|
||||||
ind______________38 = 0
|
ind_StrongParachute = 36
|
||||||
ind______________39 = 0
|
ind_Mag_Deflector__ = 37
|
||||||
ind______________40 = 0
|
ind_Shield_________ = 38
|
||||||
ind______________41 = 0
|
ind_Heavy_Shield___ = 39
|
||||||
ind______________42 = 0
|
ind_Force_Shield___ = 40
|
||||||
ind______________43 = 0
|
ind_Bouncy_Castle__ = 41
|
||||||
ind______________44 = 0
|
ind_Long_Barrel____ = 42
|
||||||
ind______________45 = 0
|
ind_Nuclear_Winter_ = 43
|
||||||
ind______________46 = 0
|
last_defensive_____ = ind_Nuclear_Winter_
|
||||||
ind______________47 = 0
|
number_of_offensives = last_offensive_____ - first_offensive____+1
|
||||||
ind_White_Flag_____ = 48
|
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
||||||
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
|
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
; names of RMT instruments (sfx)
|
; names of RMT instruments (sfx)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
|
|||||||
@@ -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
|
||||||
@@ -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
@@ -1,98 +1,7 @@
|
|||||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
.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)
|
; start of "constants" (ROM)
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
;Screen displays go first to avoid crossing 4kb barrier
|
;Screen displays go first to avoid crossing 4kb barrier
|
||||||
@@ -100,16 +9,50 @@ DLCreditsAddr
|
|||||||
OptionsScreen
|
OptionsScreen
|
||||||
dta d"Welcome to Scorch v. "
|
dta d"Welcome to Scorch v. "
|
||||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
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" Please select option with cursor keys "
|
||||||
dta d" and press (Return) to proceed "
|
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
|
MoreUp
|
||||||
dta d" "
|
dta d" "
|
||||||
dta 92,92,92
|
dta 92,92,92
|
||||||
dta d" more "
|
dta d" more "
|
||||||
dta 92,92,92
|
dta 92,92,92
|
||||||
dta d" "
|
dta d" "
|
||||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
|
||||||
MoreDown
|
MoreDown
|
||||||
dta d" "
|
dta d" "
|
||||||
dta 93,93,93
|
dta 93,93,93
|
||||||
@@ -118,20 +61,39 @@ MoreDown
|
|||||||
dta d" "
|
dta d" "
|
||||||
WeaponsDescription
|
WeaponsDescription
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
|
.IF TARGET = 800
|
||||||
dta d"Tab"*
|
dta d"Tab"*
|
||||||
dta d ": Defensive/Offensive weapon "
|
dta d ": Defensive/Offensive weapon "
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
dta d"Left"*
|
||||||
|
dta d ": Defensive/Offensive weapon"
|
||||||
|
.ENDIF
|
||||||
PurchaseDescription
|
PurchaseDescription
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
|
.IF TARGET = 800
|
||||||
dta d"Space"*
|
dta d"Space"*
|
||||||
dta d": Purchase "
|
dta d": Purchase "
|
||||||
dta d"Return"*
|
dta d"Return"*
|
||||||
dta d": Finish "
|
dta d": Finish "
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
dta d"Right"*
|
||||||
|
dta d": Purchase "
|
||||||
|
dta d"FIRE"*
|
||||||
|
dta d": Finish "
|
||||||
|
.ENDIF
|
||||||
ActivateDescription
|
ActivateDescription
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
|
.IF TARGET = 800
|
||||||
dta d"Space"*
|
dta d"Space"*
|
||||||
dta d": Activate "
|
dta d": Activate "
|
||||||
dta d"Return"*
|
dta d"Return"*
|
||||||
dta d": Finish "
|
dta d": Finish "
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
dta d"Right"*
|
||||||
|
dta d": Activate "
|
||||||
|
dta d"FIRE"*
|
||||||
|
dta d": Finish "
|
||||||
|
.ENDIF
|
||||||
EmptyLine
|
EmptyLine
|
||||||
dta d" "
|
dta d" "
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
@@ -150,45 +112,11 @@ GameOverTitle2
|
|||||||
;-----------------------------------------------------
|
;-----------------------------------------------------
|
||||||
;-------------display-lists---------------------------
|
;-------------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
|
dl ; MAIN game display list
|
||||||
.byte 0
|
.byte $70
|
||||||
.byte $42
|
.byte $42
|
||||||
.word textbuffer
|
.word statusBuffer
|
||||||
.byte $02, $02 +$80 ;DLI
|
.byte $02, $02 +$80 ;DLI
|
||||||
.byte $10 ; 2 blank lines
|
.byte $10 ; 2 blank lines
|
||||||
|
|
||||||
@@ -232,6 +160,52 @@ dl ; MAIN game display list
|
|||||||
.byte $41
|
.byte $41
|
||||||
.word dl
|
.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
|
GameOverResults = display+$0ff0 ; reuse after game
|
||||||
Credits = GameOverResults +(6*40)
|
Credits = GameOverResults +(6*40)
|
||||||
CreditsLastLine = Credits + (CreditsLines*40)
|
CreditsLastLine = Credits + (CreditsLines*40)
|
||||||
@@ -239,6 +213,7 @@ GameOverDL
|
|||||||
.byte $70,$40
|
.byte $70,$40
|
||||||
.byte $47 ; 16 gr8 lines
|
.byte $47 ; 16 gr8 lines
|
||||||
.word GameOverTitle
|
.word GameOverTitle
|
||||||
|
.byte $60 ; 7 lines down to match new sprite position
|
||||||
.byte $4f ; 1 line
|
.byte $4f ; 1 line
|
||||||
.word display+(40*72)
|
.word display+(40*72)
|
||||||
:28 .byte $0f ; 28 lines
|
:28 .byte $0f ; 28 lines
|
||||||
@@ -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
@@ -584,6 +584,11 @@ UnequalTanks
|
|||||||
.endp
|
.endp
|
||||||
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
|
.proc ClearTanks
|
||||||
|
jsr PMoutofScreen
|
||||||
|
mva #1 Erase ; erase tanks flag
|
||||||
|
.endp
|
||||||
|
;--
|
||||||
.proc drawtanks
|
.proc drawtanks
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
lda TankNr
|
lda TankNr
|
||||||
@@ -601,6 +606,7 @@ DrawNextTank
|
|||||||
pla
|
pla
|
||||||
sta TankNr
|
sta TankNr
|
||||||
|
|
||||||
|
mva #0 Erase ; no erase tanks flag
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;---------
|
;---------
|
||||||
@@ -645,7 +651,8 @@ DrawTankNrX
|
|||||||
jsr SetupXYdraw
|
jsr SetupXYdraw
|
||||||
|
|
||||||
jsr TypeChar
|
jsr TypeChar
|
||||||
|
lda Erase
|
||||||
|
jne noTankNoPM
|
||||||
; now P/M graphics on the screen (only for 5 tanks)
|
; now P/M graphics on the screen (only for 5 tanks)
|
||||||
; horizontal position
|
; horizontal position
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
@@ -729,7 +736,7 @@ ZeroesToGo6
|
|||||||
bne ClearPM6
|
bne ClearPM6
|
||||||
|
|
||||||
NoPlayerMissile
|
NoPlayerMissile
|
||||||
|
noTankNoPM
|
||||||
ldy #$01
|
ldy #$01
|
||||||
lda Erase
|
lda Erase
|
||||||
beq @+
|
beq @+
|
||||||
@@ -1100,8 +1107,9 @@ ParachutePresent
|
|||||||
; check energy of parachute
|
; check energy of parachute
|
||||||
lda ShieldEnergy,x
|
lda ShieldEnergy,x
|
||||||
bne OneTimeParachute
|
bne OneTimeParachute
|
||||||
mva #0 Parachute
|
lda #$00
|
||||||
mva #0 ActiveDefenceWeapon,x ; deactivate defence
|
sta Parachute
|
||||||
|
sta ActiveDefenceWeapon,x ; deactivate defence
|
||||||
OneTimeParachute
|
OneTimeParachute
|
||||||
lda Parachute
|
lda Parachute
|
||||||
ora #2 ; we set bit nr 1 (nr 0 means that parachute is present)
|
ora #2 ; we set bit nr 1 (nr 0 means that parachute is present)
|
||||||
@@ -1128,16 +1136,13 @@ FallingRight
|
|||||||
bit PreviousFall ; bit 6 - left
|
bit PreviousFall ; bit 6 - left
|
||||||
bvs EndRightFall
|
bvs EndRightFall
|
||||||
; we finish falling right if the tank reached the edge of the screen
|
; 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
|
lda XtanksTableH,x
|
||||||
adc #0
|
cmp #>(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||||
sta temp+1
|
bne @+
|
||||||
cpw temp #screenwidth-2 ; 2 pixels correction due to a barrel wider than tank
|
lda XtanksTableL,x
|
||||||
bcs EndRightFall
|
cmp #<(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||||
NotLeftEdge
|
@ bcs EndRightFall
|
||||||
|
NotRightEdge
|
||||||
; tank is falling right - modify coorinates
|
; tank is falling right - modify coorinates
|
||||||
clc
|
clc
|
||||||
lda XtankstableL,x
|
lda XtankstableL,x
|
||||||
@@ -1158,6 +1163,7 @@ FallingLeft
|
|||||||
lda XtanksTableL,x
|
lda XtanksTableL,x
|
||||||
cmp #3 ; 2 pixels correction due to a barrel wider than tank
|
cmp #3 ; 2 pixels correction due to a barrel wider than tank
|
||||||
bcc EndLeftFall
|
bcc EndLeftFall
|
||||||
|
NotLeftEdge
|
||||||
; tank is falling left - modify coorinates
|
; tank is falling left - modify coorinates
|
||||||
sec
|
sec
|
||||||
lda XtankstableL,x
|
lda XtankstableL,x
|
||||||
@@ -1205,7 +1211,7 @@ DoNotDrawParachute
|
|||||||
ForceFallLeft
|
ForceFallLeft
|
||||||
sta UnderTank1
|
sta UnderTank1
|
||||||
sty UnderTank2
|
sty UnderTank2
|
||||||
jne TankFallsX
|
jmp TankFallsX
|
||||||
EndOfFall
|
EndOfFall
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
; ldx TankNr
|
; ldx TankNr
|
||||||
@@ -1264,20 +1270,37 @@ drawmountainsloop
|
|||||||
beq NoMountain
|
beq NoMountain
|
||||||
sta ydraw
|
sta ydraw
|
||||||
sty ydraw+1
|
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
|
NoMountain
|
||||||
inw modify
|
inw modify
|
||||||
inw xdraw
|
inw xdraw
|
||||||
cpw xdraw #screenwidth
|
cpw xdraw #screenwidth
|
||||||
bne drawmountainsloop
|
bne drawmountainsloop
|
||||||
rts
|
rts
|
||||||
|
/*
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
drawmountainspixel
|
drawmountainspixel ; never used ?
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
mwa #0 xdraw
|
mwa #0 xdraw
|
||||||
mwa #mountaintable modify
|
mwa #mountaintable modify
|
||||||
|
|
||||||
|
|
||||||
drawmountainspixelloop
|
drawmountainspixelloop
|
||||||
ldy #0
|
ldy #0
|
||||||
lda (modify),y
|
lda (modify),y
|
||||||
@@ -1288,8 +1311,8 @@ drawmountainspixelloop
|
|||||||
inw xdraw
|
inw xdraw
|
||||||
cpw xdraw #screenwidth
|
cpw xdraw #screenwidth
|
||||||
bne drawmountainspixelloop
|
bne drawmountainspixelloop
|
||||||
|
|
||||||
rts
|
rts
|
||||||
|
*/
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc SoilDown2
|
.proc SoilDown2
|
||||||
@@ -1318,8 +1341,8 @@ drawmountainspixelloop
|
|||||||
; how it works. I have just translated Polish comment
|
; how it works. I have just translated Polish comment
|
||||||
; but I do not understand a word of it :)
|
; but I do not understand a word of it :)
|
||||||
; If you know how it works, please write here :))))
|
; If you know how it works, please write here :))))
|
||||||
|
jsr ClearTanks
|
||||||
jsr PMoutofscreen
|
NoClearTanks
|
||||||
|
|
||||||
; First we look for highest pixels and fill with their coordinates
|
; First we look for highest pixels and fill with their coordinates
|
||||||
; both tables
|
; both tables
|
||||||
@@ -1417,6 +1440,7 @@ ColumnIsReady
|
|||||||
; now correct heights are in the mountaintable
|
; now correct heights are in the mountaintable
|
||||||
sta color ; Pozor! :) we know - now A=1
|
sta color ; Pozor! :) we know - now A=1
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
|
jsr DrawTanks
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -1566,14 +1590,24 @@ nextPointChecking
|
|||||||
lda (modify),y
|
lda (modify),y
|
||||||
tax
|
tax
|
||||||
NotHigher
|
NotHigher
|
||||||
inw modify
|
; inw modify
|
||||||
cpw modify #(mountaintable+screenwidth)
|
; 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
|
bne nextPointChecking
|
||||||
txa
|
txa
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
|
||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
.proc unPlot
|
.proc unPlot
|
||||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||||
@@ -1762,31 +1796,8 @@ ClearPlot
|
|||||||
eor #$ff
|
eor #$ff
|
||||||
and bittable,x
|
and bittable,x
|
||||||
rts
|
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
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
; ------------------------------------------
|
|
||||||
.proc TypeChar
|
.proc TypeChar
|
||||||
; puts char on the graphics screen
|
; puts char on the graphics screen
|
||||||
; in: CharCode
|
; in: CharCode
|
||||||
@@ -2170,5 +2181,37 @@ ybarrel
|
|||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.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
|
.endif
|
||||||
@@ -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
@@ -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
|
||||||
|
*/
|
||||||
@@ -652,3 +652,71 @@ scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
|||||||
mode10 = %10000000
|
mode10 = %10000000
|
||||||
mode11 = %11000000
|
mode11 = %11000000
|
||||||
.ende
|
.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
|
||||||
@@ -101,7 +101,7 @@
|
|||||||
sta :1+1
|
sta :1+1
|
||||||
.endm
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro randomize
|
.macro randomizer
|
||||||
;usage: randomize floor ceiling
|
;usage: randomize floor ceiling
|
||||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||||
.if :2 < :1
|
.if :2 < :1
|
||||||
+337
-246
@@ -2,45 +2,30 @@
|
|||||||
;Atari 8-bit Scorched Earth source code
|
;Atari 8-bit Scorched Earth source code
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||||
;Warsaw 2000,2001,2002,2003,2009,2012,2013
|
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
||||||
;Miami&Warsaw 2022
|
;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
|
|
||||||
|
|
||||||
;this source code was compiled under OMC65 crossassembler
|
;---------------------------------------------------
|
||||||
;(https://github.com/pkali/omc65)
|
.def TARGET = 800 ;5200 ; or 800
|
||||||
;and on 2012-06-21 translated to mads
|
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
||||||
;
|
;atari800 -run ${outputFilePath}
|
||||||
;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
|
|
||||||
|
|
||||||
;we were trying to use as much macros and pseudoops as possible
|
OPT r+ ; saves 12 bytes :O
|
||||||
;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
|
|
||||||
|
|
||||||
|
;---------------------------------------------------
|
||||||
.macro build
|
.macro build
|
||||||
dta d"1.12" ; number of this build (3 bytes)
|
dta d"1.16" ; number of this build (4 bytes)
|
||||||
.endm
|
.endm
|
||||||
|
|
||||||
icl 'definitions.asm'
|
.macro RMTSong
|
||||||
|
lda #:1
|
||||||
|
jsr RMTSongSelect
|
||||||
|
.endm
|
||||||
|
|
||||||
|
;---------------------------------------------------
|
||||||
|
icl 'definitions.asm'
|
||||||
|
;---------------------------------------------------
|
||||||
|
|
||||||
.zpvar xdraw .word = $64 ;variable X for plot
|
.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)
|
.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 pressTimer .byte
|
||||||
.zpvar NTSCcounter .byte
|
.zpvar NTSCcounter .byte
|
||||||
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
||||||
;.zpvar dliA .byte
|
|
||||||
;.zpvar dliX .byte
|
|
||||||
;.zpvar dliY .byte
|
|
||||||
.zpvar sfx_effect .byte
|
.zpvar sfx_effect .byte
|
||||||
.zpvar RMT_blocked .byte
|
.zpvar RMT_blocked .byte
|
||||||
|
|
||||||
@@ -103,7 +85,6 @@
|
|||||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||||
.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
|
.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
|
||||||
.zpvar ResultY .byte
|
.zpvar ResultY .byte
|
||||||
.zpvar FallDown2 .byte
|
|
||||||
.zpvar xcircle .word
|
.zpvar xcircle .word
|
||||||
.zpvar ycircle .word
|
.zpvar ycircle .word
|
||||||
.zpvar vy .word
|
.zpvar vy .word
|
||||||
@@ -134,7 +115,6 @@
|
|||||||
.zpvar HowToDraw .byte
|
.zpvar HowToDraw .byte
|
||||||
.zpvar gravity .byte
|
.zpvar gravity .byte
|
||||||
.zpvar LineLength .word
|
.zpvar LineLength .word
|
||||||
;.zpvar LineAddress4x4 .word
|
|
||||||
.zpvar tracerflag .byte
|
.zpvar tracerflag .byte
|
||||||
.zpvar isInventory .byte
|
.zpvar isInventory .byte
|
||||||
.zpvar DifficultyLevel .byte
|
.zpvar DifficultyLevel .byte
|
||||||
@@ -143,49 +123,117 @@
|
|||||||
.zpvar L1 .byte
|
.zpvar L1 .byte
|
||||||
|
|
||||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||||
.zpvar RMT_Zero_Page_V .byte
|
|
||||||
|
|
||||||
displayposition = modify
|
displayposition = modify
|
||||||
LineAddress4x4 = temp
|
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'
|
.ende */
|
||||||
icl 'lib/macro.hea'
|
.ELSE
|
||||||
|
icl 'lib/ATARISYS.ASM'
|
||||||
|
icl 'lib/MACRO.ASM'
|
||||||
|
icl 'artwork/Scorch50.asm' ; splash screen and musix
|
||||||
|
.ENDIF
|
||||||
|
|
||||||
;splash screen and musix
|
;-----------------------------------------------
|
||||||
icl 'artwork/Scorch50.asm'
|
; variable declarations in RAM (no code)
|
||||||
|
;-----------------------------------------------
|
||||||
|
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1)
|
||||||
|
icl 'variables.asm'
|
||||||
|
|
||||||
|
; Game loading address
|
||||||
|
ORG $4000
|
||||||
|
|
||||||
;Game loading address
|
|
||||||
ORG $3000
|
|
||||||
WeaponFont
|
WeaponFont
|
||||||
ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||||
|
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
;Screen displays go here to avoid crossing 4kb barrier
|
;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
|
; Game Code
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
FirstSTART
|
FirstSTART
|
||||||
mva #0 dmactls ; dark screen
|
jsr MakeDarkScreen
|
||||||
jsr WaitOneFrame
|
|
||||||
|
|
||||||
; one time zero variables in RAM (non zero page)
|
; one time zero variables in RAM (non zero page)
|
||||||
lda #0
|
lda #0
|
||||||
ldy #OneTimeZeroVariablesCount-1
|
ldy #OneTimeZeroVariablesCount-1
|
||||||
@ sta OneTimeZeroVariables,y
|
@ sta OneTimeZeroVariables,y
|
||||||
dey
|
dey
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
; initialize variables in RAM (non zero page)
|
; initialize variables in RAM (non zero page)
|
||||||
ldy #initialvaluesCount-1
|
ldy #initialvaluesCount-1
|
||||||
@ lda initialvaluesStart,y
|
@ lda initialvaluesStart,y
|
||||||
sta variablesToInitialize,y
|
sta variablesToInitialize,y
|
||||||
dey
|
dey
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
|
|
||||||
@@ -203,7 +251,6 @@ FirstSTART
|
|||||||
cpy #screenheight+1
|
cpy #screenheight+1
|
||||||
bne @-
|
bne @-
|
||||||
|
|
||||||
|
|
||||||
; RMT INIT
|
; RMT INIT
|
||||||
lda #$f0 ;initial value
|
lda #$f0 ;initial value
|
||||||
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
|
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
|
||||||
@@ -211,30 +258,32 @@ FirstSTART
|
|||||||
lda #$ff ;initial value
|
lda #$ff ;initial value
|
||||||
sta sfx_effect
|
sta sfx_effect
|
||||||
|
|
||||||
lda #0
|
RMTSong 0
|
||||||
jsr RmtSongSelect
|
|
||||||
|
|
||||||
|
.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
|
VMAIN VBLinterrupt,7 ;jsr SetVBL
|
||||||
|
|
||||||
|
mva #2 chactl ; necessary for 5200
|
||||||
|
|
||||||
START
|
START
|
||||||
; Startup sequence
|
; Startup sequence
|
||||||
jsr Initialize
|
jsr Initialize
|
||||||
|
|
||||||
;jsr GameOverScreen ; only for test !!!
|
;jsr GameOverScreen ; only for test !!!
|
||||||
|
|
||||||
lda #song_main_menu
|
RMTSong song_main_menu
|
||||||
jsr RmtSongSelect
|
|
||||||
|
|
||||||
|
|
||||||
jsr Options ;startup screen
|
jsr Options ;startup screen
|
||||||
mva #0 dmactls ; dark screen
|
jsr MakeDarkScreen
|
||||||
jsr WaitOneFrame
|
|
||||||
bit escFlag
|
bit escFlag
|
||||||
bmi START
|
bmi START
|
||||||
|
|
||||||
jsr EnterPlayerNames
|
jsr EnterPlayerNames
|
||||||
mva #0 dmactls ; dark screen
|
jsr MakeDarkScreen
|
||||||
jsr WaitOneFrame
|
|
||||||
bit escFlag
|
bit escFlag
|
||||||
bmi START
|
bmi START
|
||||||
|
|
||||||
@@ -245,18 +294,12 @@ MainGameLoop
|
|||||||
jsr SetWallsType
|
jsr SetWallsType
|
||||||
; first set default barrel lengths (fix for Long Schlong activation :) )
|
; first set default barrel lengths (fix for Long Schlong activation :) )
|
||||||
; we must do it before purchase/activate
|
; we must do it before purchase/activate
|
||||||
ldx #(MaxPlayers-1)
|
jsr SetStandardBarrels
|
||||||
SettingBarrel
|
|
||||||
lda #StandardBarrel ; standard barrel length
|
|
||||||
sta BarrelLength,x
|
|
||||||
dex
|
|
||||||
bpl SettingBarrel
|
|
||||||
|
|
||||||
jsr CallPurchaseForEveryTank
|
jsr CallPurchaseForEveryTank
|
||||||
|
|
||||||
; issue #72 (glitches when switches)
|
; issue #72 (glitches when switches)
|
||||||
mva #0 dmactls ; dark screen
|
jsr MakeDarkScreen
|
||||||
jsr WaitOneFrame
|
|
||||||
|
|
||||||
bit escFlag
|
bit escFlag
|
||||||
bmi START
|
bmi START
|
||||||
@@ -275,10 +318,8 @@ SettingBarrel
|
|||||||
jsr SortSequence
|
jsr SortSequence
|
||||||
|
|
||||||
; Hide all (easier than hide last ;) ) tanks
|
; Hide all (easier than hide last ;) ) tanks
|
||||||
mva #1 Erase
|
jsr cleartanks
|
||||||
jsr drawtanks
|
sta COLBAKS ; set background color to black
|
||||||
mva #0 Erase
|
|
||||||
jsr PMoutofScreen ;let P/M disappear
|
|
||||||
|
|
||||||
; here gains and losses should be displayed (dollars)
|
; here gains and losses should be displayed (dollars)
|
||||||
; finally we have changed our minds and money of players
|
; finally we have changed our minds and money of players
|
||||||
@@ -287,8 +328,7 @@ SettingBarrel
|
|||||||
; Results are number of other deaths
|
; Results are number of other deaths
|
||||||
; before the player dies itself
|
; before the player dies itself
|
||||||
|
|
||||||
lda #song_round_over
|
RmtSong song_round_over
|
||||||
jsr RmtSongSelect
|
|
||||||
jsr DisplayResults
|
jsr DisplayResults
|
||||||
|
|
||||||
jsr DemoModeOrKey
|
jsr DemoModeOrKey
|
||||||
@@ -385,15 +425,13 @@ eskipzeroing
|
|||||||
lda GameIsOver
|
lda GameIsOver
|
||||||
beq NoGameOverYet
|
beq NoGameOverYet
|
||||||
GoGameOver
|
GoGameOver
|
||||||
mva #0 dmactls ; dark screen
|
jsr MakeDarkScreen
|
||||||
jsr WaitOneFrame
|
|
||||||
jsr GameOverScreen
|
jsr GameOverScreen
|
||||||
jmp START
|
jmp START
|
||||||
NoGameOverYet
|
NoGameOverYet
|
||||||
inc CurrentRoundNr
|
inc CurrentRoundNr
|
||||||
lda #$0
|
jsr MakeDarkScreen ; issue #72
|
||||||
sta dmactls ; issue #72
|
; jsr RmtSongSelect ; ?????
|
||||||
jsr RmtSongSelect
|
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
jsr PMoutofscreen
|
jsr PMoutofscreen
|
||||||
|
|
||||||
@@ -410,8 +448,7 @@ NoGameOverYet
|
|||||||
; the shooting angle is randomized
|
; the shooting angle is randomized
|
||||||
; of course gains an loses are zeroed
|
; of course gains an loses are zeroed
|
||||||
|
|
||||||
lda #song_ingame
|
RmtSong song_ingame
|
||||||
jsr RmtSongSelect
|
|
||||||
|
|
||||||
jsr SetPMWidth
|
jsr SetPMWidth
|
||||||
lda #0
|
lda #0
|
||||||
@@ -465,16 +502,15 @@ SettingEnergies
|
|||||||
jsr calculatemountains ;let mountains be easy for the eye
|
jsr calculatemountains ;let mountains be easy for the eye
|
||||||
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
|
;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 SetMainScreen
|
||||||
jsr ColorsOfSprites
|
jsr ColorsOfSprites
|
||||||
|
|
||||||
; lda #90 ; barrel fully erect
|
|
||||||
; ldx #MaxPlayers-1
|
|
||||||
;@ sta previousBarrelAngle,x
|
|
||||||
; dex
|
|
||||||
; bpl @-
|
|
||||||
|
|
||||||
|
|
||||||
jsr drawmountains ;draw them
|
jsr drawmountains ;draw them
|
||||||
jsr drawtanks ;finally draw tanks
|
jsr drawtanks ;finally draw tanks
|
||||||
|
|
||||||
@@ -578,7 +614,7 @@ RoboTanks
|
|||||||
jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) )
|
jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) )
|
||||||
jsr MoveBarrelToNewPosition
|
jsr MoveBarrelToNewPosition
|
||||||
lda kbcode
|
lda kbcode
|
||||||
cmp #28 ; ESC
|
cmp #@kbcode._esc ; 28 ; ESC
|
||||||
bne @+
|
bne @+
|
||||||
jsr AreYouSure
|
jsr AreYouSure
|
||||||
@ lda escFlag
|
@ lda escFlag
|
||||||
@@ -600,7 +636,7 @@ AfterManualShooting
|
|||||||
; defensive weapons without flight handling
|
; defensive weapons without flight handling
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
cmp #ind_Floating_Tank__ ; Floating Tank
|
cmp #ind_Hovercraft_____
|
||||||
beq GoFloat
|
beq GoFloat
|
||||||
cmp #ind_White_Flag_____ ; White Flag
|
cmp #ind_White_Flag_____ ; White Flag
|
||||||
beq ShootWhiteFlag
|
beq ShootWhiteFlag
|
||||||
@@ -640,27 +676,12 @@ ShootNow
|
|||||||
lda HitFlag ;0 if missed
|
lda HitFlag ;0 if missed
|
||||||
beq missed
|
beq missed
|
||||||
|
|
||||||
lda #0
|
|
||||||
sta FallDown1
|
|
||||||
sta FallDown2
|
|
||||||
jsr Explosion
|
jsr Explosion
|
||||||
|
|
||||||
continueMainRoundLoopAfterSeppuku
|
continueMainRoundLoopAfterSeppuku
|
||||||
;here we clear offensive text (after a shoot)
|
|
||||||
;ldy TankNr
|
|
||||||
;mva #0 plot4x4color
|
|
||||||
;jsr DisplayOffensiveTextNr
|
|
||||||
|
|
||||||
|
|
||||||
AfterExplode
|
AfterExplode
|
||||||
;temporary tanks removal (would fall down with soil)
|
jsr SoilDown2 ; allways
|
||||||
mva #1 Erase
|
|
||||||
jsr drawtanks
|
|
||||||
mva #0 Erase
|
|
||||||
lda FallDown2
|
|
||||||
beq NoFallDown2
|
|
||||||
jsr SoilDown2
|
|
||||||
|
|
||||||
NoFallDown2
|
NoFallDown2
|
||||||
;here tanks are falling down
|
;here tanks are falling down
|
||||||
mva tankNr tempor2
|
mva tankNr tempor2
|
||||||
@@ -675,9 +696,8 @@ NoExistNoFall
|
|||||||
dex
|
dex
|
||||||
bpl TanksFallDown
|
bpl TanksFallDown
|
||||||
mvx tempor2 TankNr
|
mvx tempor2 TankNr
|
||||||
missed
|
|
||||||
|
|
||||||
; TODO: IS IT OK??? possibly a fix here needed for #56
|
missed
|
||||||
ldy WeaponDepleted
|
ldy WeaponDepleted
|
||||||
bne @+
|
bne @+
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
@@ -686,7 +706,6 @@ missed
|
|||||||
@
|
@
|
||||||
|
|
||||||
;here we clear offensive text (after a shoot)
|
;here we clear offensive text (after a shoot)
|
||||||
;shit -- it's second time, but it must be like this
|
|
||||||
ldy TankNr
|
ldy TankNr
|
||||||
mva #$00 plot4x4color
|
mva #$00 plot4x4color
|
||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr
|
||||||
@@ -758,7 +777,6 @@ NoPlayerNoDeath
|
|||||||
;clear NoDeathCounter here
|
;clear NoDeathCounter here
|
||||||
sta noDeathCounter
|
sta noDeathCounter
|
||||||
|
|
||||||
|
|
||||||
; display defensive text here (well, defensive
|
; display defensive text here (well, defensive
|
||||||
; is not the real meaning, it should be pre-death,
|
; is not the real meaning, it should be pre-death,
|
||||||
; but I am too lazy to change names of variables)
|
; but I am too lazy to change names of variables)
|
||||||
@@ -772,7 +790,7 @@ NoPlayerNoDeath
|
|||||||
inc CurrentResult
|
inc CurrentResult
|
||||||
|
|
||||||
mva #sfx_death_begin sfx_effect
|
mva #sfx_death_begin sfx_effect
|
||||||
;RandomizeDeffensiveText
|
; RandomizeDeffensiveText
|
||||||
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
||||||
sta TextNumberOff
|
sta TextNumberOff
|
||||||
ldy TankTempY
|
ldy TankTempY
|
||||||
@@ -810,8 +828,6 @@ NoPlayerNoDeath
|
|||||||
;cleanup of the soil fall down ranges (left and right)
|
;cleanup of the soil fall down ranges (left and right)
|
||||||
sta RangeRight
|
sta RangeRight
|
||||||
sta RangeRight+1
|
sta RangeRight+1
|
||||||
sta FallDown1
|
|
||||||
sta FallDown2
|
|
||||||
mwa #screenwidth RangeLeft
|
mwa #screenwidth RangeLeft
|
||||||
|
|
||||||
; We are randomizing the weapon now.
|
; We are randomizing the weapon now.
|
||||||
@@ -918,12 +934,10 @@ NotNegativeShieldEnergy
|
|||||||
;---------------------------------
|
;---------------------------------
|
||||||
.proc Seppuku
|
.proc Seppuku
|
||||||
lda #0
|
lda #0
|
||||||
sta FallDown1
|
|
||||||
sta FallDown2
|
|
||||||
sta ydraw+1
|
sta ydraw+1
|
||||||
; get position of the tank
|
; get position of the tank
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda #0 ; turn off defense weapons when hara-kiring
|
; lda #0 ; turn off defense weapons when hara-kiring
|
||||||
sta ActiveDefenceWeapon,x
|
sta ActiveDefenceWeapon,x
|
||||||
sta ShieldEnergy,x
|
sta ShieldEnergy,x
|
||||||
jsr SetupXYdraw
|
jsr SetupXYdraw
|
||||||
@@ -991,27 +1005,6 @@ B0 DEY
|
|||||||
sta MaxForceTableL,x
|
sta MaxForceTableL,x
|
||||||
rts
|
rts
|
||||||
.endp
|
.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;
|
.proc WeaponCleanup;
|
||||||
@@ -1113,17 +1106,6 @@ MakeTanksVisible
|
|||||||
rts
|
rts
|
||||||
.endp
|
.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
|
.proc DLIinterruptGraph
|
||||||
;sta dliA
|
;sta dliA
|
||||||
;sty dliY
|
;sty dliY
|
||||||
@@ -1132,8 +1114,9 @@ MakeTanksVisible
|
|||||||
ldy dliCounter
|
ldy dliCounter
|
||||||
lda dliColorsBack,y
|
lda dliColorsBack,y
|
||||||
ldy dliColorsFore
|
ldy dliColorsFore
|
||||||
nop
|
.IF TARGET = 800
|
||||||
nop
|
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||||
|
.ENDIF
|
||||||
nop
|
nop
|
||||||
sta COLPF1
|
sta COLPF1
|
||||||
sty COLPF2
|
sty COLPF2
|
||||||
@@ -1180,7 +1163,7 @@ ColoredLines
|
|||||||
cmp #9
|
cmp #9
|
||||||
beq CreditsScroll
|
beq CreditsScroll
|
||||||
tay
|
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)
|
ldy #$0a ; text colour (brightnes)
|
||||||
STA WSYNC
|
STA WSYNC
|
||||||
sta COLPF2
|
sta COLPF2
|
||||||
@@ -1191,9 +1174,10 @@ CreditsScroll
|
|||||||
sta COLPF2
|
sta COLPF2
|
||||||
inc CreditsVScrol
|
inc CreditsVScrol
|
||||||
lda CreditsVScrol
|
lda CreditsVScrol
|
||||||
cmp #32 ;not to fast
|
cmp #32 ;not too fast
|
||||||
beq nextlinedisplay
|
beq nextlinedisplay
|
||||||
:2 lsr ;not to fast
|
:2 lsr ;not too fast
|
||||||
|
sta WSYNC
|
||||||
sta VSCROL
|
sta VSCROL
|
||||||
jmp EndOfDLI_GO
|
jmp EndOfDLI_GO
|
||||||
nextlinedisplay
|
nextlinedisplay
|
||||||
@@ -1214,8 +1198,9 @@ EndOfDLI_GO
|
|||||||
.proc DLIinterruptText
|
.proc DLIinterruptText
|
||||||
;sta dliA
|
;sta dliA
|
||||||
pha
|
pha
|
||||||
|
lda #TextBackgroundColor
|
||||||
sta WSYNC
|
sta WSYNC
|
||||||
mva #TextBackgroundColor COLPF2
|
sta COLPF2
|
||||||
mva #TextForegroundColor COLPF3
|
mva #TextForegroundColor COLPF3
|
||||||
;lda dliA
|
;lda dliA
|
||||||
pla
|
pla
|
||||||
@@ -1224,9 +1209,6 @@ DLIinterruptNone
|
|||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc VBLinterrupt
|
.proc VBLinterrupt
|
||||||
pha
|
|
||||||
phx
|
|
||||||
phy
|
|
||||||
mva #0 dliCounter
|
mva #0 dliCounter
|
||||||
|
|
||||||
lda PAL
|
lda PAL
|
||||||
@@ -1262,11 +1244,59 @@ lab2
|
|||||||
; ------- RMT -------
|
; ------- RMT -------
|
||||||
SkipRMTVBL
|
SkipRMTVBL
|
||||||
exitVBL
|
exitVBL
|
||||||
ply
|
.IF TARGET = 5200
|
||||||
plx
|
center = 114 ;Read analog stick and make it look like a digital stick
|
||||||
pla
|
threshold = 60
|
||||||
jmp XITVBV
|
|
||||||
|
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 #$0f
|
||||||
|
sta stick0
|
||||||
|
|
||||||
|
mva trig0 strig0 ;Move hardware to shadow
|
||||||
|
|
||||||
|
mva chbas chbase
|
||||||
|
|
||||||
|
lda skstat ;Reset consol key shadow is no key is pressed anymore
|
||||||
|
and #4
|
||||||
|
beq @+
|
||||||
|
mva #consol_reset consol
|
||||||
|
mva #@kbcode._none kbcode
|
||||||
|
@
|
||||||
|
|
||||||
|
pla
|
||||||
|
tay
|
||||||
|
pla
|
||||||
|
tax
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.ELSE
|
||||||
|
jmp XITVBV
|
||||||
|
.ENDIF
|
||||||
.endp
|
.endp
|
||||||
|
.IF TARGET = 5200
|
||||||
|
.proc kb_continue
|
||||||
|
sta kbcode ;Store key code in shadow.
|
||||||
|
exit pla
|
||||||
|
tay
|
||||||
|
pla
|
||||||
|
tax
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.endp
|
||||||
|
.ENDIF
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc RandomizeSequence0
|
.proc RandomizeSequence0
|
||||||
ldx #0
|
ldx #0
|
||||||
@@ -1484,7 +1514,7 @@ Bubble
|
|||||||
BubbleBobble
|
BubbleBobble
|
||||||
lda TempResults,x
|
lda TempResults,x
|
||||||
cmp TempResults+1,x
|
cmp TempResults+1,x
|
||||||
beq nextishigher ; this is to block hangs when 2 same values meet
|
beq nextishigher ; this is to block hangs when 2 equal values meet
|
||||||
bcc nextishigher
|
bcc nextishigher
|
||||||
;here we must swap values
|
;here we must swap values
|
||||||
;because next is smaller than previous
|
;because next is smaller than previous
|
||||||
@@ -1536,18 +1566,21 @@ SetRandomWalls
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
@
|
@
|
||||||
lda SKSTAT
|
.IF TARGET = 800
|
||||||
cmp #$ff
|
lda SKSTAT
|
||||||
beq checkJoyGetKey ; key not pressed, check Joy
|
cmp #$ff
|
||||||
cmp #$f7 ; SHIFT
|
beq checkJoyGetKey ; key not pressed, check Joy
|
||||||
beq checkJoyGetKey
|
cmp #$f7 ; SHIFT
|
||||||
|
beq checkJoyGetKey
|
||||||
lda kbcode
|
.ENDIF
|
||||||
and #$3f ;CTRL and SHIFT ellimination
|
lda kbcode
|
||||||
cmp #28 ; ESC
|
cmp #@kbcode._none
|
||||||
bne getkeyend
|
beq checkJoyGetKey
|
||||||
mvx #$80 escFlag
|
and #$3f ;CTRL and SHIFT ellimination
|
||||||
bne getkeyend
|
cmp #@kbcode._esc ; 28 ; ESC
|
||||||
|
bne getkeyend
|
||||||
|
mvx #$80 escFlag
|
||||||
|
bne getkeyend
|
||||||
|
|
||||||
checkJoyGetKey
|
checkJoyGetKey
|
||||||
;------------JOY-------------
|
;------------JOY-------------
|
||||||
@@ -1565,7 +1598,7 @@ notpressedJoyGetKey
|
|||||||
;fire
|
;fire
|
||||||
lda STRIG0
|
lda STRIG0
|
||||||
bne @-
|
bne @-
|
||||||
lda #$0c ;Return key
|
lda #@kbcode._ret ;Return key
|
||||||
|
|
||||||
getkeyend
|
getkeyend
|
||||||
mvx #sfx_keyclick sfx_effect
|
mvx #sfx_keyclick sfx_effect
|
||||||
@@ -1584,20 +1617,22 @@ getkeyend
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc WaitForKeyRelease
|
.proc WaitForKeyRelease
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
lda STICK0
|
lda STICK0
|
||||||
and #$0f
|
and #$0f
|
||||||
cmp #$0f
|
cmp #$0f
|
||||||
bne WaitForKeyRelease
|
bne WaitForKeyRelease
|
||||||
lda STRIG0
|
lda STRIG0
|
||||||
beq WaitForKeyRelease
|
beq WaitForKeyRelease
|
||||||
lda SKSTAT
|
.IF TARGET = 800
|
||||||
cmp #$ff
|
lda SKSTAT
|
||||||
bne WaitForKeyRelease
|
cmp #$ff
|
||||||
lda CONSOL
|
bne WaitForKeyRelease
|
||||||
and #%00000110 ; Select and Option only
|
lda CONSOL
|
||||||
cmp #%00000110
|
and #%00000110 ; Select and Option only
|
||||||
bne WaitForKeyRelease
|
cmp #%00000110
|
||||||
rts
|
bne WaitForKeyRelease
|
||||||
|
rts
|
||||||
|
.ENDIF
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc IsKeyPressed ; A=0 - yes , A>0 - no
|
.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
|
;pause 150
|
||||||
ldy #75
|
ldy #75
|
||||||
jsr PauseYFrames
|
jsr PauseYFrames
|
||||||
jmp noKey
|
rts
|
||||||
|
|
||||||
peopleAreHere
|
peopleAreHere
|
||||||
jsr getkey
|
jmp getkey ; jsr:rts
|
||||||
noKey
|
|
||||||
rts
|
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
MakeDarkScreen
|
||||||
|
mva #0 dmactls ; dark screen
|
||||||
|
sta dmactl
|
||||||
|
; and wait one frame :)
|
||||||
.proc WaitOneFrame
|
.proc WaitOneFrame
|
||||||
lda CONSOL
|
lda CONSOL
|
||||||
and #%00000101 ; Start + Option
|
and #%00000101 ; Start + Option
|
||||||
bne @+
|
sne:mva #$40 escFlag
|
||||||
mva #$40 escFlag
|
and #%00000001 ; START KEY
|
||||||
@ and #%00000001 ; START KEY
|
seq:wait
|
||||||
beq @+
|
rts
|
||||||
wait
|
|
||||||
@ rts
|
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
.proc PauseYFrames
|
.proc PauseYFrames
|
||||||
; Y - number of frames to wait (divided by 2)
|
; Y - number of frames to wait (divided by 2)
|
||||||
; pauses for maximally 510 frames (255 * 2)
|
; pauses for maximally 510 frames (255 * 2)
|
||||||
@@ -1656,7 +1693,7 @@ noKey
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
; starting song line 0-255 to A reg
|
; starting song line 0-255 to A reg
|
||||||
cmp #song_ingame
|
cmp #song_ingame
|
||||||
bne noingame ; noMusic blck onlu ingame song
|
bne noingame ; noMusic blocks only ingame song
|
||||||
bit noMusic
|
bit noMusic
|
||||||
spl:lda #song_silencio
|
spl:lda #song_silencio
|
||||||
noingame
|
noingame
|
||||||
@@ -1667,61 +1704,115 @@ noingame
|
|||||||
mva #0 RMT_blocked
|
mva #0 RMT_blocked
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;;--------------------------------------------------
|
;-------------------------------------------------
|
||||||
;.proc Randomizer
|
.proc CopyFromROM
|
||||||
;;--------------------------------------------------
|
;-------------------------------------------------
|
||||||
; ;usage: randomize floor ceiling
|
;copy from CART to RAM
|
||||||
; ;returns (in A) a random .byte between "floor" and "ceiling"
|
; trashes: Y
|
||||||
;?rand
|
; temp: source
|
||||||
; lda random
|
; temp2: destination
|
||||||
; cmp #:1 ;floor
|
; modify: destination-end
|
||||||
; bcc ?rand
|
;usage:
|
||||||
; cmp #:2+1 ;ceiling
|
; mwa #DisplayCopyRom temp
|
||||||
; bcs ?rand
|
; mwa #display temp2
|
||||||
; rts
|
; mwa #DisplayCopyEnd+1 modify
|
||||||
;.endp
|
; 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 'textproc.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
icl 'grafproc.asm'
|
icl 'grafproc.asm'
|
||||||
|
;----------------------------------------------
|
||||||
|
icl 'weapons.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
icl 'ai.asm'
|
icl 'ai.asm'
|
||||||
;----------------------------------------------
|
|
||||||
icl 'constants.asm'
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
icl 'artwork/talk.asm'
|
icl 'artwork/talk.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
font4x4
|
|
||||||
ins 'artwork/font4x4s.bmp',+62
|
|
||||||
;----------------------------------------------
|
|
||||||
TankFont
|
TankFont
|
||||||
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
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
|
.IF target = 5200
|
||||||
.align $100
|
.IF * > ROM_SETTINGS-1
|
||||||
PLAYER
|
.ERROR 'Code too long to fit in 5200'
|
||||||
.ECHO 'PLAYER: ',*
|
.ENDIF
|
||||||
icl 'artwork/sfx/rmtplayr.a65'
|
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||||
|
; "01234567890123456789"
|
||||||
MODUL equ $b000 ;address of RMT module
|
.byte " scorch 5200 v" ;20 characters title
|
||||||
opt h- ;RMT module is standard Atari binary file already
|
build ; " "
|
||||||
ins "artwork/sfx/scorch_str4.rmt" ;include music RMT module
|
.byte " "
|
||||||
opt h+
|
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
|
||||||
;
|
.word FirstSTART
|
||||||
;
|
.ELSE
|
||||||
TheEnd
|
run FirstSTART
|
||||||
.ECHO 'TheEnd: ',TheEnd
|
.ENDIF
|
||||||
;.if TheEnd > PMGraph + $300
|
|
||||||
; .error "memory conflict"
|
|
||||||
;.endif
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
run FirstSTART
|
|
||||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+434
-327
File diff suppressed because it is too large
Load Diff
+115
-61
@@ -14,35 +14,43 @@ OneTimeZeroVariablesCount = variablesToInitialize-OneTimeZeroVariables ; MAX 12
|
|||||||
.error "OneTimeZeroVariablesCount too large, ",OneTimeZeroVariablesCount
|
.error "OneTimeZeroVariablesCount too large, ",OneTimeZeroVariablesCount
|
||||||
.endif
|
.endif
|
||||||
|
|
||||||
noMusic .by 0 ; 0 - play music, $ff - do not play music
|
noMusic .ds 1 ;.by 0 ; 0 - play music, $ff - do not play music
|
||||||
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
|
noSfx .ds 1 ;.by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
; Color table for Game Over Screen (created in a gameover routine)
|
; Color table for Game Over Screen (created in a gameover routine)
|
||||||
.by $00 ; labels line color
|
.ds 1 ;.by $00 ; labels line color
|
||||||
GameOverColoursTable .BYTE $80,$40,$c4,$20,$c0,$e4
|
GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
|
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)
|
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
variablesToInitialize
|
variablesToInitialize
|
||||||
;Options DO NOT ZERO ON RESTART GAME - ticket #27
|
;Options DO NOT ZERO ON RESTART GAME - ticket #27
|
||||||
OptionsTable .by 0,1,2,2,0,1,3,2,0
|
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
|
||||||
RoundsInTheGame .by 10 ;how many rounds in the current game
|
RoundsInTheGame .ds 1 ;.by 10 ;how many rounds in the current game
|
||||||
seppukuVal .by 75
|
seppukuVal .ds 1 ;.by 75
|
||||||
mountainDeltaH .by 3
|
mountainDeltaH .ds 1 ;.by 3
|
||||||
mountainDeltaL .by $ff
|
mountainDeltaL .ds 1 ;.by $ff
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
LineHeader1
|
LineHeader1
|
||||||
dta d"# ROUND: "
|
.ds 9 ;dta d"# ROUND: "
|
||||||
RoundNrDisplay
|
RoundNrDisplay
|
||||||
dta d" #", $ff
|
.ds 7 ;dta d" #", $ff
|
||||||
; 4x4 text buffer
|
; 4x4 text buffer
|
||||||
ResultLineBuffer
|
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
|
variablesStart ; zeroing starts here
|
||||||
;=====================================================
|
;=====================================================
|
||||||
@@ -56,69 +64,69 @@ OptionsY .ds 1 ;vertical position of cursor on Options screen
|
|||||||
flyDelay .ds 1
|
flyDelay .ds 1
|
||||||
;--------------
|
;--------------
|
||||||
;NumberOfPlayers .DS 1 ;current number of players (counted from 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
|
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
moneyH ;we place zero at the end of prices and money
|
moneyH ;we place zero at the end of prices and money
|
||||||
;and have range from 0 to 99990 (not too much)
|
;and have range from 0 to 99990 (not too much)
|
||||||
;money players have (maybe one more byte is needed?)
|
;money players have (maybe one more byte is needed?)
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
moneyL
|
moneyL
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
gainH ;how much money player gets after the round
|
gainH ;how much money player gets after the round
|
||||||
;it is gathered during the round basing on energy
|
;it is gathered during the round basing on energy
|
||||||
;opponents lose after player's shoots
|
;opponents lose after player's shoots
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
gainL
|
gainL
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
loseH ;how much player looses after the round
|
loseH ;how much player looses after the round
|
||||||
;calculated from REAL energy loss
|
;calculated from REAL energy loss
|
||||||
;(not only to zero energy)
|
;(not only to zero energy)
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
loseL
|
loseL
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
Energy
|
Energy
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
ShieldEnergy
|
ShieldEnergy
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
EnergyDecrease .DS 1
|
EnergyDecrease .DS 1
|
||||||
eXistenZ
|
eXistenZ
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
LASTeXistenZ ; eXistenZ before shoot
|
LASTeXistenZ ; eXistenZ before shoot
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
|
|
||||||
ResultsTable ;the results in the gameeeeee
|
ResultsTable ;the results in the gameeeeee
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
TempResults
|
TempResults
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
DirectHitsH
|
DirectHitsH
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
DirectHitsL
|
DirectHitsL
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
EarnedMoneyH
|
EarnedMoneyH
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
EarnedMoneyL
|
EarnedMoneyL
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
ForceTableL ;shooting Force of the tank during the round
|
ForceTableL ;shooting Force of the tank during the round
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
ForceTableH
|
ForceTableH
|
||||||
.DS [MaxPlayers] ;maxplayers=6
|
.DS MaxPlayers ;maxplayers=6
|
||||||
MaxForceTableL ;Energy of the tank during the round
|
MaxForceTableL ;Energy of the tank during the round
|
||||||
;(limes superior force of the Shoot)
|
;(limes superior force of the Shoot)
|
||||||
.DS [MaxPlayers] ;1000 is the default
|
.DS MaxPlayers ;1000 is the default
|
||||||
MaxForceTableH
|
MaxForceTableH
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round start!
|
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
|
ActiveWeapon ;number of the selected weapon
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
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
|
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
|
WallsType .ds 1 ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
xtankstableL ;X positions of tanks (lower left point)
|
xtankstableL ;X positions of tanks (lower left point)
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
xtankstableH
|
xtankstableH
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
ytankstable ;Y positions of tanks (lower left point)
|
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)
|
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
TargetTankNr ; Target tank index (for AI routines)
|
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
|
;Erase .DS 1 ; if 1 only mask of the character is printed
|
||||||
; on the graphics screen. if 0 character is printed normally
|
; 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?
|
;Parachute .DS 1 ; are you insured with parachute?
|
||||||
FloatingAlt .DS 1 ; floating tank altitude
|
FloatingAlt .DS 1 ; floating tank altitude
|
||||||
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
||||||
|
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Flight
|
;Flight
|
||||||
;variables for 5 missiles (used for mirv)
|
;variables for 5 missiles (used for mirv)
|
||||||
@@ -270,9 +281,9 @@ temptankNr .DS 1
|
|||||||
; tables with indexes of weapons on the right lists
|
; tables with indexes of weapons on the right lists
|
||||||
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
||||||
IndexesOfWeaponsL1
|
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
|
IndexesOfWeaponsL2
|
||||||
.ds 8*2 ; max 16 defensive weapons.
|
.ds (last_defensive_____ - first_defensive____+1)
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
; variables storing amount of weapons on the first and second
|
; variables storing amount of weapons on the first and second
|
||||||
@@ -291,7 +302,7 @@ LastWeapon
|
|||||||
; and the cursor must be placed elsewhere
|
; and the cursor must be placed elsewhere
|
||||||
.DS 1
|
.DS 1
|
||||||
WhichList ; list currently on the screen
|
WhichList ; list currently on the screen
|
||||||
; (0-offensive, 1-defensive)
|
; (0-offensive, %10000000 - defensive (check with bit:bmi for defensives)
|
||||||
.DS 1
|
.DS 1
|
||||||
;OffsetDL1 .DS 1 ; offset of the list screen (how many lines)....
|
;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
|
;ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
|
||||||
;round
|
;round
|
||||||
CurrentRoundNr .DS 1
|
CurrentRoundNr .DS 1
|
||||||
FallDown1 .DS 1
|
|
||||||
;FallDown2 .DS 1
|
;FallDown2 .DS 1
|
||||||
;leapfrog
|
;leapfrog
|
||||||
LeapFrogAngle .DS 1
|
LeapFrogAngle .DS 1
|
||||||
@@ -326,17 +336,17 @@ LaserCoordinate .DS 8 ; 2,2,2,2
|
|||||||
; from $30 the defensive weapons begin
|
; from $30 the defensive weapons begin
|
||||||
TanksWeapons
|
TanksWeapons
|
||||||
TanksWeapon1
|
TanksWeapon1
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
TanksWeapon2
|
TanksWeapon2
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
TanksWeapon3
|
TanksWeapon3
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
TanksWeapon4
|
TanksWeapon4
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
TanksWeapon5
|
TanksWeapon5
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
TanksWeapon6
|
TanksWeapon6
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
|
|
||||||
mountaintable ;table of mountains (size=screenwidth)
|
mountaintable ;table of mountains (size=screenwidth)
|
||||||
.DS [screenwidth]
|
.DS [screenwidth]
|
||||||
@@ -365,24 +375,24 @@ CurrentResult
|
|||||||
.DS 1
|
.DS 1
|
||||||
;--------------
|
;--------------
|
||||||
AngleTable ;Angle of the barrel of each tank during the round
|
AngleTable ;Angle of the barrel of each tank during the round
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;NewAngle ; used in AI
|
;NewAngle ; used in AI
|
||||||
.DS 1
|
.DS 1
|
||||||
;previousBarrelAngle
|
;previousBarrelAngle
|
||||||
; .DS [MaxPlayers]
|
; .DS MaxPlayers
|
||||||
EndOfTheBarrelX
|
EndOfTheBarrelX
|
||||||
.ds 2
|
.ds 2
|
||||||
EndOfTheBarrelY
|
EndOfTheBarrelY
|
||||||
.ds 1
|
.ds 1
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
previousAngle
|
previousAngle
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
previousEnergyL
|
previousEnergyL
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
previousLeftRange
|
previousLeftRange
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
previousEnergyH
|
previousEnergyH
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
RandBoundaryLow
|
RandBoundaryLow
|
||||||
.ds 2
|
.ds 2
|
||||||
RandBoundaryHigh
|
RandBoundaryHigh
|
||||||
@@ -415,8 +425,52 @@ Xcounter4x4 .DS 1
|
|||||||
nibbler4x4 .DS 1
|
nibbler4x4 .DS 1
|
||||||
CharCode4x4 .DS 1
|
CharCode4x4 .DS 1
|
||||||
;plot4x4color .DS 1 ;1-white, 0-background
|
;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
|
variablesEnd
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|||||||
+108
-201
@@ -19,39 +19,38 @@
|
|||||||
pha
|
pha
|
||||||
rts
|
rts
|
||||||
ExplosionRoutines
|
ExplosionRoutines
|
||||||
.word babymissile-1
|
.word babymissile-1 ;Baby_Missile___;_00
|
||||||
.word missile-1
|
.word missile-1 ;Missile________;_01
|
||||||
.word babynuke-1
|
.word babynuke-1 ;Baby_Nuke______;_02
|
||||||
.word nuke-1
|
.word nuke-1 ;Nuke___________;_03
|
||||||
.word leapfrog-1
|
.word leapfrog-1 ;LeapFrog_______;_04
|
||||||
.word funkybomb-1
|
.word funkybomb-1 ;Funky_Bomb_____;_05
|
||||||
.word mirv-1
|
.word mirv-1 ;MIRV___________;_06
|
||||||
.word deathshead-1
|
.word deathshead-1 ;Death_s_Head___;_07
|
||||||
.word napalm-1 ;napalm
|
.word napalm-1 ;Napalm_________;_08
|
||||||
.word hotnapalm-1 ;hotnapalm
|
.word hotnapalm-1 ;Hot_Napalm_____;_09
|
||||||
.word tracer-1
|
.word tracer-1 ;Tracer_________;_10
|
||||||
.word tracer-1 ;smoketracer
|
.word tracer-1 ;Smoke_Tracer___;_11
|
||||||
.word babyroller-1
|
.word babyroller-1 ;Baby_Roller____;_12
|
||||||
.word roller-1
|
.word roller-1 ;Roller_________;_13
|
||||||
.word heavyroller-1
|
.word heavyroller-1 ;Heavy_Roller___;_14
|
||||||
.word riotcharge-1
|
.word riotcharge-1 ;Riot_Charge____;_15
|
||||||
.word riotblast-1
|
.word riotblast-1 ;Riot_Blast_____;_16
|
||||||
.word riotbomb-1
|
.word riotbomb-1 ;Riot_Bomb______;_17
|
||||||
.word heavyriotbomb-1
|
.word heavyriotbomb-1 ;Heavy_Riot_Bomb;_18
|
||||||
.word babydigger-1
|
.word babydigger-1 ;Baby_Digger____;_19
|
||||||
.word digger-1
|
.word digger-1 ;Digger_________;_20
|
||||||
.word heavydigger-1
|
.word heavydigger-1 ;Heavy_Digger___;_21
|
||||||
.word babysandhog-1
|
.word babysandhog-1 ;Baby_Sandhog___;_22
|
||||||
.word sandhog-1
|
.word sandhog-1 ;Sandhog________;_23
|
||||||
.word heavysandhog-1
|
.word heavysandhog-1 ;Heavy_Sandhog__;_24
|
||||||
.word dirtclod-1
|
.word dirtclod-1 ;Dirt_Clod______;_25
|
||||||
.word dirtball-1
|
.word dirtball-1 ;Dirt_Ball______;_26
|
||||||
.word tonofdirt-1
|
.word tonofdirt-1 ;Ton_of_Dirt____;_27
|
||||||
.word liquiddirt-1
|
.word liquiddirt-1 ;Liquid_Dirt____;_28
|
||||||
.word dirtcharge-1
|
.word dirtcharge-1 ;Dirt_Charge____;_29
|
||||||
.word VOID-1 ;earthdisrupter
|
.word VOID-1 ;Buy_me_________;_30
|
||||||
.word VOID-1 ;plasmablast
|
.word laser-1 ;Laser__________;_31
|
||||||
.word laser-1
|
|
||||||
|
|
||||||
VOID
|
VOID
|
||||||
tracer
|
tracer
|
||||||
@@ -62,54 +61,36 @@ tracer
|
|||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babymissile
|
.proc babymissile
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
inc FallDown2
|
|
||||||
mva #11 ExplosionRadius
|
mva #11 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
|
||||||
jmp xmissile
|
jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc missile ;
|
.proc missile ;
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
inc FallDown2
|
|
||||||
mva #17 ExplosionRadius
|
mva #17 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
|
||||||
jmp xmissile
|
jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babynuke
|
.proc babynuke
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
inc FallDown2
|
|
||||||
mva #25 ExplosionRadius
|
mva #25 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
|
||||||
jmp xmissile
|
jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc nuke
|
.proc nuke
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
inc FallDown2
|
|
||||||
mva #30 ExplosionRadius
|
mva #30 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
|
||||||
jmp xmissile
|
jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc leapfrog
|
.proc leapfrog
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
inc FallDown2
|
|
||||||
mva #17 ExplosionRadius
|
mva #17 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
|
||||||
jsr xmissile
|
jsr xmissile
|
||||||
|
|
||||||
; soil must fall down now! there is no other way...
|
; soil must fall down now! there is no other way...
|
||||||
; hide tanks or they fall down with soil
|
; hide tanks or they fall down with soil
|
||||||
lda TankNr
|
|
||||||
pha
|
|
||||||
mva #1 Erase
|
|
||||||
jsr drawtanks
|
|
||||||
mva #0 Erase
|
|
||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
jsr drawtanks
|
|
||||||
pla
|
|
||||||
sta TankNr
|
|
||||||
|
|
||||||
; it looks like force is divided by 4 here BUT"
|
; it looks like force is divided by 4 here BUT"
|
||||||
; in Flight routine force is multiplied by 2 and left
|
; in Flight routine force is multiplied by 2 and left
|
||||||
@@ -128,19 +109,11 @@ tracer
|
|||||||
mva #15 ExplosionRadius
|
mva #15 ExplosionRadius
|
||||||
jsr CalculateExplosionRange0
|
jsr CalculateExplosionRange0
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
jsr xmissile
|
jsr xmissile.NoRangeCalc
|
||||||
|
|
||||||
; soil must fall down now! there is no other way...
|
; soil must fall down now! there is no other way...
|
||||||
; hide tanks or they fall down with soil
|
; hide tanks or they fall down with soil
|
||||||
lda TankNr
|
|
||||||
pha
|
|
||||||
mva #1 Erase
|
|
||||||
jsr drawtanks
|
|
||||||
mva #0 Erase
|
|
||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
jsr drawtanks
|
|
||||||
pla
|
|
||||||
sta TankNr
|
|
||||||
|
|
||||||
; it looks like force is divided by 4 here BUT"
|
; it looks like force is divided by 4 here BUT"
|
||||||
; in Flight routine force is multiplied by 2 and left
|
; in Flight routine force is multiplied by 2 and left
|
||||||
@@ -158,13 +131,12 @@ tracer
|
|||||||
mva #13 ExplosionRadius
|
mva #13 ExplosionRadius
|
||||||
jsr CalculateExplosionRange0
|
jsr CalculateExplosionRange0
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
jmp xmissile
|
jmp xmissile.NoRangeCalc
|
||||||
EndOfLeapping
|
EndOfLeapping
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc mirv ; the whole mirv is performed by Flight routine
|
.proc mirv ; the whole mirv is performed by Flight routine
|
||||||
inc FallDown2
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
@@ -172,26 +144,15 @@ EndOfLeapping
|
|||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
mwa xtraj+1 xtrajfb
|
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)
|
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
|
;central Explosion
|
||||||
mva #21 ExplosionRadius
|
mva #21 ExplosionRadius
|
||||||
jsr CalculateExplosionRange0
|
jsr CalculateExplosionRange0
|
||||||
jsr xmissile
|
jsr xmissile.NoRangeCalc
|
||||||
|
|
||||||
lda TankNr
|
|
||||||
pha
|
|
||||||
mva #1 Erase
|
|
||||||
jsr drawtanks
|
|
||||||
mva #0 Erase
|
|
||||||
|
|
||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
;
|
;
|
||||||
mva #1 Erase
|
jsr cleartanks ; maybe not?
|
||||||
jsr drawtanks
|
|
||||||
mva #0 Erase
|
|
||||||
sta FunkyWallFlag
|
sta FunkyWallFlag
|
||||||
pla
|
|
||||||
sta TankNr
|
|
||||||
mva #1 color
|
mva #1 color
|
||||||
mva #5 FunkyBombCounter
|
mva #5 FunkyBombCounter
|
||||||
FunkyBombLoop
|
FunkyBombLoop
|
||||||
@@ -212,7 +173,6 @@ FunkyBombLoop
|
|||||||
mva #sfx_funky_hit sfx_effect
|
mva #sfx_funky_hit sfx_effect
|
||||||
jsr Flight
|
jsr Flight
|
||||||
|
|
||||||
jsr CalculateExplosionRange
|
|
||||||
lda HitFlag
|
lda HitFlag
|
||||||
beq NoExplosionInFunkyBomb
|
beq NoExplosionInFunkyBomb
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
@@ -230,22 +190,17 @@ NoWallsInFunky
|
|||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc deathshead
|
.proc deathshead
|
||||||
inc FallDown2
|
|
||||||
mva #30 ExplosionRadius
|
mva #30 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
|
||||||
|
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
SaveDrawXY
|
SaveDrawXY
|
||||||
jsr xmissile
|
jsr xmissile
|
||||||
UnSaveDrawXY
|
UnSaveDrawXY
|
||||||
sbw xdraw #34
|
sbw xdraw #34
|
||||||
jsr CalculateExplosionRange
|
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
SaveDrawXY
|
SaveDrawXY
|
||||||
jsr xmissile
|
jsr xmissile
|
||||||
UnSaveDrawXY
|
UnSaveDrawXY
|
||||||
adw xdraw #68
|
adw xdraw #68
|
||||||
jsr CalculateExplosionRange
|
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
SaveDrawXY
|
SaveDrawXY
|
||||||
jsr xmissile
|
jsr xmissile
|
||||||
@@ -286,7 +241,6 @@ NoLowerCircle
|
|||||||
; ------------------------
|
; ------------------------
|
||||||
.proc napalm
|
.proc napalm
|
||||||
mva #sfx_napalm sfx_effect
|
mva #sfx_napalm sfx_effect
|
||||||
inc FallDown2
|
|
||||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||||
@@ -295,7 +249,6 @@ NoLowerCircle
|
|||||||
; ------------------------
|
; ------------------------
|
||||||
.proc hotnapalm
|
.proc hotnapalm
|
||||||
mva #sfx_napalm sfx_effect
|
mva #sfx_napalm sfx_effect
|
||||||
inc FallDown2
|
|
||||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||||
@@ -360,7 +313,6 @@ CharOffTheScreen
|
|||||||
dec magic
|
dec magic
|
||||||
jpl RepeatNapalm
|
jpl RepeatNapalm
|
||||||
; after napalm
|
; after napalm
|
||||||
inc FallDown2
|
|
||||||
;now we must check tanks in range
|
;now we must check tanks in range
|
||||||
ldx NumberOfPlayers
|
ldx NumberOfPlayers
|
||||||
dex
|
dex
|
||||||
@@ -379,7 +331,7 @@ BurnedCheckLoop
|
|||||||
@
|
@
|
||||||
bcs TankOutOfFire
|
bcs TankOutOfFire
|
||||||
; let's calculate left edge of the fire
|
; 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 @+
|
bpl @+
|
||||||
mwa #0 xdraw ; left screen edge
|
mwa #0 xdraw ; left screen edge
|
||||||
@
|
@
|
||||||
@@ -408,32 +360,27 @@ EndNurnedCheckLoop
|
|||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babyroller
|
.proc babyroller
|
||||||
inc FallDown2
|
|
||||||
mva #11 ExplosionRadius
|
mva #11 ExplosionRadius
|
||||||
jmp xroller
|
jmp xroller
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc roller ;
|
.proc roller ;
|
||||||
inc FallDown2
|
|
||||||
mva #21 ExplosionRadius
|
mva #21 ExplosionRadius
|
||||||
jmp xroller
|
jmp xroller
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc heavyroller
|
.proc heavyroller
|
||||||
inc FallDown2
|
|
||||||
mva #30 ExplosionRadius
|
mva #30 ExplosionRadius
|
||||||
jmp xroller
|
jmp xroller
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc riotbomb
|
.proc riotbomb
|
||||||
inc FallDown2
|
|
||||||
mva #17 ExplosionRadius
|
mva #17 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
jmp xriotbomb
|
jmp xriotbomb
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc heavyriotbomb
|
.proc heavyriotbomb
|
||||||
inc FallDown2
|
|
||||||
mva #29 ExplosionRadius
|
mva #29 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
jmp xriotbomb
|
jmp xriotbomb
|
||||||
@@ -442,7 +389,6 @@ EndNurnedCheckLoop
|
|||||||
.proc babydigger
|
.proc babydigger
|
||||||
mva #sfx_digger sfx_effect
|
mva #sfx_digger sfx_effect
|
||||||
mva #0 sandhogflag
|
mva #0 sandhogflag
|
||||||
inc FallDown2
|
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #1 diggery ; how many branches (-1)
|
mva #1 diggery ; how many branches (-1)
|
||||||
jmp xdigger
|
jmp xdigger
|
||||||
@@ -451,7 +397,6 @@ EndNurnedCheckLoop
|
|||||||
.proc digger ;
|
.proc digger ;
|
||||||
mva #sfx_digger sfx_effect
|
mva #sfx_digger sfx_effect
|
||||||
mva #0 sandhogflag
|
mva #0 sandhogflag
|
||||||
inc FallDown2
|
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #3 diggery ; how many branches (-1)
|
mva #3 diggery ; how many branches (-1)
|
||||||
jmp xdigger
|
jmp xdigger
|
||||||
@@ -460,7 +405,6 @@ EndNurnedCheckLoop
|
|||||||
.proc heavydigger
|
.proc heavydigger
|
||||||
mva #sfx_digger sfx_effect
|
mva #sfx_digger sfx_effect
|
||||||
mva #0 sandhogflag
|
mva #0 sandhogflag
|
||||||
inc FallDown2
|
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #7 diggery ; how many branches (-1)
|
mva #7 diggery ; how many branches (-1)
|
||||||
jmp xdigger
|
jmp xdigger
|
||||||
@@ -584,7 +528,6 @@ DiggerCharacter
|
|||||||
.proc babysandhog
|
.proc babysandhog
|
||||||
mva #sfx_sandhog sfx_effect
|
mva #sfx_sandhog sfx_effect
|
||||||
mva #char_sandhog_offset sandhogflag
|
mva #char_sandhog_offset sandhogflag
|
||||||
inc FallDown2
|
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #1 diggery ; how many branches (-1)
|
mva #1 diggery ; how many branches (-1)
|
||||||
jmp xdigger
|
jmp xdigger
|
||||||
@@ -593,7 +536,6 @@ DiggerCharacter
|
|||||||
.proc sandhog
|
.proc sandhog
|
||||||
mva #sfx_sandhog sfx_effect
|
mva #sfx_sandhog sfx_effect
|
||||||
mva #char_sandhog_offset sandhogflag
|
mva #char_sandhog_offset sandhogflag
|
||||||
inc FallDown2
|
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #3 diggery ; how many branches (-1)
|
mva #3 diggery ; how many branches (-1)
|
||||||
jmp xdigger
|
jmp xdigger
|
||||||
@@ -602,35 +544,30 @@ DiggerCharacter
|
|||||||
.proc heavysandhog
|
.proc heavysandhog
|
||||||
mva #sfx_sandhog sfx_effect
|
mva #sfx_sandhog sfx_effect
|
||||||
mva #char_sandhog_offset sandhogflag
|
mva #char_sandhog_offset sandhogflag
|
||||||
inc FallDown2
|
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #5 diggery ; how many branches (-1)
|
mva #5 diggery ; how many branches (-1)
|
||||||
jmp xdigger
|
jmp xdigger
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc dirtclod
|
.proc dirtclod
|
||||||
inc FallDown2
|
|
||||||
mva #12 ExplosionRadius
|
mva #12 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
jmp xdirt
|
jmp xdirt
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc dirtball
|
.proc dirtball
|
||||||
inc FallDown2
|
|
||||||
mva #22 ExplosionRadius
|
mva #22 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
jmp xdirt
|
jmp xdirt
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc tonofdirt
|
.proc tonofdirt
|
||||||
inc FallDown2
|
|
||||||
mva #31 ExplosionRadius
|
mva #31 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
jmp xdirt
|
jmp xdirt
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc dirtcharge
|
.proc dirtcharge
|
||||||
inc FallDown2
|
|
||||||
mva #61 ExplosionRadius
|
mva #61 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
jmp ofdirt
|
jmp ofdirt
|
||||||
@@ -638,7 +575,6 @@ DiggerCharacter
|
|||||||
; ------------------------
|
; ------------------------
|
||||||
.proc riotcharge
|
.proc riotcharge
|
||||||
mva #sfx_riot_blast sfx_effect
|
mva #sfx_riot_blast sfx_effect
|
||||||
inc FallDown2
|
|
||||||
mva #31 ExplosionRadius
|
mva #31 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
jmp cleanDirt
|
jmp cleanDirt
|
||||||
@@ -646,7 +582,6 @@ DiggerCharacter
|
|||||||
; ------------------------
|
; ------------------------
|
||||||
.proc riotblast
|
.proc riotblast
|
||||||
mva #sfx_riot_blast sfx_effect
|
mva #sfx_riot_blast sfx_effect
|
||||||
inc FallDown2
|
|
||||||
mva #61 ExplosionRadius
|
mva #61 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
jmp cleanDirt
|
jmp cleanDirt
|
||||||
@@ -670,21 +605,6 @@ DiggerCharacter
|
|||||||
mva EndOfTheBarrelY ybyte
|
mva EndOfTheBarrelY ybyte
|
||||||
mva #0 ybyte+1
|
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 xdraw LaserCoordinate
|
||||||
mwa ydraw LaserCoordinate+2
|
mwa ydraw LaserCoordinate+2
|
||||||
mwa xbyte LaserCoordinate+4
|
mwa xbyte LaserCoordinate+4
|
||||||
@@ -735,6 +655,8 @@ LaserMisses
|
|||||||
; -----------------
|
; -----------------
|
||||||
.proc xmissile ;
|
.proc xmissile ;
|
||||||
; -----------------
|
; -----------------
|
||||||
|
jsr CalculateExplosionRange
|
||||||
|
NoRangeCalc
|
||||||
lda #1
|
lda #1
|
||||||
sta radius
|
sta radius
|
||||||
sta color
|
sta color
|
||||||
@@ -946,7 +868,6 @@ ExplodeNow
|
|||||||
mwa ycircle ydraw ;(bad)
|
mwa ycircle ydraw ;(bad)
|
||||||
|
|
||||||
; finally a little explosion
|
; finally a little explosion
|
||||||
jsr CalculateExplosionRange
|
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
jmp xmissile
|
jmp xmissile
|
||||||
rts
|
rts
|
||||||
@@ -1151,7 +1072,6 @@ ToHighFill
|
|||||||
;first, get current parameters (angle+force)
|
;first, get current parameters (angle+force)
|
||||||
;for an active tank and display them
|
;for an active tank and display them
|
||||||
;(these values are taken from the previous round)
|
;(these values are taken from the previous round)
|
||||||
mva #0 Erase
|
|
||||||
|
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
|
|
||||||
@@ -1168,6 +1088,7 @@ ContinueToCheckMaxForce2
|
|||||||
lda MaxForceTableL,x
|
lda MaxForceTableL,x
|
||||||
sta ForceTableL,x
|
sta ForceTableL,x
|
||||||
@
|
@
|
||||||
|
mva #0 Erase
|
||||||
jsr DisplayStatus ;all digital values like force, angle, wind, etc.
|
jsr DisplayStatus ;all digital values like force, angle, wind, etc.
|
||||||
jsr PutTankNameOnScreen
|
jsr PutTankNameOnScreen
|
||||||
|
|
||||||
@@ -1205,7 +1126,7 @@ notpressed
|
|||||||
lda kbcode
|
lda kbcode
|
||||||
and #%10111111 ; SHIFT elimination
|
and #%10111111 ; SHIFT elimination
|
||||||
|
|
||||||
cmp #$08 ; O
|
cmp #@kbcode._O ; $08 ; O
|
||||||
bne @+
|
bne @+
|
||||||
jsr AreYouSure
|
jsr AreYouSure
|
||||||
bit escFlag
|
bit escFlag
|
||||||
@@ -1215,7 +1136,7 @@ QuitToGameover
|
|||||||
mva #$40 escFlag
|
mva #$40 escFlag
|
||||||
rts
|
rts
|
||||||
@
|
@
|
||||||
cmp #28 ; ESC
|
cmp #@kbcode._esc ; 28 ; ESC
|
||||||
bne @+
|
bne @+
|
||||||
jsr AreYouSure
|
jsr AreYouSure
|
||||||
bit escFlag
|
bit escFlag
|
||||||
@@ -1223,32 +1144,26 @@ QuitToGameover
|
|||||||
;---esc pressed-quit game---
|
;---esc pressed-quit game---
|
||||||
rts
|
rts
|
||||||
@
|
@
|
||||||
cmp #$3f ; A
|
cmp #@kbcode._A ; $3f ; A
|
||||||
bne @+
|
bne @+
|
||||||
callActivation
|
callActivation
|
||||||
; Hide all tanks - after inventory they may have other shapes
|
; Hide all tanks - after inventory they may have other shapes
|
||||||
mva #1 Erase
|
jsr ClearTanks
|
||||||
jsr DrawTanks
|
|
||||||
mva #0 Erase
|
|
||||||
jsr DefensivesActivate
|
jsr DefensivesActivate
|
||||||
jmp afterInventory
|
jmp afterInventory
|
||||||
|
|
||||||
@
|
@
|
||||||
cmp #$0d ; I
|
cmp #@kbcode._I ; $0d ; I
|
||||||
bne @+
|
bne @+
|
||||||
callInventory
|
callInventory
|
||||||
; Hide all tanks - after inventory they may have other shapes
|
; Hide all tanks - after inventory they may have other shapes
|
||||||
mva #1 Erase
|
jsr ClearTanks
|
||||||
jsr DrawTanks
|
|
||||||
mva #0 Erase
|
|
||||||
;
|
;
|
||||||
mva #$ff isInventory
|
mva #$ff isInventory
|
||||||
jsr Purchase
|
jsr Purchase
|
||||||
afterInventory
|
afterInventory
|
||||||
mva #0 dmactls ; dark screen
|
jsr MakeDarkScreen
|
||||||
jsr WaitOneFrame
|
RmtSong song_ingame
|
||||||
lda #song_ingame
|
|
||||||
jsr RmtSongSelect
|
|
||||||
mva #0 escFlag
|
mva #0 escFlag
|
||||||
jsr DisplayStatus
|
jsr DisplayStatus
|
||||||
jsr SetMainScreen
|
jsr SetMainScreen
|
||||||
@@ -1257,30 +1172,30 @@ afterInventory
|
|||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
@
|
@
|
||||||
cmp #$8e
|
cmp #$80|@kbcode._up
|
||||||
jeq CTRLPressedUp
|
jeq CTRLPressedUp
|
||||||
cmp #$8f
|
cmp #$80|@kbcode._down
|
||||||
jeq CTRLPressedDown
|
jeq CTRLPressedDown
|
||||||
cmp #$ac
|
cmp #$80|@kbcode._tab
|
||||||
jeq CTRLPressedTAB
|
jeq CTRLPressedTAB
|
||||||
|
|
||||||
and #$3f ;CTRL and SHIFT ellimination
|
and #$3f ;CTRL and SHIFT ellimination
|
||||||
jumpFromStick
|
jumpFromStick
|
||||||
cmp #$e
|
cmp #@kbcode._up ; $e
|
||||||
jeq pressedUp
|
jeq pressedUp
|
||||||
cmp #$f
|
cmp #@kbcode._down ; $f
|
||||||
jeq pressedDown
|
jeq pressedDown
|
||||||
cmp #$6
|
cmp #@kbcode._left ; $6
|
||||||
jeq pressedLeft
|
jeq pressedLeft
|
||||||
cmp #$7
|
cmp #@kbcode._right ; $7
|
||||||
jeq pressedRight
|
jeq pressedRight
|
||||||
cmp #$21
|
cmp #@kbcode._space ; $21
|
||||||
jeq pressedSpace
|
jeq pressedSpace
|
||||||
cmp #$2c
|
cmp #@kbcode._tab ; $2c
|
||||||
jeq pressedTAB
|
jeq pressedTAB
|
||||||
cmp #$25 ; M
|
cmp #@kbcode._M ; $25 ; M
|
||||||
jeq pressedM
|
jeq pressedM
|
||||||
cmp #$3e ; S
|
cmp #@kbcode._S ; $3e ; S
|
||||||
jeq pressedS
|
jeq pressedS
|
||||||
jmp notpressed
|
jmp notpressed
|
||||||
checkJoy
|
checkJoy
|
||||||
@@ -1449,12 +1364,14 @@ CTRLPressedLeft
|
|||||||
pressedTAB
|
pressedTAB
|
||||||
mva #sfx_purchase sfx_effect
|
mva #sfx_purchase sfx_effect
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
inc ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
lda ActiveWeapon,x
|
cmp #last_offensive_____ ; the last possible offensive weapon
|
||||||
cmp #$30 ; number of offensive weapons
|
bne ?notlasttofirst
|
||||||
bne @+
|
lda #first_offensive____ ; #0
|
||||||
lda #0
|
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
|
beq @+ ; allways = 0
|
||||||
|
?notlasttofirst
|
||||||
|
inc ActiveWeapon,x
|
||||||
@
|
@
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
||||||
@@ -1464,10 +1381,14 @@ pressedTAB
|
|||||||
|
|
||||||
CTRLpressedTAB
|
CTRLpressedTAB
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
dec ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
bpl @+
|
cmp #first_offensive____ ; #0
|
||||||
lda #$2f ; the last possible offensive weapon
|
bne ?notfirsttolast
|
||||||
|
lda #last_offensive_____ ; the last possible offensive weapon
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
|
bne @+ ; allways <> 0
|
||||||
|
?notfirsttolast
|
||||||
|
dec ActiveWeapon,x
|
||||||
@
|
@
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
||||||
@@ -1479,8 +1400,7 @@ pressedM
|
|||||||
; have you tried turning the music off and on again?
|
; have you tried turning the music off and on again?
|
||||||
lda #$ff
|
lda #$ff
|
||||||
eor:sta noMusic
|
eor:sta noMusic
|
||||||
lda #song_ingame
|
RmtSong song_ingame
|
||||||
jsr RmtSongSelect
|
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
@@ -1596,7 +1516,7 @@ ShotUnderGround
|
|||||||
;xtraj=xtraj+vx - without Wind
|
;xtraj=xtraj+vx - without Wind
|
||||||
;vx=vx+Wind (Wind is a small fraction)
|
;vx=vx+Wind (Wind is a small fraction)
|
||||||
;plot xtraj,ytraj - there is clearing in plot
|
;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
|
; tank hit - check defensive weapon of this tank
|
||||||
tax
|
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
|
lda ActiveDefenceWeapon,x
|
||||||
cmp #ind_Bouncy_Castle__ ; Auto Defence
|
cmp #ind_Bouncy_Castle__ ; Auto Defence
|
||||||
jeq BouncyCastle
|
jeq BouncyCastle
|
||||||
cmp #ind_Mag_Deflector__ ; Mag Deflector
|
cmp #ind_Mag_Deflector__ ; Mag Deflector
|
||||||
beq MagDeflector
|
beq MagDeflector
|
||||||
|
JNoDefence
|
||||||
jmp NoDefence
|
jmp NoDefence
|
||||||
MagDeflector
|
MagDeflector
|
||||||
; now run defensive-aggressive weapon - Mag Deflector!
|
; now run defensive-aggressive weapon - Mag Deflector!
|
||||||
@@ -1937,7 +1864,7 @@ MagDeflector
|
|||||||
bit random ; left or right deflection ?
|
bit random ; left or right deflection ?
|
||||||
bpl RightDeflection
|
bpl RightDeflection
|
||||||
LeftDeflection
|
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 ...
|
bit XHit+1 ; if off-screen ...
|
||||||
bpl EndOfMagDeflector ; hit of course but we need RTS
|
bpl EndOfMagDeflector ; hit of course but we need RTS
|
||||||
adw XHit #36 ; change to right :)
|
adw XHit #36 ; change to right :)
|
||||||
@@ -1970,8 +1897,6 @@ NoDefence
|
|||||||
BouncyCastle
|
BouncyCastle
|
||||||
mva #sfx_shield_on sfx_effect
|
mva #sfx_shield_on sfx_effect
|
||||||
; now run defensive-aggressive weapon - Bouncy Castle (previously known as Auto Defence)!
|
; 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
|
mva #1 Erase
|
||||||
lda TankNr
|
lda TankNr
|
||||||
pha ; store TankNr
|
pha ; store TankNr
|
||||||
@@ -1982,13 +1907,18 @@ BouncyCastle
|
|||||||
sta ShieldEnergy,x
|
sta ShieldEnergy,x
|
||||||
sta xtraj ; prepare coordinates
|
sta xtraj ; prepare coordinates
|
||||||
sta ytraj
|
sta ytraj
|
||||||
sta xtraj+2
|
; sta xtraj+2
|
||||||
sta ytraj+2
|
; sta ytraj+2
|
||||||
sta Erase
|
sta Erase
|
||||||
jsr DrawTankNr ; draw tank without shield
|
jsr DrawTankNr ; draw tank without shield
|
||||||
ldx TankNr ; restore X value :)
|
; ldx TankNr ; restore X value :) ... but we don't need X now ..
|
||||||
pla
|
pla
|
||||||
sta TankNr ; restore TankNr value :)
|
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
|
mwa XHit xtraj+1
|
||||||
sbw YHit #5 ytraj+1
|
sbw YHit #5 ytraj+1
|
||||||
mva #1 color
|
mva #1 color
|
||||||
@@ -2341,14 +2271,8 @@ MIRValreadyAll
|
|||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
; temporary removing tanks from the screen (otherwise they will fall down with soil)
|
; temporary removing tanks from the screen (otherwise they will fall down with soil)
|
||||||
mva TankNr tempor2
|
|
||||||
mva #1 Erase
|
|
||||||
jsr drawtanks
|
|
||||||
mva tempor2 TankNr
|
|
||||||
mva #0 Erase
|
|
||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
mva #$ff HitFlag ; but why ??
|
mva #$ff HitFlag ; but why ??
|
||||||
;jsr drawtanks
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
@@ -2470,8 +2394,7 @@ NextLine2
|
|||||||
ldx TankNr
|
ldx TankNr
|
||||||
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
||||||
jsr SetFullScreenSoilRange
|
jsr SetFullScreenSoilRange
|
||||||
jsr SoilDown2
|
jsr SoilDown2.NoClearTanks
|
||||||
jsr drawtanks ; for restore PM
|
|
||||||
rts
|
rts
|
||||||
|
|
||||||
; in order to optimize the fragment repeated in both internal loops
|
; in order to optimize the fragment repeated in both internal loops
|
||||||
@@ -2582,11 +2505,7 @@ ReachSky
|
|||||||
adc #0
|
adc #0
|
||||||
sta RangeRight+1
|
sta RangeRight+1
|
||||||
; hide tanks and ...
|
; hide tanks and ...
|
||||||
mva #1 Erase
|
|
||||||
jsr DrawTanks
|
|
||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
mva #0 Erase
|
|
||||||
jsr DrawTanks
|
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
|
|
||||||
; check keyboard/joy and move tank left/right - code copied from BeforeFire
|
; check keyboard/joy and move tank left/right - code copied from BeforeFire
|
||||||
@@ -2629,7 +2548,7 @@ notpressed
|
|||||||
lda kbcode
|
lda kbcode
|
||||||
and #%00111111 ; CTRL and SHIFT elimination
|
and #%00111111 ; CTRL and SHIFT elimination
|
||||||
|
|
||||||
cmp #28 ; ESC
|
cmp #@kbcode._esc ; 28 ; ESC
|
||||||
bne @+
|
bne @+
|
||||||
jsr AreYouSure
|
jsr AreYouSure
|
||||||
bit escFlag
|
bit escFlag
|
||||||
@@ -2638,11 +2557,11 @@ notpressed
|
|||||||
rts
|
rts
|
||||||
@
|
@
|
||||||
jumpFromStick
|
jumpFromStick
|
||||||
cmp #$6
|
cmp #@kbcode._left ; $6
|
||||||
jeq pressedLeft
|
jeq pressedLeft
|
||||||
cmp #$7
|
cmp #@kbcode._right ; $7
|
||||||
jeq pressedRight
|
jeq pressedRight
|
||||||
cmp #$21
|
cmp #@kbcode._space ; $21
|
||||||
jeq pressedSpace
|
jeq pressedSpace
|
||||||
jmp notpressed
|
jmp notpressed
|
||||||
checkJoy
|
checkJoy
|
||||||
@@ -2673,10 +2592,10 @@ pressedRight
|
|||||||
jsr DrawTankNr
|
jsr DrawTankNr
|
||||||
mva #0 Erase
|
mva #0 Erase
|
||||||
lda XtankstableH,x
|
lda XtankstableH,x
|
||||||
cmp #>(screenwidth-12) ; tank width correction +4
|
cmp #>(screenwidth-TankWidth-4) ; tank width correction +4
|
||||||
bne @+
|
bne @+
|
||||||
lda XtankstableL,x
|
lda XtankstableL,x
|
||||||
cmp #<(screenwidth-12) ; tank width correction +4 pixels
|
cmp #<(screenwidth-TankWidth-4) ; tank width correction +4 pixels
|
||||||
@ bcs RightScreenEdge
|
@ bcs RightScreenEdge
|
||||||
inc XtankstableL,x
|
inc XtankstableL,x
|
||||||
sne:inc XtankstableH,x
|
sne:inc XtankstableH,x
|
||||||
@@ -2736,10 +2655,10 @@ pressedSpace
|
|||||||
; left or right from center of screen ?
|
; left or right from center of screen ?
|
||||||
ldy #0
|
ldy #0
|
||||||
lda XtankstableH,x
|
lda XtankstableH,x
|
||||||
cmp #>((screenwidth/2)-8)
|
cmp #>((screenwidth/2)-TankWidth)
|
||||||
bne @+
|
bne @+
|
||||||
lda XtankstableL,x
|
lda XtankstableL,x
|
||||||
cmp #<((screenwidth/2)-8)
|
cmp #<((screenwidth/2)-TankWidth)
|
||||||
@ bcc TankOnLeftSide
|
@ bcc TankOnLeftSide
|
||||||
TankOnRightSide
|
TankOnRightSide
|
||||||
dey
|
dey
|
||||||
@@ -2878,11 +2797,7 @@ OnGround
|
|||||||
adc #0
|
adc #0
|
||||||
sta RangeRight+1
|
sta RangeRight+1
|
||||||
; hide tanks and ...
|
; hide tanks and ...
|
||||||
mva #1 Erase
|
|
||||||
jsr DrawTanks
|
|
||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
mva #0 Erase
|
|
||||||
jsr DrawTanks
|
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
@@ -2919,11 +2834,13 @@ CheckCollisionWithTankLoop
|
|||||||
lda xtankstableL,x
|
lda xtankstableL,x
|
||||||
cmp xdraw
|
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)
|
; 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
|
; it is tricky but fast and much shorter
|
||||||
clc
|
clc
|
||||||
adc #8
|
lda xtankstableL,x
|
||||||
|
adc #TankWidth
|
||||||
tay
|
tay
|
||||||
lda xtankstableH,x
|
lda xtankstableH,x
|
||||||
adc #0
|
adc #0
|
||||||
@@ -2964,7 +2881,7 @@ CheckCollisionWithShieldedTank
|
|||||||
bcs LeftFromTheTank
|
bcs LeftFromTheTank
|
||||||
tya ;add 16 double byte
|
tya ;add 16 double byte
|
||||||
clc
|
clc
|
||||||
adc #16
|
adc #TankWidth+4+4
|
||||||
tay
|
tay
|
||||||
lda xtankstableH,x
|
lda xtankstableH,x
|
||||||
adc #0
|
adc #0
|
||||||
@@ -3028,7 +2945,8 @@ RangesChecked
|
|||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc ClearScreenSoilRange
|
.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
|
mwa #screenwidth RangeLeft
|
||||||
lda #0
|
lda #0
|
||||||
sta RangeRight
|
sta RangeRight
|
||||||
@@ -3043,17 +2961,6 @@ RangesChecked
|
|||||||
jsr DecreaseWeapon
|
jsr DecreaseWeapon
|
||||||
; and here we have amount of possessed ammo for given weapon
|
; and here we have amount of possessed ammo for given weapon
|
||||||
sta WeaponDepleted
|
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
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user