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@@ -2,3 +2,5 @@
|
||||
*.bak
|
||||
scorch.lab
|
||||
scorch.lst
|
||||
textproc.lab
|
||||
textproc.lst
|
||||
|
||||
+147
-98
@@ -14,24 +14,30 @@ On the first screen, you can configure gameplay options:
|
||||
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
|
||||
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
|
||||
* the way the walls (edges of the screen) work:
|
||||
* none - projectiles that flew off the screen do not return
|
||||
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
|
||||
* bump - the right and left walls deflect projectiles that want to fly through them
|
||||
* boxy - just like bump, except that the "ceiling" also reflects projectiles
|
||||
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
|
||||
|
||||
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.
|
||||
* none - projectiles that flew off the screen do not return (black color of the screen frame)
|
||||
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
|
||||
* bump - the right and left walls deflect projectiles that want to fly through them (dark blue color of the screen frame)
|
||||
* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
|
||||
* 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 - dark blue, boxy - green.
|
||||
|
||||
Select options with cursor keys or a joystick.
|
||||
|
||||
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains (3 versions to choose).
|
||||
|
||||
The [RETURN] key or a joystick button moves to the next screen.
|
||||
|
||||
## 2. Entering the name of players and selecting the level of computer-controlled players
|
||||
|
||||
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). At the same time, you can enter the name of the selected player from the keyboard.
|
||||
When you press the [RETURN] key or the joystick button, the screen switches to the next player until the difficulty levels for each player are selected.
|
||||
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).
|
||||
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
|
||||
The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
|
||||
At the same time, you can enter the name of the selected player from the keyboard.
|
||||
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)
|
||||
|
||||
@@ -46,132 +52,122 @@ Another [RETURN] key or joystick button press switches to the next player's shop
|
||||
|
||||
The status line shows which player is currently allowed to take a shot and a set of other information:
|
||||
* player's tank name,
|
||||
* active joystick number
|
||||
* currently selected offensive weapon,
|
||||
* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
|
||||
* the angle and the direction of the barrel set by the player,
|
||||
* the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10 . This means that you can fire weaker shots only when having a small amount of energy,
|
||||
* the current round number,
|
||||
* wind speed and direction,
|
||||
* "computer" symbol if **Auto Defense** is active,
|
||||
* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
|
||||
|
||||
The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
|
||||
* [SPACE] or joystick button pressed briefly - firing a shot.
|
||||
* [TAB] or [SELECT] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
|
||||
* [I] or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon.
|
||||
* [A] or [OPTION] - go directly to the defensive weapons activation.
|
||||
* [M] key - disable/enable background music.
|
||||
* [S] key - disable/enable effect sounds.
|
||||
* [START] - speed up some game animations.
|
||||
* [O] - end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed.
|
||||
* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
|
||||
* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
|
||||
|
||||
## 5. Game mechanics
|
||||
| A800 | 5200 | function |
|
||||
| --- | --- | --- |
|
||||
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
|
||||
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). In the main menu it changes the mountain shading, indicated by the hill color change at the bottom of the screen. |
|
||||
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
|
||||
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
|
||||
| [M] | [PAUSE] | disable/enable background music. |
|
||||
| [S] | [RESET] | disable/enable effect sounds. |
|
||||
| [START] | N/A | speed up some game animations. |
|
||||
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
|
||||
| [START] + [OPTION] | N/A | 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). |
|
||||
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
|
||||
|
||||
And here's a rundown of the description of how each weapon works, scoring rules, etc:
|
||||
## 5. Game mechanics - offensive weapons
|
||||
|
||||
### First, what we know about tank energy
|
||||
- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
|
||||
- Energy of tanks is depleted in 3 ways:
|
||||
* one unit after firing each shot,
|
||||
* while falling (one pixel down takes 2 units of energy),
|
||||
* when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
|
||||
### 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.
|
||||
|
||||
### How energy subtraction works (and makes money!)
|
||||
### How energy subtraction works (and earning money!).
|
||||
After each round the amount of money gained/lost is calculated, this is done on the basis of two variables accumulated by each tank during the round. These variables are:
|
||||
|
||||
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:
|
||||
`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!
|
||||
|
||||
`gain` - energy "captured" from hit tanks (also when you hit yourself :) and here's the catch, if you have very little energy left it may be profitable to hit yourself with a powerful weapon!
|
||||
`lose` - energy lost due to explosion/fall (and here it is important - to count the total loss of energy even if the tank has less at the moment of hit).
|
||||
|
||||
`lose` - energy lost due to explosion/fall (important - the total potential loss of energy is taken into account even if the tank has less at the time of the hit).
|
||||
|
||||
In addition, the tank that won the round has a `gain` parameter (captured energy from tanks hit) increased by the energy remaining at the end of the round (because it did not die and should have it - although the survival of the fittest is not guaranteed :) )
|
||||
In addition, the tank that won the round has a parameter gain (captured from hit tanks energy) increased by the remaining energy at the end of the round (because it did not die and should have it - although it also happens otherwise :) )
|
||||
|
||||
Specifically:
|
||||
|
||||
### After each round:
|
||||
`money = money + (2 * (gain + energy))`
|
||||
`money = money + (20 * (gain+energy))`.
|
||||
|
||||
`money = money - lose`
|
||||
`money = money - (10 * lose)`.
|
||||
|
||||
`if money < 0 then money = 0`
|
||||
`if money <0 then money=0`.
|
||||
|
||||
(at the start of each round `gain` and `lose` have a value of 0)
|
||||
(at the start of each round `gain` and `lose` have a value of 0).
|
||||
|
||||
During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
|
||||
### tank taking a shot:
|
||||
`gain = gain + EnergyDecrease`.
|
||||
### tank hit:
|
||||
`lose = lose + EnergyDecrease`.
|
||||
|
||||
### For tank firing a shot:
|
||||
Where `EnergyDecrease` is the loss of energy due to the hit.
|
||||
|
||||
`gain = gain + EnergyDecrease`
|
||||
Of course, at the same time the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss cannot exceed the energy you have.
|
||||
|
||||
### Tank being hit:
|
||||
## How a hit works.
|
||||
|
||||
`lose = lose + EnergyDecrease`
|
||||
|
||||
Where `EnergyDecrease` is the loss of energy due to a hit.
|
||||
|
||||
Of course, at the same time, the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss can not exceed the energy held.
|
||||
|
||||
Note that the screen representation of money has an extra 0 added at the end so you actually have 10 times more cash than the above calculation shows :)
|
||||
|
||||
## How the hit works.
|
||||
|
||||
Each weapon that results in an explosion has a radius of fire (`ExplosionRadius`).
|
||||
Each weapon that results in an explosion has its own blast radius.
|
||||
|
||||
After the explosion, every tank in its range loses energy.
|
||||
|
||||
The way it works is that the distance of the hit tank from the center of the explosion is calculated, the `ExplosionRadius` reduced by this distance is multiplied by 8 and the result is `EnergyDecrease`.
|
||||
It works in such a way that if the hit is exactly on the center point of the tank `EnergyDecrease` receives the maximum value for the weapon, and for each pixel of distance from the center of the tank this value is reduced by 8.
|
||||
|
||||
That is, in the case of hitting a tank centrally:
|
||||
`EnergyDecrease = ExplosionRadius * 8`
|
||||
and with each pixel farther from the center, 8 fewer units are lost.
|
||||
For example, if a hit with the Baby Missile weapon hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
|
||||
If you hit with the same weapon at a distance of 10 pixels from the center of the tank, the loss will be only 8 units.
|
||||
|
||||
I don't know if it's understandable - I do understand it :)
|
||||
And here are the values of maximum energy loss for individual weapons. If a weapon explodes several times, each explosion is calculated independently (additional values in the table):
|
||||
|
||||
For example, if a tank is hit centrally with a Baby Missile - it is subtracted 88 units of energy (11 * 8), which also means that when this missile hits at a distance of 12 pixels from the tank - it does not lose energy at all.
|
||||
|
||||
And here are the `ExplosionRadius` values for each weapon:
|
||||
|
||||
| Weapon | `ExplosionRadius` |
|
||||
| Offensive weapons | maximum energy loss |
|
||||
| --- | --- |
|
||||
| Baby Missile | 11 |
|
||||
| Missile | 17 |
|
||||
| Baby Nuke | 25 |
|
||||
| Nuke | 30 |
|
||||
| LeapFrog| 17 15 13 |
|
||||
| Funky Bomb | 21 11 (* 5) |
|
||||
| MIRV | 17 (* 5) |
|
||||
| Death's Head | 30 (* 5) |
|
||||
| Napalm | x 40 (this weapon is different and the distance from the center is not determined, simply any tank within range of the flames loses 40 units of energy - the ExplosionRadius variable is not used) |
|
||||
| Hot Napalm | x 80 (the same principle as in Napalm) |
|
||||
| Baby Roller | 11 |
|
||||
| Roller | 21 |
|
||||
| Heavy Roller | 30 |
|
||||
| Riot Charge | 31 |
|
||||
| Riot Blast | 0 (in reality - 61 but with these weapons it is not taken into account when counting energy loss only the width of the ground to fall) |
|
||||
| Riot Bomb | 17 |
|
||||
| Heavy Riot Bomb | 29 |
|
||||
| Baby Digger | 0 (60 - as in Riot Blast) |
|
||||
| Digger | 0 (60 - as above) |
|
||||
| Heavy Digger | 0 (60 - as above) |
|
||||
| Baby Sandhog | 0 (60 - as above) |
|
||||
| Sandhog | 0 (60 - as above) |
|
||||
| Heavy Sandhog | 0 (60 - as above) |
|
||||
| Dirt Clod | 12 |
|
||||
| Dirt Ball | 22 |
|
||||
| Ton of Dirt | 31 |
|
||||
| Liquid Dirt | 0 (maybe it's worth changing?) |
|
||||
| Dirt Charge | 0 (61 - as above) |
|
||||
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
|
||||
| Baby Missile | 88 |
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog| 136 112 112 |
|
||||
| Funky Bomb | 168 88 (* 5) |
|
||||
| MIRV | 136 (* 5) |
|
||||
| Death's Head | 240 (* 5) |
|
||||
| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
|
||||
| Hot Napalm | 80 (the rule is the same as in Napalm) |
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
|
||||
| Riot Blast | 0 (as in Riot Charge, but in a radius of 61 pixels) |
|
||||
| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
|
||||
| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
|
||||
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
|
||||
| Digger | 0 (as above - greater undermining) |
|
||||
| Heavy Digger | 0 (as above - greatest undermining) |
|
||||
| Baby Sandhog | (as above - another way of undermining) |
|
||||
| Sandhog | 0 (as above - larger dig) |
|
||||
| Heavy Sandhog | 0 (as above - largest dig) |
|
||||
| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
|
||||
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
|
||||
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
|
||||
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
|
||||
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
|
||||
|
||||
The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (using **White Flag**), it is not counted and does not give big points.
|
||||
|
||||
Only these big points determine the order in the summary.
|
||||
Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points.
|
||||
Only these points determine the order in the summary
|
||||
|
||||
## 6. And now for defensive weapons:
|
||||
|
||||
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
|
||||
* **Battery** - when activated, it recharges the tank's energy to full (99 units) and at the same time is the only defensive weapon that does not deactivate other defensive weapons when used.
|
||||
* **Battery** - when activated, it recharges the tank's energy to full (99 units). It is one of three defensive weapons that does not deactivate other defensive weapons when used.
|
||||
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
|
||||
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
|
||||
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether tis but a scratch or a direct hit with a nuke), and deactivates immediately afterward.
|
||||
@@ -181,8 +177,10 @@ Only these big points determine the order in the summary.
|
||||
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
|
||||
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
|
||||
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
|
||||
|
||||
Due to the different operations of **MIRV**, defensive weapons **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons. In addition, **MIRV** heads do not bounce or fly through sidewalls during descent!
|
||||
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
|
||||
* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
|
||||
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
|
||||
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
|
||||
|
||||
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
|
||||
|
||||
@@ -194,4 +192,55 @@ And of course, activating a weapon when you already have some other weapon activ
|
||||
|
||||
## 7. "Other" weapons:
|
||||
|
||||
* **Buy me!** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Buy Me!** price) but also gain. You can get a weapon otherwise not affordable at all!
|
||||
* **Best F...g Gifts** - 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 **Best F...g Gifts** price) but also gain. You can get a weapon otherwise not affordable at all! There is a small probability of drawing by **Best F...g Gifts** itself :). You can then try to use it in battle.
|
||||
|
||||
## 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 |
|
||||
|
||||
+141
-84
@@ -3,9 +3,9 @@
|
||||
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
|
||||
|
||||
## 1. Wybór opcji gry.
|
||||
Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
|
||||
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
|
||||
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
|
||||
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, jecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||
* grawitacja
|
||||
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
|
||||
* liczba rozgrywanych rund
|
||||
@@ -13,23 +13,29 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
|
||||
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
|
||||
* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
|
||||
* sposób działania ścian (krawędzi ekranu):
|
||||
* none - pociski, które wyleciały poza ekran nie wracają
|
||||
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony (i odwrotnie)
|
||||
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć
|
||||
* boxy - tak jak bump, tyle że "sufit" także odbija pociski
|
||||
* none - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu)
|
||||
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu)
|
||||
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu)
|
||||
* boxy - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
|
||||
* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
|
||||
|
||||
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - niebieski, boxy - zielony.
|
||||
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony.
|
||||
|
||||
Wybór opcji klawiszami kursora lub joystickiem.
|
||||
|
||||
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru).
|
||||
|
||||
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
|
||||
|
||||
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
|
||||
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joysticjiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też kompute (pozostałe opcje). Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||
Po naciśnięciu klawisza [RETURN] lub przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla każdego z nich.
|
||||
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje).
|
||||
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
|
||||
Klawisz [INVERSE] lub [OPTION] umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Na konsoli Atari 5200 uzyskuje się to poprzez cykliczne wybieranie kolejnych portów joysticka klawiszem [5].
|
||||
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
|
||||
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)
|
||||
|
||||
@@ -45,54 +51,58 @@ Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następneg
|
||||
|
||||
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||
* nazwa czołgu gracza
|
||||
* numer aktywnego joysticka
|
||||
* wybrana aktualnie broń ofensywna
|
||||
* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
|
||||
* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
|
||||
* ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
|
||||
* numer aktualnej rundy rozgrywki
|
||||
* prędkość i kierunek wiatru
|
||||
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracz
|
||||
* symbol "komputera" jeśli aktywna jest **Auto Defense**
|
||||
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
|
||||
|
||||
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
||||
* [SPACJA] lub przycisk joysticka naciśnięte krótko - oddanie strzału
|
||||
* [TAB] lub [SELECT]- wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
|
||||
* Klawisz [I] lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną.
|
||||
* Klawisz [A] lub [OPTION]- bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
|
||||
* Klawisz [M] - wyłączenie/włączenie muzyki w tle
|
||||
* Klawisz [S] - wyłączenie/włączenie dźwięków efektów.
|
||||
* [START] - przyspiesza/pomimja niektóre animacje w grze
|
||||
* Klawisz [O] - wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy.
|
||||
* [START] + [OPTION] - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia.
|
||||
* [ESC] - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
|
||||
|
||||
## 5. Zasady gry
|
||||
| A800 | 5200 | funkcja |
|
||||
| --- | --- | --- |
|
||||
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
|
||||
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. |
|
||||
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
|
||||
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
|
||||
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
|
||||
| [S] | [RESET] | wyłączenie/włączenie dźwięków efektów. |
|
||||
| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
|
||||
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
|
||||
| [START] + [OPTION] | brak | 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). |
|
||||
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
|
||||
|
||||
A tutaj zręby opisu działania poszczególnych broni, zasad punktacji itp:
|
||||
## 5. Zasady gry - bronie ofensywne
|
||||
|
||||
### Najpierw co wiemy o energii czołgów
|
||||
- Czołgi mają energię (a Ogry warstwy - jak cebula) - na starcie 99 jednostek
|
||||
### Energia czołgów
|
||||
- Na początku każdej rundy każdy czołg ma 99 jednostek energii.
|
||||
- Energii czołgom ubywa na 3 sposoby:
|
||||
* jedna jednostka po oddaniu każdego strzału
|
||||
* w czasie spadania (jeden piksel w dół 2 jednostki)
|
||||
* w czasie spadania (jeden piksel w dół - 2 jednostki)
|
||||
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
|
||||
|
||||
### Jak działa odejmowanie energii (i zarabianie kasy!)
|
||||
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||
|
||||
`gain` - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
|
||||
|
||||
`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||
`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||
|
||||
Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
|
||||
|
||||
Konkretnie:
|
||||
|
||||
### Po każdej rundzie:
|
||||
`money = money + (2 * (gain+energy))`
|
||||
`money = money + (20 * (gain+energy))`
|
||||
|
||||
`money = money - lose`
|
||||
`money = money - (10 * lose)`
|
||||
|
||||
`if money <0 then money=0`
|
||||
`jeśli money <0 to money=0`
|
||||
|
||||
(na starcie każdej rundy `gain` i `lose` mają wartość 0)
|
||||
|
||||
@@ -106,79 +116,75 @@ gdzie `EnergyDecrease` to utrata energii w wyniku trafienia.
|
||||
|
||||
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w `EnergyDecrease`, z tym że tutaj strata nie może przekroczyć posiadanej energii.
|
||||
|
||||
Uwaga! Ekranowa reprezentacja pieniędzy ma na końcu dopisane dodatkowe 0 więc faktyczne mamy 10 razy więcej kasy niż wynika z powyższych obliczeń :)
|
||||
|
||||
## Jak działa trafienie.
|
||||
|
||||
Każda broń, która skutkuje eksplozją, ma swój promień rażenia (`ExplosionRadius`).
|
||||
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
|
||||
|
||||
Po eksplozji każdy czołg w jej zasięgu traci energię.
|
||||
|
||||
Działa to tak, że obliczana jest odległość trafianego czołgu od centrum eksplozji, zmniejszony o tę odległość ExplosionRadius jest mnożony przez 8 i w wyniku otrzymujemy `EnergyDecrease`.
|
||||
Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
|
||||
|
||||
Czyli w przypadku trafienia centralnie w czołg:
|
||||
`EnergyDecrease = ExplosionRadius * 8`
|
||||
Przykładowo jeśli strzał oddany za pomocą broni Baby Missile trafi idealnie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
|
||||
W przypadku trafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
|
||||
|
||||
a z każdym pikselem dalej od centrum ubywa o 8 jednostek mniej.
|
||||
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
|
||||
|
||||
Nie wiem czy to zrozumiałe - ja rozumiem :)
|
||||
|
||||
Przykładowo, jeśli czołg zostanie trafiony centralnie przy pomocy Baby Missile - odejmowane jest mu 88 jednostek energii (11 * 8), co także oznacza, że przy trafieniu tym pociskiem w odległości 12 pikseli od czołgu - nie traci on energii wcale.
|
||||
|
||||
A oto wartości promienia rażenia (ExplosionRadius) dla poszczególnych broni:
|
||||
|
||||
| Weapon | `ExplosionRadius` |
|
||||
| Broń ofensywna | maksymalna wartość ubytku energii |
|
||||
| --- | --- |
|
||||
| Baby Missile | 11 |
|
||||
| Missile | 17 |
|
||||
| Baby Nuke | 25 |
|
||||
| Nuke | 30 |
|
||||
| LeapFrog| 17 15 13 |
|
||||
| Funky Bomb | 21 11 (* 5) |
|
||||
| MIRV | 17 (* 5) |
|
||||
| Death's Head | 30 (* 5) |
|
||||
| Napalm | x 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii - zmienna ExplosionRadius nie jest używana) |
|
||||
| Hot Napalm | x 80 (zasada taka jak w Napalm) |
|
||||
| Baby Roller | 11 |
|
||||
| Roller | 21 |
|
||||
| Heavy Roller | 30 |
|
||||
| Riot Charge | 31 |
|
||||
| Riot Blast | 0 (tak na prawdę - 61 ale przy tych broniach nie jest brana pod uwagę przy liczeniu ubytku energii tylko szerokości gruntu do opadnięcia) |
|
||||
| Riot Bomb | 17 |
|
||||
| Heavy Riot Bomb | 29 |
|
||||
| Baby Digger | 0 (60 - jak w Riot Blast) |
|
||||
| Digger | 0 (60 - jak wyżej) |
|
||||
| Heavy Digger | 0 (60 - jak wyżej) |
|
||||
| Baby Sandhog | 0 (60 - jak wyżej) |
|
||||
| Sandhog | 0 (60 - jak wyżej) |
|
||||
| Heavy Sandhog | 0 (60 - jak wyżej) |
|
||||
| Dirt Clod | 12 |
|
||||
| Dirt Ball | 22 |
|
||||
| Ton of Dirt | 31 |
|
||||
| Liquid Dirt | 0 (może warto to zmienić?) |
|
||||
| Dirt Charge | 0 (61 - jak wyżej) |
|
||||
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia, zmienna ExplosionRadius nie jest używana, więc nie ma mnożenia przez 8 - po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
|
||||
| Baby Missile | 88 |
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog| 136 112 112 |
|
||||
| Funky Bomb | 168 88 (* 5) |
|
||||
| MIRV | 136 (* 5) |
|
||||
| Death's Head | 240 (* 5) |
|
||||
| Napalm | 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii) |
|
||||
| Hot Napalm | 80 (zasada taka jak w Napalm) |
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
|
||||
| Riot Blast | 0 (jak w Riot Charge, tyle że w promieniu 61 pikseli) |
|
||||
| Riot Bomb | 0 (nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku Missile. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika) |
|
||||
| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
|
||||
| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
|
||||
| Digger | 0 (jak wyżej - większy podkop) |
|
||||
| Heavy Digger | 0 (jak wyżej - największy podkop) |
|
||||
| Baby Sandhog | 0 (jak wyżej - inny sposób podkopywania) |
|
||||
| Sandhog | 0 (jak wyżej - większy podkop) |
|
||||
| Heavy Sandhog | 0 (jak wyżej - największy podkop) |
|
||||
| Dirt Clod | 0 (nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika) |
|
||||
| Dirt Ball | 0 (jak wyżej, ale promień kuli to 22 piksele) |
|
||||
| Ton of Dirt | 0 (jak wyżej, ale promień kuli to 31 pikseli) |
|
||||
| Liquid Dirt | 0 (zalewa grunt w punkcie trafienia płynną glebą wypełniając zagłębienia) |
|
||||
| Dirt Charge | 0 (nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika) |
|
||||
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
|
||||
|
||||
Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (Biała Flaga) nie jest doliczany do tych które zginęły i nie daje punktów.
|
||||
Tylko te punkty decydują o kolejności w podsumowaniu
|
||||
|
||||
## 6. A teraz bronie defensywne:
|
||||
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można deaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek) i jednocześnie jest to jedyna broń defensywna, która nie deaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. Po jej użyciu czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję a [SPACJA] lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), jeśli paliwo się skończy czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
|
||||
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku deaktywuje się i trzeba aktywować nowy spadochron.
|
||||
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron deaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednoski na jeden pikxel).
|
||||
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej deaktywuje się.
|
||||
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona deaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
|
||||
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden pikxel).
|
||||
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
|
||||
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield tyle że połączona z Parachute. Co ważne w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
|
||||
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu deaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
|
||||
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
|
||||
* **Mag Deflector** - druga broń agresywna :) . W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie i tutaj trzeba będzie przemyśleć tę wartość i dać mniejszą).
|
||||
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
|
||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fanie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej deaktywować).
|
||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
|
||||
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
|
||||
* **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
|
||||
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
|
||||
|
||||
Żadna z osłon nie chroni przed **Napalm**. **Auto Defense** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||
|
||||
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
|
||||
|
||||
@@ -188,4 +194,55 @@ Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną
|
||||
|
||||
## 7. Bronie 'inne' :) :
|
||||
|
||||
* **Buy me!** - tej 'broni' nie można używać w rozgrywce. Jej zakup powoduje wylosowanie jesdnej z broni ofensywnych lub (żadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Buy Me!** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać!
|
||||
* **Best F...g Gifts** - tej 'broni' nie używa śię w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
|
||||
|
||||
## 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 spadnie 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 |
|
||||
|
||||
@@ -8,14 +8,17 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
|
||||
|
||||
Contributors:
|
||||
- Miker (@mikerro) - in-game music and sfx, ideas, QA
|
||||
- Kaz - splash screen, ideas
|
||||
- Miker (@mikerro) - game sfx, ideas, QA
|
||||
- Adam (@6502adam) - font, ideas, QA
|
||||
- Adam (@6502adam) - font, design, QA
|
||||
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
||||
- Emkay - splash screen music
|
||||
- Fox (@pfusik) - plot and point optimization
|
||||
|
||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800, Shaggy the Atarian
|
||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800,
|
||||
Shaggy the Atarian, x=usr(1536), Aking, Kenshi
|
||||
|
||||
Special thanks to tebe (@tebe6502), JAC! (@peterdell) and phaeron for their fantastic tools and support.
|
||||
|
||||
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
||||
|
||||
@@ -30,7 +33,7 @@ Game source code is split into 5+4 parts:
|
||||
- textproc.asm - text routines like list of weapons and shop
|
||||
- variables.asm - all non-zero page variables
|
||||
- constants.asm - various tables of constants
|
||||
- display.asm - display lists and text screen definitions
|
||||
- display_*.asm - display lists and text screen definitions
|
||||
- ai.asm - artificial stupidity of computer opponents
|
||||
- weapons.asm - general arsenal of tankies
|
||||
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
||||
@@ -46,7 +49,154 @@ It never happened, but we got some encouraging comments and we are still trying
|
||||
|
||||
With the advent of [fujinet](https://fujinet.online/) we are thinking about making the game interplanetary, err, with multiplayer over the net. We'll see.
|
||||
|
||||
## Changes:
|
||||
## Changelog:
|
||||
|
||||
###### Version 1.22
|
||||
2022-12-24
|
||||
|
||||
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
|
||||
Press [TAB] twice in the main menu to switch to a screen with colors.
|
||||
Other (dubious) improvements:
|
||||
- New Lazy Darwin, it is spectacular, check it out!!!
|
||||
- Smoke Tracer does not smoke when targeting with Lazy Darwin
|
||||
- Lazy Boy works well with joystick
|
||||
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
|
||||
- New, better tank shapes by Adam
|
||||
- Barrel start point correction fixes very rare aiming issues
|
||||
- Soil slide after Hovercraft usage optimized
|
||||
|
||||
|
||||
|
||||
###### Version 1.21
|
||||
2022-12-10
|
||||
|
||||
We couldn't resist! This is the Senior Executive Director's Cut.
|
||||
By virtue of byte misering we squeezed in a few new features:
|
||||
* new selectable tank shapes - change the controller enough times to get a different tank model
|
||||
* lonely bad pixel after Liquid Dirt fixed
|
||||
* mountain colors (or shades) possible, switch with [Tab] in the main menu
|
||||
* active controller number display in the game, store, and inventory screens
|
||||
* a very special terminator mode for Moron
|
||||
|
||||
|
||||
###### Version 1.20
|
||||
2022-11-23
|
||||
|
||||
It's the final cut. Director's Cut.
|
||||
We squeezed the code and saved some bytes to add the joystick/controller selection. No more fights for the stick, up to 4 players can have fun with their own manipulators. And the fifth one can still use the keyboard :).
|
||||
Our most prolific testers Arek and Alex called for a number of fixes. Thank you, guys!
|
||||
* Players can select their controllers.
|
||||
* Better Auto Defense symbol in the status line.
|
||||
* Battery performance in AI and Auto Defense fixed.
|
||||
* More accurate and faster Laser.
|
||||
* Boost For Gifts includes a secret, quite powerful weapon.
|
||||
* Points counting fix-up (edge cases eliminated).
|
||||
* Long lists in inventory and shop were pointing to a weapon outside the screen. Fixed.
|
||||
* Lazy Boys now remember the last weapon used.
|
||||
* Especially for XEGS - SELECT key changes the joystick similarly to TAB.
|
||||
* Rare P/M glitches fixed.
|
||||
* ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed.
|
||||
* Bouncy Castle was bouncing the laser from inside. Fixed.
|
||||
* Shielded tanks were autodestructing when shooting with angle 0. Fixed.
|
||||
* Physics of bouncing off the walls was incorrect for some weapons. Fixed.
|
||||
|
||||
|
||||
###### Version 1.19
|
||||
2022-11-04
|
||||
|
||||
This is the final round of weapon additions! Also. our beloved testers and players found a number of issues and we were extremely happy to address them.
|
||||
* New defensive weapon "Lazy Boy" - aims at the closest enemy.
|
||||
* New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean.
|
||||
* New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available)
|
||||
* New defensive weapon "Spy Hard" - quickly view energies, weapons and shields of your opponents.
|
||||
* New SFXes, improvements in SFX, and music by @mikerro
|
||||
* Shooting with angle 0 caused the sudden death of the operator. Fixed.
|
||||
* Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy.
|
||||
* Drawing a barrel when a tank was on the edge of X==256 pixels caused a lonely pixel to appear randomly. Fixed.
|
||||
* Liquid Dirt was overflowing from the right edge of the screen to the left. Fixed.
|
||||
* Liquid Dirt volume increased significantly, it is now a formidable attack!
|
||||
* A single pixel was erroneously plotted when measuring distance (was visible in e.g., Death's Head). Fixed.
|
||||
* Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
|
||||
* Soil sedimentation speed after Funky Bomb improved.
|
||||
* Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
|
||||
* A bug in MADS optimization was causing parts of SEPPUKU message to stay on screen.
|
||||
* BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;)
|
||||
|
||||
|
||||
###### Version 1.18
|
||||
2022-11-07
|
||||
|
||||
Possibly the final single-player version of the game, unless our dear players find another breaking issue!
|
||||
* 5200 keypad works as it should. You can now press these finicky foils to your heart's desire.
|
||||
* "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed!
|
||||
* One of the variables was declared as a byte but used as a word that might cause some rare instabilities.
|
||||
* Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations.
|
||||
* The new version of music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
|
||||
* You can now wrap around inventory and shop to faster access these options far down below.
|
||||
* Visual improvement of the main menu and fixed some color issues with the title headers.
|
||||
* Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains!
|
||||
* The main menu does not blink now when changing options. This was a very minor thing but it bothered me to some extent. Fixing it required a complete rewrite of this portion of the menu.
|
||||
|
||||
|
||||
###### Version 1.17
|
||||
2022-10-31
|
||||
|
||||
Mostly 5200 console port and NTSC improvements.
|
||||
* Updated songs from Miker do not require skipping frames on NTSC machines. Crucial for the next point.
|
||||
* Bouncy Castle bouncing of Funky Bomb fixed https://github.com/pkali/scorch_src/issues/129
|
||||
* 5200 version had various graphical and sound glitches. Although mostly harmless, it hurt our sense of aesthetics. First of all the flickering credits roll is all good now.
|
||||
* Rare hang-ups on NTSC machines fixed
|
||||
* Screen lowered down by 7 scan lines to help top status line on NTSC CRTs.
|
||||
* 5200 ATTRACT mode not going away fixed
|
||||
* Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller.
|
||||
* DLI interrupts optimized, few cycles saved.
|
||||
* 5200 keypad sort-of-works. Please refer to manual for key bindings.
|
||||
|
||||
|
||||
###### Version 1.16
|
||||
2022-10-16
|
||||
|
||||
The official release of our game for the Atari 5200 SuperSystem. Grab the `scorch.bin` file and burn a cart!
|
||||
This is all thanks to @miker who supported us all this time of uncertainty and despair.
|
||||
Cramming the game into a 32KiB cart and 16KiB RAM was a big task - it required a rewrite of the RMT player, a crazy number of size optimizations, and counting each byte.
|
||||
|
||||
The release is not perfect - we have a number of glitches and improvements to the 5200 controller procedures to work on, but the game is playable.
|
||||
|
||||
Changes:
|
||||
* numerous, but not very visible
|
||||
|
||||
|
||||
###### 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. https://github.com/pkali/scorch_src/releases/tag/v1.16
|
||||
|
||||
|
||||
###### Version 1.13
|
||||
2022-08-30
|
||||
|
||||
Getting ready for porting the game!
|
||||
|
||||
Several heavy optimizations and code cleanups in preparation for an unexpected port.
|
||||
|
||||
Changes:
|
||||
* Overhaul of AI - Cyborgs, Spoilers, and Choosers aim much better.
|
||||
* Cyborgs prefer to kill humans.
|
||||
* Fine tuning of AI purchases makes the difficulty level aligned with the robot level.
|
||||
* Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen fixed.
|
||||
* Updated music by @Miker
|
||||
* It is now possible to enter tank names with a joystick - all essential game functions are available without touching the keyboard!
|
||||
* Manuals updated with AI strategy information and more.
|
||||
|
||||
|
||||
###### Version 1.12
|
||||
2022-08-24
|
||||
@@ -54,13 +204,13 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
||||
What is going on? Are we getting crazy or what?
|
||||
|
||||
Changes:
|
||||
* Background color indicates type of walls. This is very useful when `rand` option is selected.
|
||||
* XEGS users requested that console keys are used when no keyboard attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
|
||||
* Background color indicates the type of walls. This is very useful when the rand option is selected.
|
||||
* XEGS users requested that console keys are used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
|
||||
* A very silly bug detected by our young testers fixed - the game crashed when you built a very high mountain using Dirt Balls :)
|
||||
* Boxy infinite bounce bug fixed.
|
||||
* Funky bombs bouce off the walls!
|
||||
* First letter entered for a tank name was inserted in a wrong spot. How did it work at all? Magic.
|
||||
* [ESC] now correctly exits purchase screen.
|
||||
* Funky bombs bounce off the walls!
|
||||
* The first letter entered for a tank name was inserted in the wrong spot. How did it work at all? Magic.
|
||||
[ESC] now correctly exits the purchase screen.
|
||||
|
||||
|
||||
###### Version 1.11
|
||||
|
||||
@@ -8,26 +8,6 @@
|
||||
; - shoots random direction and force
|
||||
; greeeting to myself 10 years older in 2013-11-09... still no idea
|
||||
|
||||
;----------------------------------------------
|
||||
.proc MakeLowResDistances
|
||||
; create low precision table of positions
|
||||
; by dividing positions by 4
|
||||
|
||||
ldy #MaxPlayers-1
|
||||
loop
|
||||
lda xtankstableL,y
|
||||
sta temp
|
||||
lda xtankstableH,y
|
||||
sta temp+1
|
||||
|
||||
;= /4
|
||||
:2 lsrw temp
|
||||
lda temp
|
||||
sta LowResDistances,y
|
||||
dey
|
||||
bpl loop
|
||||
rts
|
||||
.endp
|
||||
|
||||
;----------------------------------------------
|
||||
.proc ArtificialIntelligence ;
|
||||
@@ -42,9 +22,30 @@ loop
|
||||
pha
|
||||
lda AIRoutines,y
|
||||
pha
|
||||
; it's no necessary - PrepareAIShoot is next proc :)
|
||||
; jsr PrepareAIShoot
|
||||
; rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc PrepareAIShoot
|
||||
; 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
|
||||
|
||||
; common values used in AI routines
|
||||
; address of weapons table (for future use)
|
||||
WepTableToTemp
|
||||
lda TanksWeaponsTableL,x
|
||||
sta temp
|
||||
lda TanksWeaponsTableH,x
|
||||
@@ -81,7 +82,10 @@ AIRoutines
|
||||
mwa #80 RandBoundaryLow
|
||||
mwa #800 RandBoundaryHigh
|
||||
jsr RandomizeForce
|
||||
rts
|
||||
; choose the best weapon
|
||||
ldy #ind_Buy_me_________+1 ; if the cheat is active it will fire the BFG :)
|
||||
jmp ChooseBestOffensive.NotFromAll
|
||||
;rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Shooter
|
||||
@@ -155,14 +159,8 @@ endo
|
||||
|
||||
; choose the best weapon
|
||||
|
||||
ldy #32 ;the last weapon
|
||||
loop
|
||||
dey
|
||||
lda (temp),y ; this is set up before calling the routine, has address of TanksWeaponsTable
|
||||
beq loop
|
||||
tya
|
||||
sta ActiveWeapon,x
|
||||
rts
|
||||
jmp ChooseBestOffensive
|
||||
;rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Poolshark
|
||||
@@ -202,22 +200,10 @@ forceNow
|
||||
ldx TankNr
|
||||
jsr RandomizeForce
|
||||
|
||||
endo
|
||||
;ldx TankNr ;this is possibly not necessary
|
||||
|
||||
endo
|
||||
; choose the best weapon
|
||||
|
||||
lda TanksWeaponsTableL,x
|
||||
sta temp
|
||||
lda TanksWeaponsTableH,x
|
||||
sta temp+1
|
||||
ldy #ind_Laser__________ ;the last offensive weapon
|
||||
loop
|
||||
dey
|
||||
lda (temp),y
|
||||
beq loop
|
||||
tya
|
||||
sta ActiveWeapon,x
|
||||
jsr ChooseBestOffensive
|
||||
rts
|
||||
|
||||
;----------------------------------------------
|
||||
@@ -227,6 +213,19 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc UseBatteryOrFlag
|
||||
jsr UseBattery ; as subroutine for reuse in AutoDefense
|
||||
; if very low energy and no battery then use White Flag
|
||||
lda Energy,x
|
||||
cmp #5
|
||||
bcs EnoughEnergy
|
||||
; lower than 5 units - white flag
|
||||
lda #ind_White_Flag_____
|
||||
sta ActiveDefenceWeapon,x
|
||||
EnoughEnergy
|
||||
rts
|
||||
.endp
|
||||
;
|
||||
.proc UseBattery
|
||||
; if low energy ten use battery
|
||||
lda Energy,x
|
||||
cmp #30
|
||||
@@ -236,20 +235,14 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq NoBatteries
|
||||
; we have batteries - use one
|
||||
clc
|
||||
sec
|
||||
sbc #1
|
||||
sta (temp),y
|
||||
lda #99
|
||||
sta Energy,x
|
||||
NoBatteries
|
||||
; if very low energy and no battery then use White Flag
|
||||
lda Energy,x
|
||||
cmp #5
|
||||
bcs EnoughEnergy
|
||||
; lower than 5 units - white flag
|
||||
lda #ind_White_Flag_____
|
||||
sta ActiveDefenceWeapon,x
|
||||
jsr MaxForceCalculate
|
||||
EnoughEnergy
|
||||
NoBatteries
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
@@ -262,15 +255,15 @@ EnoughEnergy
|
||||
; first check check if any is in use
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne DefensiveInUse
|
||||
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
||||
ldy #last_real_defensive+1 ;the last defensive weapon
|
||||
@
|
||||
dey
|
||||
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
|
||||
cpy #ind_Hovercraft_____ ;first defensive weapon (White Flag, Battery and Hovercraft - never use)
|
||||
beq NoUseDefensive
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq @-
|
||||
; decrease in inventory
|
||||
clc
|
||||
sec
|
||||
sbc #1
|
||||
sta (temp),y ; has address of TanksWeaponsTable
|
||||
; activate defensive weapon
|
||||
@@ -297,15 +290,15 @@ DefensiveInUse
|
||||
; first check check if any is in use
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne DefensiveInUse
|
||||
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
||||
ldy #last_real_defensive+1 ;the last defensive weapon
|
||||
@
|
||||
dey
|
||||
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
|
||||
cpy #ind_Hovercraft_____ ;first defensive weapon (White Flag, Battery and Hovercraft - never use)
|
||||
beq NoUseDefensive
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq @-
|
||||
; decrease in inventory
|
||||
clc
|
||||
sec
|
||||
sbc #1
|
||||
sta (temp),y ; has address of TanksWeaponsTable
|
||||
; activate defensive weapon
|
||||
@@ -324,23 +317,14 @@ NoUseDefensive
|
||||
; use defensives like Tosser
|
||||
jsr TosserDefensives
|
||||
; now select best target
|
||||
lda #$00 ; no prefer humans
|
||||
jsr FindBestTarget3
|
||||
sty TargetTankNr
|
||||
; aiming
|
||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||
|
||||
; choose the best weapon
|
||||
lda TanksWeaponsTableL,x
|
||||
sta temp
|
||||
lda TanksWeaponsTableH,x
|
||||
sta temp+1
|
||||
ldy #ind_LeapFrog_______ ;the last offensive weapon to use
|
||||
loop
|
||||
dey
|
||||
lda (temp),y
|
||||
beq loop
|
||||
tya
|
||||
sta ActiveWeapon,x
|
||||
jsr ChooseBestOffensive
|
||||
|
||||
; randomizing force +-100
|
||||
sbw Force #100 RandBoundaryLow
|
||||
@@ -349,9 +333,10 @@ loop
|
||||
NotNegativeEnergy
|
||||
adw Force #100 RandBoundaryHigh
|
||||
jsr RandomizeForce
|
||||
lda ForceTableH,x
|
||||
bne HighForce
|
||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
||||
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||
jsr GetDistance
|
||||
cmp #6 ; 24/4
|
||||
bcs HighForce
|
||||
lda #ind_Baby_Missile___
|
||||
sta ActiveWeapon,x
|
||||
HighForce
|
||||
@@ -364,23 +349,14 @@ HighForce
|
||||
; use defensives like Tosser
|
||||
jsr TosserDefensives
|
||||
; now select best target
|
||||
lda #$00 ; no prefer humans
|
||||
jsr FindBestTarget3
|
||||
sty TargetTankNr
|
||||
; aiming
|
||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||
|
||||
; choose the best weapon
|
||||
lda TanksWeaponsTableL,x
|
||||
sta temp
|
||||
lda TanksWeaponsTableH,x
|
||||
sta temp+1
|
||||
ldy #ind_LeapFrog_______ ;the last offensive weapon to use
|
||||
loop
|
||||
dey
|
||||
lda (temp),y
|
||||
beq loop
|
||||
tya
|
||||
sta ActiveWeapon,x
|
||||
jsr ChooseBestOffensive
|
||||
|
||||
; randomizing force +-50
|
||||
sbw Force #50 RandBoundaryLow
|
||||
@@ -389,9 +365,10 @@ loop
|
||||
NotNegativeEnergy
|
||||
adw Force #50 RandBoundaryHigh
|
||||
jsr RandomizeForce
|
||||
lda ForceTableH,x
|
||||
bne HighForce
|
||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
||||
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||
jsr GetDistance
|
||||
cmp #6 ; 24/4
|
||||
bcs HighForce
|
||||
lda #ind_Baby_Missile___
|
||||
sta ActiveWeapon,x
|
||||
HighForce
|
||||
@@ -403,30 +380,24 @@ HighForce
|
||||
; use defensives like Tosser
|
||||
jsr TosserDefensives
|
||||
; now select best target
|
||||
lda #100 ; prefer humans
|
||||
jsr FindBestTarget3
|
||||
sty TargetTankNr
|
||||
; aiming
|
||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||
|
||||
; choose the best weapon
|
||||
lda TanksWeaponsTableL,x
|
||||
sta temp
|
||||
lda TanksWeaponsTableH,x
|
||||
sta temp+1
|
||||
ldy #ind_LeapFrog_______ ;the last offensive weapon to use
|
||||
loop
|
||||
dey
|
||||
lda (temp),y
|
||||
beq loop
|
||||
tya
|
||||
sta ActiveWeapon,x
|
||||
ldy #ind_Nuke___________+1
|
||||
jsr ChooseBestOffensive.NotFromAll
|
||||
|
||||
lda Force
|
||||
sta ForceTableL,x
|
||||
lda Force+1
|
||||
sta ForceTableH,x
|
||||
bne HighForce
|
||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
||||
; if target distance lower than 32 - set weapon to Baby Missile (for security :)
|
||||
jsr GetDistance
|
||||
cmp #8 ;32/4
|
||||
bcs HighForce
|
||||
lda #ind_Baby_Missile___
|
||||
sta ActiveWeapon,x
|
||||
HighForce
|
||||
@@ -437,11 +408,13 @@ HighForce
|
||||
.proc FindBestTarget3
|
||||
; find target with lowest energy
|
||||
; X - shooting tank number
|
||||
; A - 100 - prefer humans , 0 - equality :)
|
||||
; returns target tank number in Y and
|
||||
; direcion of shoot in A (0 - left, >0 - right)
|
||||
;----------------------------------------------
|
||||
jsr MakeLowResDistances
|
||||
lda #101
|
||||
sta PreferHumansFlag
|
||||
; jsr MakeLowResDistances
|
||||
lda #202
|
||||
sta temp2 ; max possible energy
|
||||
lda #0
|
||||
sta tempor2 ; direction of shoot
|
||||
@@ -454,26 +427,25 @@ loop01
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
|
||||
|
||||
lda skilltable,y
|
||||
beq ItIsHuman
|
||||
lda PreferHumansFlag
|
||||
ItIsHuman
|
||||
clc
|
||||
adc Energy,y ; if robotank energy=energy+100 (100 or 0 from PreferHumansFlag)
|
||||
cmp temp2 ; lowest
|
||||
bcs lowestIsLower
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the closest tank
|
||||
mva #0 tempor2
|
||||
lda LowResDistances,x
|
||||
cmp LowResDistances,y
|
||||
bcs EnemyOnTheLeft
|
||||
;enemy on the right
|
||||
lda Energy,y
|
||||
cmp temp2 ; lowest
|
||||
bcs lowestIsLower
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the closest tank
|
||||
; enemy on right
|
||||
inc tempor2 ; set direction to right
|
||||
bne lowestIsLower
|
||||
|
||||
EnemyOnTheLeft
|
||||
lda Energy,y
|
||||
cmp temp2 ; lowest
|
||||
bcs lowestIsLower
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the closest tank
|
||||
|
||||
EnemyOnTheLeft
|
||||
lowestIsLower
|
||||
skipThisPlayer
|
||||
dey
|
||||
@@ -493,7 +465,7 @@ skipThisPlayer
|
||||
; returns target tank number in Y and
|
||||
; direcion of shoot in A (0 - left, >0 - right)
|
||||
;----------------------------------------------
|
||||
jsr MakeLowResDistances
|
||||
; jsr MakeLowResDistances
|
||||
mva #$ff temp2 ; min possible distance
|
||||
mva #0 tempor2 ; direction of shoot
|
||||
|
||||
@@ -542,64 +514,7 @@ skipThisPlayer
|
||||
lda tempor2
|
||||
rts
|
||||
.endp
|
||||
/*
|
||||
;----------------------------------------------
|
||||
.proc FindBestTarget1
|
||||
; find farthest tank neighbour
|
||||
; X - shooting tank number
|
||||
; returns target tank number in Y and
|
||||
; direcion of shoot in A (0 - left, >0 - right)
|
||||
;----------------------------------------------
|
||||
jsr MakeLowResDistances
|
||||
lda #$00
|
||||
sta temp2 ; max possible distance
|
||||
sta tempor2 ; direction of shoot
|
||||
;ldx TankNr
|
||||
ldy NumberOfPlayers
|
||||
dey
|
||||
|
||||
loop01
|
||||
cpy TankNr
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
|
||||
lda LowResDistances,x
|
||||
cmp LowResDistances,y
|
||||
bcs EnemyOnTheLeft
|
||||
;enemy on the right
|
||||
sec
|
||||
lda LowResDistances,y
|
||||
sbc LowResDistances,x
|
||||
cmp temp2 ; bigest
|
||||
bcc bigestIsBigger
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the farthest tank
|
||||
inc tempor2 ; set direction to right
|
||||
bne bigestIsBigger
|
||||
|
||||
EnemyOnTheLeft
|
||||
sec
|
||||
lda LowResDistances,x
|
||||
sbc LowResDistances,y
|
||||
cmp temp2 ; lowest
|
||||
bcc bigestIsBigger
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the farthest tank
|
||||
|
||||
bigestIsBigger
|
||||
skipThisPlayer
|
||||
dey
|
||||
bpl loop01
|
||||
; now we have number of the farthest tank in temp2+1
|
||||
; and direction (0 - left, >0 - right) in tempor2
|
||||
; let's move them to registers
|
||||
; in temp2 we have x distance divided by 8
|
||||
ldy temp2+1
|
||||
lda tempor2
|
||||
rts
|
||||
.endp
|
||||
*/
|
||||
;----------------------------------------------
|
||||
.proc TakeAim
|
||||
; targeting the tank number TargetTankNr (and Y)
|
||||
@@ -607,19 +522,15 @@ skipThisPlayer
|
||||
; returns angle and power of shoot tank X (TankNr)
|
||||
; in the appropriate variables (Angle and Force)
|
||||
;----------------------------------------------
|
||||
lda ActiveWeapon,x
|
||||
pha ; store active weapon
|
||||
mva #$ff SecondTryFlag
|
||||
; set initial Angle and Force values
|
||||
; wind correction 90+(wind/8)
|
||||
mwa Wind temp2
|
||||
:7 lsrw temp2
|
||||
clc
|
||||
lda #90
|
||||
adc temp2
|
||||
sta NewAngle
|
||||
lda OptionsTable+2 ; selected gravity
|
||||
asl
|
||||
tay
|
||||
; force correction - lower tank Y position - higher possible force
|
||||
clc
|
||||
sec
|
||||
lda #screenheight
|
||||
sbc Ytankstable,x
|
||||
sta temp2
|
||||
@@ -633,14 +544,23 @@ skipThisPlayer
|
||||
adc #0
|
||||
sta RandBoundaryHigh+1
|
||||
jsr RandomizeForce
|
||||
RepeatAim
|
||||
lda ForceTableL,x
|
||||
sta Force
|
||||
lda ForceTableH,x
|
||||
sta Force+1
|
||||
; wind correction 90+(wind/8)
|
||||
mwa Wind temp2
|
||||
:7 lsrw temp2
|
||||
clc
|
||||
lda #90
|
||||
adc temp2
|
||||
sta NewAngle
|
||||
; set virtual weapon :)
|
||||
lda #ind_Baby_Missile___
|
||||
sta ActiveWeapon,x
|
||||
; now we have initial valuses
|
||||
mva #$ff TestFlightFlag
|
||||
mva #%11000000 TestFlightFlag
|
||||
; check targeting direction
|
||||
lda tempor2
|
||||
jne AimingLeft
|
||||
@@ -673,7 +593,8 @@ GroundHitInFirstLoopR
|
||||
lda NewAngle
|
||||
adc #5 ; 5 deg to right
|
||||
cmp #(180-20)
|
||||
bcs EndOfFirstLoopR ; if angle 180-20 or higher
|
||||
; bcs EndOfFirstLoopR ; if angle 180-20 or higher
|
||||
bcs AimSecondTry
|
||||
sta NewAngle
|
||||
jmp AimingRight
|
||||
NoHitInFirstLoopR
|
||||
@@ -721,8 +642,22 @@ NoHitInSecondLoopR
|
||||
; Angle 1 deg to right and end loop
|
||||
inc NewAngle
|
||||
EndOfSecondLoopR
|
||||
EndOfAim
|
||||
pla ; and restore active weapon
|
||||
sta ActiveWeapon,x
|
||||
rts
|
||||
|
||||
AimSecondTry
|
||||
bit SecondTryFlag
|
||||
bpl EndOfAim ; closest RTS
|
||||
inc SecondTryFlag
|
||||
lda #<1000
|
||||
sta ForceTableL,x
|
||||
lda #>1000
|
||||
sta ForceTableH,x
|
||||
jsr RandomizeForce.LimitForce
|
||||
jmp RepeatAim
|
||||
|
||||
AimingLeft
|
||||
; make test Shoot (Flight)
|
||||
jsr SetStartAndFlight
|
||||
@@ -752,7 +687,8 @@ GroundHitInFirstLoopL
|
||||
lda NewAngle
|
||||
sbc #5 ; 5 deg to left
|
||||
cmp #21
|
||||
bcc EndOfFirstLoopL ; if angle 180-20 or higher
|
||||
; bcc EndOfFirstLoopL ; if angle 20 or lower
|
||||
bcc AimSecondTry
|
||||
sta NewAngle
|
||||
jmp AimingLeft
|
||||
NoHitInFirstLoopL
|
||||
@@ -800,8 +736,7 @@ NoHitInSecondLoopL
|
||||
; Angle 1 deg to left and end loop
|
||||
dec NewAngle
|
||||
EndOfSecondLoopL
|
||||
|
||||
rts
|
||||
jmp EndOfAim
|
||||
|
||||
SetStartAndFlight ; set start point (virtual barrel end :) ) and make test flight
|
||||
; xtraj+1 and ytraj+1 set
|
||||
@@ -934,13 +869,13 @@ SorryNoPurchase
|
||||
;----------------------------------------------
|
||||
.proc ShooterPurchase
|
||||
; first try to buy defensives
|
||||
mva #2 tempXroller; number of offensive purchases to perform
|
||||
; mva #2 tempXroller; number of offensive purchases to perform
|
||||
ldx TankNr
|
||||
@
|
||||
randomize ind_Battery________ ind_StrongParachute
|
||||
jsr TryToPurchaseOnePiece
|
||||
dec tempXroller
|
||||
bne @-
|
||||
; dec tempXroller
|
||||
; bne @-
|
||||
|
||||
; and now offensives
|
||||
mva #4 tempXroller; number of offensive purchases to perform
|
||||
@@ -956,16 +891,16 @@ SorryNoPurchase
|
||||
;----------------------------------------------
|
||||
.proc PoolsharkPurchase
|
||||
; first try to buy defensives
|
||||
mva #3 tempXroller; number of offensive purchases to perform
|
||||
; mva #2 tempXroller; number of offensive purchases to perform
|
||||
ldx TankNr
|
||||
@
|
||||
randomize ind_Battery________ ind_Bouncy_Castle__
|
||||
jsr TryToPurchaseOnePiece
|
||||
dec tempXroller
|
||||
bne @-
|
||||
; bpl @-
|
||||
|
||||
; and now offensives
|
||||
mva #8 tempXroller; number of purchases to perform
|
||||
mva #6 tempXroller; number of purchases to perform
|
||||
;ldx TankNr
|
||||
@
|
||||
randomize ind_Missile________ ind_Dirt_Charge____
|
||||
@@ -980,15 +915,16 @@ SorryNoPurchase
|
||||
|
||||
; what is my money level
|
||||
ldx TankNr
|
||||
; lda MoneyH,x ; money / 256
|
||||
; sta tempXroller ; perform this many purchase attempts
|
||||
lda MoneyH,x ; money / 256
|
||||
lsr ; /2
|
||||
sta tempXroller ; perform this many purchase attempts
|
||||
; first try to buy defensives
|
||||
mva #1 tempXroller; number of defensive purchases to perform
|
||||
; mva #1 tempXroller; number of defensive purchases to perform
|
||||
@
|
||||
randomize ind_Battery________ ind_Bouncy_Castle__
|
||||
jsr TryToPurchaseOnePiece
|
||||
dec tempXroller
|
||||
bne @-
|
||||
bpl @-
|
||||
|
||||
; and now offensives
|
||||
lda MoneyH,x ; money / 256
|
||||
@@ -998,7 +934,7 @@ SorryNoPurchase
|
||||
randomize ind_Missile________ ind_Dirt_Charge____
|
||||
jsr TryToPurchaseOnePiece
|
||||
dec tempXroller
|
||||
bne @-
|
||||
bpl @-
|
||||
|
||||
rts
|
||||
.endp
|
||||
@@ -1007,25 +943,64 @@ SorryNoPurchase
|
||||
|
||||
; what is my money level
|
||||
ldx TankNr
|
||||
;lda MoneyH,x ; money / 256
|
||||
;sta tempXroller ; perform this many purchase attempts
|
||||
lda MoneyH,x ; money / 256
|
||||
lsr ; /2
|
||||
sta tempXroller ; perform this many purchase attempts
|
||||
; first try to buy defensives
|
||||
mva #1 tempXroller; number of defensive purchases to perform
|
||||
; mva #1 tempXroller; number of defensive purchases to perform
|
||||
@
|
||||
randomize ind_Battery________ ind_Bouncy_Castle__
|
||||
jsr TryToPurchaseOnePiece2
|
||||
dec tempXroller
|
||||
bne @-
|
||||
bpl @-
|
||||
|
||||
; and now offensives
|
||||
lda MoneyH,x ; money / 256
|
||||
:4 asl ;*16
|
||||
:3 asl ;*8
|
||||
sta tempXroller ; perform this many purchase attempts
|
||||
@
|
||||
randomize ind_Missile________ ind_Plasma_Blast___
|
||||
randomize first_offensive____ last_offensive_____
|
||||
jsr TryToPurchaseOnePiece2
|
||||
dec tempXroller
|
||||
bne @-
|
||||
bpl @-
|
||||
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc ChooseBestOffensive
|
||||
; choose the best weapon
|
||||
; X - TankNr
|
||||
;----------------------------------------------
|
||||
ldy #ind_Dirt_Charge____+1 ;the last weapon to choose +1 (not BFG or Laser :) )
|
||||
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
|
||||
;* --------BEGIN--------
|
||||
;* C:\Atari\rmt\rmt128\scorch_str4.rmt
|
||||
;* C:\Atari\rmt\rmt128\scorch_str6.rmt
|
||||
FEAT_SFX equ 1
|
||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||
FEAT_NOSTARTINGSONGLINE equ 0
|
||||
|
||||
@@ -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.
Binary file not shown.
Binary file not shown.
+7
-7
@@ -1,6 +1,6 @@
|
||||
.proc talk
|
||||
; Maximum text length is 63 characters!!!
|
||||
L0 dta d"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
||||
L0 dta d"CYKA BLAT"
|
||||
L1 dta d"DIE!"
|
||||
L2 dta d"EAT MY SHORTS!"
|
||||
L3 dta d"YOU'RE TOAST!"
|
||||
@@ -47,7 +47,7 @@ L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
|
||||
L44 dta d"TAKE THIS!"
|
||||
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
||||
L46 dta d"DIE, ALIEN SWINE!"
|
||||
L47 dta d"SAY ARRGGHHHHH...."
|
||||
L47 dta d"AWRUK!!!"
|
||||
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
||||
L49 dta d"DIE, TANK-SCUM!"
|
||||
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||
@@ -78,7 +78,7 @@ L73 dta d"OH MAN!"
|
||||
L74 dta d"DOOUGH!"
|
||||
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||
L77 dta d"IT'S ALL OVER."
|
||||
L77 dta d"VERY FUNNY."
|
||||
L78 dta d"THE FAT LADY SANG."
|
||||
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||
L80 dta d"I'M GOING DOWN."
|
||||
@@ -89,7 +89,7 @@ L84 dta d"BIF!"
|
||||
L85 dta d"BAM!"
|
||||
L86 dta d"ZONK!"
|
||||
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||
L88 dta d"NO... A BUD LIGHT!"
|
||||
L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
||||
L89 dta d"WHAT WAS THAT NOISE?"
|
||||
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||
@@ -104,7 +104,7 @@ L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||
L102 dta d"I THOUGHT YOU LIKED ME?"
|
||||
L103 dta d"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
|
||||
L103 dta d"CTO XYEB"
|
||||
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||
L106 dta d"HEY! KILLIN' AIN'T COOL."
|
||||
@@ -127,7 +127,7 @@ OffensiveTextTableH
|
||||
NumberOfOffensiveTexts=54
|
||||
NumberOfDeffensiveTexts=60
|
||||
.endp
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!", $ff
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
||||
hoverFullEnd
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS", $ff
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS"
|
||||
hoverEmptyEnd
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+238
-241
@@ -18,27 +18,7 @@ initialvaluesCount = *-initialvaluesstart ; MAX 128 bytes !
|
||||
;===================================================================================
|
||||
;==========================CONSTANT TABLES, do not erase!===========================
|
||||
;===================================================================================
|
||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||
.BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||
dliColorsBack
|
||||
:10 .by $02,$00
|
||||
dliColorsFore
|
||||
.by $0a
|
||||
CashOptionL ;(one zero less than on the screen)
|
||||
.by 0,<200,<800,<1200,<2000
|
||||
CashOptionH
|
||||
.by 0,>200,>800,>1200,>2000
|
||||
GravityTable .by 10,20,25,30,40
|
||||
MaxWindTable .by 5,20,40,70,99
|
||||
RoundsTable .by 10,20,30,40,50
|
||||
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
|
||||
flyDelayTable .by 255,150,75,35,1
|
||||
seppukuTable .by 255, 45,25,15,9
|
||||
|
||||
mountainsDeltaTableH .by 0,1,3,5,7
|
||||
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
|
||||
;------------------------------------------------
|
||||
@@ -62,22 +42,35 @@ XtankOffsetGO_H
|
||||
.by 0,0,0,0,0,1
|
||||
;-----4x4 texts-----
|
||||
LineTop
|
||||
dta d"(%%%%%%%%%%%%)", $ff
|
||||
dta d"(%%%%%%%%%%%%)"
|
||||
;# - vertical, () * +, % - horizontal
|
||||
LineBottom
|
||||
dta d"*%%%%%%%%%%%%+", $ff
|
||||
dta d"*%%%%%%%%%%%%+"
|
||||
LineEmpty
|
||||
dta d"# #", $ff
|
||||
dta d"# #"
|
||||
LineHeader2
|
||||
dta d"# RESULTS #", $ff
|
||||
dta d"# RESULTS #"
|
||||
LineGameOver
|
||||
dta d"# GAME OVER #", $ff
|
||||
dta d"# GAME OVER #"
|
||||
seppukuText
|
||||
dta d"# SEPPUKU! #", $ff
|
||||
dta d"# SEPPUKU! #"
|
||||
areYouSureText
|
||||
dta d"# SURE? Y/N #", $ff
|
||||
dta d"# SURE? Y/N #"
|
||||
lineClear
|
||||
dta d" ", $ff
|
||||
dta d" "
|
||||
|
||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||
;-----------
|
||||
GradientAddrL
|
||||
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
|
||||
GradientAddrH
|
||||
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
|
||||
dliColorsFore2
|
||||
.by $0a ; one mountains color
|
||||
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
|
||||
|
||||
;-----------
|
||||
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||
@@ -96,7 +89,7 @@ pmtableH
|
||||
.by >(pmgraph+$300)
|
||||
;-----------
|
||||
sintable
|
||||
.by 0
|
||||
.by 1
|
||||
.by 4
|
||||
.by 8
|
||||
.by 13
|
||||
@@ -228,7 +221,12 @@ TanksNamesDefault
|
||||
dta d"4th.Tank"
|
||||
dta d"5th.Tank"
|
||||
dta d"6th.Tank"
|
||||
|
||||
;-------------------------------------------------
|
||||
TankShapesTable .BYTE char_tank1___________
|
||||
.BYTE char_tank2___________
|
||||
.BYTE char_tank3___________
|
||||
.BYTE char_tank4___________
|
||||
;-------------------------------------------------
|
||||
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Baby_Missile___
|
||||
.by >price_Missile________
|
||||
@@ -261,40 +259,23 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Liquid_Dirt____
|
||||
.by >price_Dirt_Charge____
|
||||
.by >price_Buy_me_________
|
||||
.by >price_Plasma_Blast___
|
||||
.by >price_Laser__________
|
||||
.by >price______________33
|
||||
.by >price______________34
|
||||
.by >price______________35
|
||||
.by >price______________36
|
||||
.by >price______________37
|
||||
.by >price______________38
|
||||
.by >price______________39
|
||||
.by >price______________40
|
||||
.by >price______________41
|
||||
.by >price______________42
|
||||
.by >price______________43
|
||||
.by >price______________44
|
||||
.by >price______________45
|
||||
.by >price______________46
|
||||
.by >price______________47
|
||||
.by >price_White_Flag_____
|
||||
.by >price_Battery________
|
||||
.by >price_Bal_Guidance___
|
||||
.by >price_Horz_Guidance__
|
||||
.by >price_Floating_Tank__
|
||||
.by >price_Lazy_Boy_______
|
||||
.by >price_Hovercraft_____
|
||||
.by >price_Parachute______
|
||||
.by >price_StrongParachute
|
||||
.by >price_Mag_Deflector__
|
||||
.by >price_Shield_________
|
||||
.by >price_Heavy_Shield___
|
||||
.by >price_Force_Shield___
|
||||
.by >price_Super_Mag______
|
||||
.by >price_Bouncy_Castle__
|
||||
.by >price_Long_Barrel____
|
||||
.by >price_Nuclear_Winter_
|
||||
|
||||
.by >price_Lazy_Boy_______
|
||||
.by >price_Lazy_Darwin____
|
||||
.by >price_Auto_Defense___
|
||||
.by >price_Spy_Hard_______
|
||||
WeaponPriceL
|
||||
.by <price_Baby_Missile___
|
||||
.by <price_Missile________
|
||||
@@ -327,39 +308,23 @@ WeaponPriceL
|
||||
.by <price_Liquid_Dirt____
|
||||
.by <price_Dirt_Charge____
|
||||
.by <price_Buy_me_________
|
||||
.by <price_Plasma_Blast___
|
||||
.by <price_Laser__________
|
||||
.by <price______________33
|
||||
.by <price______________34
|
||||
.by <price______________35
|
||||
.by <price______________36
|
||||
.by <price______________37
|
||||
.by <price______________38
|
||||
.by <price______________39
|
||||
.by <price______________40
|
||||
.by <price______________41
|
||||
.by <price______________42
|
||||
.by <price______________43
|
||||
.by <price______________44
|
||||
.by <price______________45
|
||||
.by <price______________46
|
||||
.by <price______________47
|
||||
.by <price_White_Flag_____
|
||||
.by <price_Battery________
|
||||
.by <price_Bal_Guidance___
|
||||
.by <price_Horz_Guidance__
|
||||
.by <price_Floating_Tank__
|
||||
.by <price_Lazy_Boy_______
|
||||
.by <price_Hovercraft_____
|
||||
.by <price_Parachute______
|
||||
.by <price_StrongParachute
|
||||
.by <price_Mag_Deflector__
|
||||
.by <price_Shield_________
|
||||
.by <price_Heavy_Shield___
|
||||
.by <price_Force_Shield___
|
||||
.by <price_Super_Mag______
|
||||
.by <price_Bouncy_Castle__
|
||||
.by <price_Long_Barrel____
|
||||
.by <price_Nuclear_Winter_
|
||||
.by <price_Lazy_Boy_______
|
||||
.by <price_Lazy_Darwin____
|
||||
.by <price_Auto_Defense___
|
||||
.by <price_Spy_Hard_______
|
||||
|
||||
;-------------------------------------------------
|
||||
; how many units (bulletd) of a given weapon we get for a given price
|
||||
@@ -368,70 +333,54 @@ WeaponPriceL
|
||||
; is not present in the game.
|
||||
; This is the slot for adding new weapons.
|
||||
WeaponUnits
|
||||
.by 10 ;Baby_Missile___
|
||||
.by 5 ;Missile________
|
||||
.by 2 ;Baby_Nuke______
|
||||
.by 1 ;Nuke___________
|
||||
.by 2 ;LeapFrog_______
|
||||
.by 3 ;Funky_Bomb_____
|
||||
.by 2 ;MIRV___________
|
||||
.by 1 ;Death_s_Head___
|
||||
.by 4 ;Napalm_________
|
||||
.by 2 ;Hot_Napalm_____
|
||||
.by 20 ;Tracer_________
|
||||
.by 10 ;Smoke_Tracer___
|
||||
.by 5 ;Baby_Roller____
|
||||
.by 3 ;Roller_________
|
||||
.by 2 ;Heavy_Roller___
|
||||
.by 5 ;Riot_Charge____
|
||||
.by 2 ;Riot_Blast_____
|
||||
.by 5 ;Riot_Bomb______
|
||||
.by 2 ;Heavy_Riot_Bomb
|
||||
.by 10 ;Baby_Digger____
|
||||
.by 5 ;Digger_________
|
||||
.by 2 ;Heavy_Digger___
|
||||
.by 10 ;Baby_Sandhog___
|
||||
.by 5 ;Sandhog________
|
||||
.by 2 ;Heavy_Sandhog__
|
||||
.by 5 ;Dirt_Clod______
|
||||
.by 3 ;Dirt_Ball______
|
||||
.by 1 ;Ton_of_Dirt____
|
||||
.by 4 ;Liquid_Dirt____
|
||||
.by 2 ;Dirt_Charge____
|
||||
.by 1 ;Buy_me_________
|
||||
.by 0 ;Plasma_Blast___
|
||||
.by 5 ;Laser__________
|
||||
.by 0 ;_____________33
|
||||
.by 0 ;_____________34
|
||||
.by 0 ;_____________35
|
||||
.by 0 ;_____________36
|
||||
.by 0 ;_____________37
|
||||
.by 0 ;_____________38
|
||||
.by 0 ;_____________39
|
||||
.by 0 ;_____________40
|
||||
.by 0 ;_____________41
|
||||
.by 0 ;_____________42
|
||||
.by 0 ;_____________43
|
||||
.by 0 ;_____________44
|
||||
.by 0 ;_____________45
|
||||
.by 0 ;_____________46
|
||||
.by 0 ;_____________47
|
||||
.by 1 ;White_Flag___48
|
||||
.by 3 ;Battery________
|
||||
.by 0 ;Bal_Guidance___
|
||||
.by 0 ;Horz_Guidance__
|
||||
.by 2 ;Floating_Tank__
|
||||
.by 0 ;Lazy_Boy_______
|
||||
.by 3 ;Parachute______
|
||||
.by 2 ;StrongParachute
|
||||
.by 2 ;Mag_Deflector__
|
||||
.by 3 ;Shield_________
|
||||
.by 2 ;Heavy_Shield___
|
||||
.by 3 ;Force_Shield___
|
||||
.by 0 ;Super_Mag______
|
||||
.by 1 ;Auto_Defense___
|
||||
.by 2 ;Long_Barrel____
|
||||
.by 1 ;Nuclear_Winter_
|
||||
.by 10 ;Baby_Missile___;_00
|
||||
.by 5 ;Missile________;_01
|
||||
.by 2 ;Baby_Nuke______;_02
|
||||
.by 1 ;Nuke___________;_03
|
||||
.by 2 ;LeapFrog_______;_04
|
||||
.by 3 ;Funky_Bomb_____;_05
|
||||
.by 2 ;MIRV___________;_06
|
||||
.by 1 ;Death_s_Head___;_07
|
||||
.by 4 ;Napalm_________;_08
|
||||
.by 2 ;Hot_Napalm_____;_09
|
||||
.by 20 ;Tracer_________;_10
|
||||
.by 10 ;Smoke_Tracer___;_11
|
||||
.by 5 ;Baby_Roller____;_12
|
||||
.by 3 ;Roller_________;_13
|
||||
.by 2 ;Heavy_Roller___;_14
|
||||
.by 5 ;Riot_Charge____;_15
|
||||
.by 2 ;Riot_Blast_____;_16
|
||||
.by 5 ;Riot_Bomb______;_17
|
||||
.by 2 ;Heavy_Riot_Bomb;_18
|
||||
.by 10 ;Baby_Digger____;_19
|
||||
.by 5 ;Digger_________;_20
|
||||
.by 2 ;Heavy_Digger___;_21
|
||||
.by 10 ;Baby_Sandhog___;_22
|
||||
.by 5 ;Sandhog________;_23
|
||||
.by 2 ;Heavy_Sandhog__;_24
|
||||
.by 5 ;Dirt_Clod______;_25
|
||||
.by 3 ;Dirt_Ball______;_26
|
||||
.by 1 ;Ton_of_Dirt____;_27
|
||||
.by 4 ;Liquid_Dirt____;_28
|
||||
.by 2 ;Dirt_Charge____;_29
|
||||
.by 1 ;Buy_me_________;_30
|
||||
.by 5 ;Laser__________;_31
|
||||
.by 1 ;White_Flag_____;_32
|
||||
.by 3 ;Battery________;_33
|
||||
.by 2 ;Floating_Tank__;_34
|
||||
.by 3 ;Parachute______;_35
|
||||
.by 2 ;StrongParachute;_36
|
||||
.by 2 ;Mag_Deflector__;_37
|
||||
.by 3 ;Shield_________;_38
|
||||
.by 2 ;Heavy_Shield___;_39
|
||||
.by 3 ;Force_Shield___;_40
|
||||
.by 1 ;Auto_Defense___;_41
|
||||
.by 2 ;Long_Barrel____;_42
|
||||
.by 1 ;Nuclear_Winter_;_43
|
||||
.by 2 ;Lazy_Boy_______;_44
|
||||
.by 2 ;Lazy_Darwin____;_45
|
||||
.by 2 ;Auto_Defense___;_46
|
||||
.by 4 ;Spy_Hard_______;_47
|
||||
|
||||
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
;the comment is an index in the tables
|
||||
@@ -445,53 +394,87 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||
.by %00000000
|
||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
||||
.by %00000000
|
||||
; "Laser "
|
||||
.by %00000000
|
||||
.by 0 ; offset to defensives
|
||||
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
|
||||
; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
|
||||
.by %01000011
|
||||
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
|
||||
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
.by %11110100
|
||||
|
||||
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
.by %01011111
|
||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||
.by %11000000
|
||||
|
||||
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||
;the comment is an index in the tables
|
||||
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
||||
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
||||
.by %00110001
|
||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||
.by %01000000
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||
.by %00000000
|
||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
|
||||
.by %00000000
|
||||
; "Laser "
|
||||
.by %00000000
|
||||
.by 0 ; offset to defensives
|
||||
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
|
||||
; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
|
||||
.by %01000001
|
||||
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
|
||||
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
.by %10110100
|
||||
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
||||
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
||||
.by %01110000
|
||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||
.by %01000000
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||
.by %00000000
|
||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
||||
.by %00000000
|
||||
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
.by %01001101
|
||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||
.by %11000000
|
||||
|
||||
;-------------------------------------------------
|
||||
; Screen codes of icons (chars) representing a given weapon
|
||||
WeaponSymbols
|
||||
.by $40,$41,$42,$43,$44,$45,$46,$47
|
||||
.by $48,$49,$4a,$4b,$4c,$4d,$4e,$4f
|
||||
.by $50,$51,$52,$53,$54,$55,$56,$57
|
||||
.by $58,$59,$5a,$5b,$60,$7b,$1f,$7d
|
||||
.by $20,$00,$00,$00,$00,$00,$00,$00
|
||||
.by $00,$00,$00,$00,$00,$00,$00,$00
|
||||
.by $5f,$1c,$03,$06,$06,$0a,$1b,$1b ; defensives
|
||||
.by $1e,$3b,$3d,$3c,$3e,$3f,$1d,$7d
|
||||
.by $40 ;ind_Baby_Missile___ ;_00
|
||||
.by $41 ;ind_Missile________ ;_01
|
||||
.by $42 ;ind_Baby_Nuke______ ;_02
|
||||
.by $43 ;ind_Nuke___________ ;_03
|
||||
.by $44 ;ind_LeapFrog_______ ;_04
|
||||
.by $45 ;ind_Funky_Bomb_____ ;_05
|
||||
.by $46 ;ind_MIRV___________ ;_06
|
||||
.by $47 ;ind_Death_s_Head___ ;_07
|
||||
.by $48 ;ind_Napalm_________ ;_08
|
||||
.by $49 ;ind_Hot_Napalm_____ ;_09
|
||||
.by $4a ;ind_Tracer_________ ;_10
|
||||
.by $4b ;ind_Smoke_Tracer___ ;_11
|
||||
.by $4c ;ind_Baby_Roller____ ;_12
|
||||
.by $4d ;ind_Roller_________ ;_13
|
||||
.by $4e ;ind_Heavy_Roller___ ;_14
|
||||
.by $4f ;ind_Riot_Charge____ ;_15
|
||||
.by $50 ;ind_Riot_Blast_____ ;_16
|
||||
.by $51 ;ind_Riot_Bomb______ ;_17
|
||||
.by $52 ;ind_Heavy_Riot_Bomb ;_18
|
||||
.by $53 ;ind_Baby_Digger____ ;_19
|
||||
.by $54 ;ind_Digger_________ ;_20
|
||||
.by $55 ;ind_Heavy_Digger___ ;_21
|
||||
.by $56 ;ind_Baby_Sandhog___ ;_22
|
||||
.by $57 ;ind_Sandhog________ ;_23
|
||||
.by $58 ;ind_Heavy_Sandhog__ ;_24
|
||||
.by $59 ;ind_Dirt_Clod______ ;_25
|
||||
.by $5a ;ind_Dirt_Ball______ ;_26
|
||||
.by $5b ;ind_Ton_of_Dirt____ ;_27
|
||||
.by $60 ;ind_Liquid_Dirt____ ;_28
|
||||
.by $7b ;ind_Dirt_Charge____ ;_29
|
||||
.by $1f ;ind_Buy_me_________ ;_30
|
||||
.by $20 ;ind_Laser__________ ;_31
|
||||
.by $5f ;ind_White_Flag_____ ;_32
|
||||
.by $1c ;ind_Battery________ ;_33
|
||||
.by $06 ;ind_Floating_Tank__ ;_34
|
||||
.by $1b ;ind_Parachute______ ;_35
|
||||
.by $1b ;ind_StrongParachute ;_36
|
||||
.by $1e ;ind_Mag_Deflector__ ;_37
|
||||
.by $3b ;ind_Shield_________ ;_38
|
||||
.by $3d ;ind_Heavy_Shield___ ;_39
|
||||
.by $3c ;ind_Force_Shield___ ;_40
|
||||
.by $3f ;ind_Bouncy_Castle__ ;_41
|
||||
.by $1d ;ind_Long_Barrel____ ;_42
|
||||
.by $7d ;ind_Nuclear_Winter_ ;_43
|
||||
.by $02 ;ind_Lazy_Boy_______ ;_44
|
||||
.by $03 ;ind_Lazy_Darwin____ ;_45
|
||||
.by $5e ;ind_Auto_Defense___ ;_46
|
||||
.by $7c ;ind_Spy_Hard_______ ;_47
|
||||
|
||||
; Names of weapons (16 chars long)
|
||||
NamesOfWeapons ;the comment is an index in the tables
|
||||
@@ -525,89 +508,91 @@ NamesOfWeapons ;the comment is an index in the tables
|
||||
dta d"Ton of Dirt " ; 27
|
||||
dta d"Liquid Dirt " ; 28
|
||||
dta d"Dirt Charge " ; 29
|
||||
dta d"Buy me! " ; 30
|
||||
dta d"Plasma Blast " ; 31
|
||||
dta d"Laser " ; 32
|
||||
dta d"----------------" ; 33
|
||||
dta d"----------------" ; 34
|
||||
dta d"----------------" ; 35
|
||||
dta d"----------------" ; 36
|
||||
dta d"----------------" ; 37
|
||||
dta d"----------------" ; 38
|
||||
dta d"----------------" ; 39
|
||||
dta d"----------------" ; 40
|
||||
dta d"----------------" ; 41
|
||||
dta d"----------------" ; 42
|
||||
dta d"----------------" ; 43
|
||||
dta d"----------------" ; 44
|
||||
dta d"----------------" ; 45
|
||||
dta d"----------------" ; 46
|
||||
dta d" " ; 47 ; special (no weapon) name to simplify display
|
||||
dta d"Best F...g Gifts" ; 30
|
||||
dta d"Laser " ; 31
|
||||
;------defensives
|
||||
dta d"White Flag " ; 32
|
||||
dta d"Battery " ; 33
|
||||
dta d"Hovercraft " ; 34
|
||||
dta d"Parachute " ; 35 - no energy
|
||||
dta d"Strong Parachute" ; 36 - with energy (earlier Battery)
|
||||
dta d"Mag Deflector " ; 37 - with shield and energy
|
||||
dta d"Shield " ; 38 - shield for one shot - no energy
|
||||
dta d"Heavy Shield " ; 39 - shield with energy
|
||||
dta d"Force Shield " ; 40 - shield with energy and parachute
|
||||
dta d"Bouncy Castle " ; 41 - with shield and energy
|
||||
dta d"Long Schlong " ; 42
|
||||
dta d"Nuclear Winter " ; 43
|
||||
dta d"Lazy Boy " ; 44
|
||||
dta d"Lazy Darwin " ; 45
|
||||
dta d"Auto Defense " ; 46
|
||||
dta d"Spy Hard " ; 47
|
||||
|
||||
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
|
||||
DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake the table for ALL weapons
|
||||
.by 00 ; White Flag
|
||||
.by 00 ; Heat Guidance
|
||||
.by 00 ; Bal Guidance
|
||||
.by 00 ; Horz Guidance
|
||||
.by 98 ; Let's go!
|
||||
.by 00 ; Lazy Boy
|
||||
.by 00 ; Parachute
|
||||
.by 99 ; Strong Parachute
|
||||
.by 99 ; Mag Deflector
|
||||
.by 00 ; Shield
|
||||
.by 99 ; Heavy Shield
|
||||
.by 99 ; Force Shield
|
||||
.by 00 ; Super Mag
|
||||
.by 99 ; Bouncy Castle
|
||||
.by 00 ; Long Barrel
|
||||
.by 00 ; Nuclear Winter
|
||||
weaponsOfDeath
|
||||
.by 00 ; Lazy Boy
|
||||
.by 00 ; Lazy Darwin
|
||||
.by 00 ; Auto Defense
|
||||
.by 00 ; Spy Hard
|
||||
weaponsOfDeath ; weapons used in tank death animations
|
||||
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
||||
weaponsOfDeathEnd
|
||||
joyToKeyTable
|
||||
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
|
||||
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
|
||||
.by $ff ;00
|
||||
.by $ff ;01
|
||||
.by $ff ;02
|
||||
.by $ff ;03
|
||||
.by $ff ;04
|
||||
.by $ff ;05
|
||||
.by $ff ;06
|
||||
.by @kbcode._right ;07
|
||||
.by $ff ;08
|
||||
.by $ff ;09
|
||||
.by $ff ;0a
|
||||
.by @kbcode._left ;0b
|
||||
.by $ff ;0c
|
||||
.by @kbcode._down ;0d
|
||||
.by @kbcode._up ;0e
|
||||
.by $ff ;0f
|
||||
|
||||
;-----------------------------------
|
||||
keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
|
||||
.by $3f,$15,$12,$3a,$2a,$38,$3d,$39
|
||||
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
||||
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
||||
.by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b
|
||||
.by $33,$35,$30,$32,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
||||
.by $2b,$17
|
||||
.by $32,$1f,$1e,$1a,$18,$1d,$1b
|
||||
.by $33,$35,$30,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
||||
keycodesEnd
|
||||
scrcodes
|
||||
dta d"abcdefgh"
|
||||
dta d"ijklmnop"
|
||||
dta d"qrstuvwx"
|
||||
dta d"yz123456"
|
||||
dta d"7890. " ; "-"
|
||||
dta d"yz"
|
||||
zero
|
||||
digits ; decimal constans
|
||||
dta d"0123456"
|
||||
dta d"789. " ; "-"
|
||||
;-------decimal constans
|
||||
;zero
|
||||
;digits dta d"0123456789"
|
||||
|
||||
;-----------------------------------
|
||||
gameOverSpritesTop
|
||||
; end of the Gover sprites by number of players
|
||||
; 1 2 3 4 5 6
|
||||
.by 130,130,136,142,148,154
|
||||
;-------decimal constans
|
||||
zero
|
||||
digits dta d"0123456789"
|
||||
nineplus dta d"9"+1
|
||||
space dta d" "
|
||||
.by 130+7,130+7,136+7,142+7,148+7,154+7
|
||||
;------credits
|
||||
CreditsStart
|
||||
dta d" "*
|
||||
@@ -616,8 +601,6 @@ CreditsStart
|
||||
dta d"Warsaw, Miam",d"i"*
|
||||
dta d"2000-202",d"2"*
|
||||
dta d" "*
|
||||
dta d"B",d"y"*
|
||||
dta d" "*
|
||||
dta d"Programmin",d"g"*
|
||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||
dta d"Pawel 'pirx' Kalinowsk",d"i"*
|
||||
@@ -625,27 +608,41 @@ CreditsStart
|
||||
dta d"SFX, Music and Suppor",d"t"*
|
||||
dta d"Michal 'Miker' Szpilowsk",d"i"*
|
||||
dta d" "*
|
||||
dta d"Additional Musi",d"c"*
|
||||
dta d"Mario 'Emkay' Kri",d"x"*
|
||||
dta d" "*
|
||||
.IF target != 5200
|
||||
dta d"Additional Musi",d"c"*
|
||||
dta d"Mario 'Emkay' Kri",d"x"*
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
dta d"Code Optimizatio",d"n"*
|
||||
dta d"Piotr '0xF' Fusi",d"k"*
|
||||
dta d" "*
|
||||
dta d"Ar",d"t"*
|
||||
dta d"Adam Wachowsk",d"i"*
|
||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||
.IF target != 5200
|
||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Ideas and Q",d"A"*
|
||||
dta d"Ideas, help and Q",d"A"*
|
||||
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
|
||||
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
|
||||
dta d"brad-colbert, archon800, nowy80",d","*
|
||||
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
||||
.IF target = 5200
|
||||
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Additional testin",d"g"*
|
||||
dta d"Arek Peck",d"o"*
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||
dta d"Arek and Alex Peck",d"o"*
|
||||
.IF target != 5200
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
CreditsEnd
|
||||
CreditsLines=44
|
||||
.IF target = 5200
|
||||
CreditsLines=37
|
||||
.ELSE
|
||||
CreditsLines=42 ; 34 in reality. add 7?
|
||||
.ENDIF
|
||||
|
||||
.endif
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
dliColorsBack
|
||||
:10 .by $02,$00
|
||||
dliColorsFore
|
||||
.by $0a ; one mountains color
|
||||
; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
|
||||
; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
|
||||
.by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new
|
||||
.by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04
|
||||
CashOptionL ;(one zero less than on the screen)
|
||||
.by 0,<200,<800,<1200,<2000
|
||||
CashOptionH
|
||||
.by 0,>200,>800,>1200,>2000
|
||||
GravityTable .by 10,20,25,30,40
|
||||
MaxWindTable .by 5,20,40,70,99
|
||||
RoundsTable .by 10,20,30,40,50
|
||||
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
|
||||
flyDelayTable .by 255,150,75,35,1
|
||||
seppukuTable .by 255, 45,25,15,9
|
||||
.endif
|
||||
+84
-107
@@ -4,28 +4,28 @@ screenheight = 200
|
||||
screenBytes = 40
|
||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||
|
||||
TankWidth = 8
|
||||
;----------------------------------------------
|
||||
; Player/missile memory
|
||||
PMGraph = $0800 ; real PM start = $0b00
|
||||
|
||||
|
||||
PMGraph = $1800 ; real PM start = PMGraph + $0300
|
||||
; Generated tables
|
||||
linetableL = $0b00 - (screenHeight+1)*2
|
||||
linetableH = $0b00 - (screenHeight+1)
|
||||
|
||||
display = $1010 ;screen takes $2K due to clearing routine
|
||||
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||
;----------------------------------------------
|
||||
|
||||
margin = 40 ;mountain drawing Y variable margin
|
||||
MaxPlayers = 6
|
||||
maxOptions = 9 ;number of all options
|
||||
PMOffsetX = $2C ; P/M to graphics offset
|
||||
PMOffsetY = $23 ; P/M to graphics offset
|
||||
PMOffsetY = $2A ; P/M to graphics offset
|
||||
napalmRadius = 10
|
||||
StandardBarrel = 6 ; standard tank barrel length
|
||||
LongBarrel = 20 ; long barrel length
|
||||
|
||||
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||
TextForegroundColor = $0A
|
||||
space = 0 ; space in screencodes
|
||||
|
||||
KeyRepeatSpeed = 10 ; (max 127 !!!)
|
||||
|
||||
;character codes for symbols (tank, parachute, etc. )
|
||||
char_parachute_______ = $02
|
||||
@@ -35,78 +35,63 @@ char_clear_flame_____ = $1c
|
||||
char_digger__________ = $04
|
||||
char_sandhog_________ = $0c
|
||||
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
||||
|
||||
char_tank1___________ = $20
|
||||
char_tank2___________ = $24
|
||||
char_tank3___________ = $28
|
||||
char_tank3___________ = $2c
|
||||
char_tank4___________ = $28 ; robotank shape
|
||||
|
||||
;Weapon prices (*10 on screen)
|
||||
price_Baby_Missile___ = 0 ;_0
|
||||
price_Missile________ = 96 ;_1
|
||||
price_Baby_Nuke______ = 111 ;_2
|
||||
price_Nuke___________ = 144 ;_3
|
||||
price_LeapFrog_______ = 192 ;_4
|
||||
price_Funky_Bomb_____ = 293 ;_5
|
||||
price_MIRV___________ = 456 ;_6
|
||||
price_Death_s_Head___ = 337 ;_7
|
||||
price_Napalm_________ = 125 ;_8
|
||||
price_Hot_Napalm_____ = 162 ;_9
|
||||
price_Tracer_________ = 102 ;_10
|
||||
price_Smoke_Tracer___ = 291 ;_11
|
||||
price_Baby_Roller____ = 211 ;_12
|
||||
price_Roller_________ = 244 ;_13
|
||||
price_Heavy_Roller___ = 326 ;_14
|
||||
price_Riot_Charge____ = 230 ;_15
|
||||
price_Riot_Blast_____ = 241 ;_16
|
||||
price_Riot_Bomb______ = 259 ;_17
|
||||
price_Heavy_Riot_Bomb = 272 ;_18
|
||||
price_Baby_Digger____ = 136 ;_19
|
||||
price_Digger_________ = 176 ;_20
|
||||
price_Heavy_Digger___ = 207 ;_21
|
||||
price_Baby_Sandhog___ = 158 ;_22
|
||||
price_Sandhog________ = 191 ;_23
|
||||
price_Heavy_Sandhog__ = 223 ;_24
|
||||
price_Dirt_Clod______ = 104 ;_25
|
||||
price_Dirt_Ball______ = 130 ;_26
|
||||
price_Ton_of_Dirt____ = 171 ;_27
|
||||
price_Liquid_Dirt____ = 330 ;_28
|
||||
price_Dirt_Charge____ = 343 ;_29
|
||||
price_Buy_me_________ = 170 ;430 ;_30
|
||||
price_Plasma_Blast___ = $ffff ;274 ;_31
|
||||
price_Laser__________ = 277 ;_32
|
||||
price______________33 = 0
|
||||
price______________34 = 0
|
||||
price______________35 = 0
|
||||
price______________36 = 0
|
||||
price______________37 = 0
|
||||
price______________38 = 0
|
||||
price______________39 = 0
|
||||
price______________40 = 0
|
||||
price______________41 = 0
|
||||
price______________42 = 0
|
||||
price______________43 = 0
|
||||
price______________44 = 0
|
||||
price______________45 = 0
|
||||
price______________46 = 0
|
||||
price______________47 = 0
|
||||
price_White_Flag_____ = $0 ;_48_($30)
|
||||
price_Battery________ = 300 ;_49
|
||||
price_Bal_Guidance___ = $ffff ;_50
|
||||
price_Horz_Guidance__ = $ffff ;_51
|
||||
price_Floating_Tank__ = 352 ;_52
|
||||
price_Lazy_Boy_______ = $ffff ;_53
|
||||
price_Parachute______ = 234 ;_54
|
||||
price_StrongParachute = 1000 ;_55
|
||||
price_Mag_Deflector__ = 745 ;_56
|
||||
price_Shield_________ = 224 ;_57
|
||||
price_Heavy_Shield___ = 628 ;_58
|
||||
price_Force_Shield___ = 1100 ;_59
|
||||
price_Super_Mag______ = $ffff ;_60
|
||||
price_Bouncy_Castle__ = 512 ;_61
|
||||
price_Long_Barrel____ = 2100 ;_62
|
||||
price_Nuclear_Winter_ = 1000 ;_63
|
||||
price_Baby_Missile___ = 0 ;_00
|
||||
price_Missile________ = 96 ;_01
|
||||
price_Baby_Nuke______ = 111 ;_02
|
||||
price_Nuke___________ = 144 ;_03
|
||||
price_LeapFrog_______ = 192 ;_04
|
||||
price_Funky_Bomb_____ = 293 ;_05
|
||||
price_MIRV___________ = 456 ;_06
|
||||
price_Death_s_Head___ = 337 ;_07
|
||||
price_Napalm_________ = 125 ;_08
|
||||
price_Hot_Napalm_____ = 162 ;_09
|
||||
price_Tracer_________ = 102 ;_10
|
||||
price_Smoke_Tracer___ = 291 ;_11
|
||||
price_Baby_Roller____ = 211 ;_12
|
||||
price_Roller_________ = 244 ;_13
|
||||
price_Heavy_Roller___ = 326 ;_14
|
||||
price_Riot_Charge____ = 230 ;_15
|
||||
price_Riot_Blast_____ = 241 ;_16
|
||||
price_Riot_Bomb______ = 259 ;_17
|
||||
price_Heavy_Riot_Bomb = 272 ;_18
|
||||
price_Baby_Digger____ = 136 ;_19
|
||||
price_Digger_________ = 176 ;_20
|
||||
price_Heavy_Digger___ = 207 ;_21
|
||||
price_Baby_Sandhog___ = 158 ;_22
|
||||
price_Sandhog________ = 191 ;_23
|
||||
price_Heavy_Sandhog__ = 223 ;_24
|
||||
price_Dirt_Clod______ = 104 ;_25
|
||||
price_Dirt_Ball______ = 130 ;_26
|
||||
price_Ton_of_Dirt____ = 171 ;_27
|
||||
price_Liquid_Dirt____ = 330 ;_28
|
||||
price_Dirt_Charge____ = 343 ;_29
|
||||
price_Buy_me_________ = 170 ;_30
|
||||
price_Laser__________ = 277 ;_31
|
||||
price_White_Flag_____ = $0 ;_32
|
||||
price_Battery________ = 300 ;_33
|
||||
price_Hovercraft_____ = 352 ;_34
|
||||
price_Parachute______ = 234 ;_35
|
||||
price_StrongParachute = 1000 ;_36
|
||||
price_Mag_Deflector__ = 745 ;_37
|
||||
price_Shield_________ = 224 ;_38
|
||||
price_Heavy_Shield___ = 628 ;_39
|
||||
price_Force_Shield___ = 1100 ;_40
|
||||
price_Bouncy_Castle__ = 512 ;_41
|
||||
price_Long_Barrel____ = 2100 ;_42
|
||||
price_Nuclear_Winter_ = 1000 ;_43
|
||||
price_Lazy_Boy_______ = 500 ;_44
|
||||
price_Lazy_Darwin____ = 730 ;_45
|
||||
price_Auto_Defense___ = 250 ;_46
|
||||
price_Spy_Hard_______ = 83 ;_47
|
||||
;Weapon indexes (numbers)
|
||||
ind_Baby_Missile___ = 0
|
||||
first_offensive____ = ind_Baby_Missile___
|
||||
ind_Missile________ = 1
|
||||
ind_Baby_Nuke______ = 2
|
||||
ind_Nuke___________ = 3
|
||||
@@ -137,39 +122,29 @@ ind_Ton_of_Dirt____ = 27
|
||||
ind_Liquid_Dirt____ = 28
|
||||
ind_Dirt_Charge____ = 29
|
||||
ind_Buy_me_________ = 30
|
||||
ind_Plasma_Blast___ = 31
|
||||
ind_Laser__________ = 32
|
||||
ind______________33 = 0
|
||||
ind______________34 = 0
|
||||
ind______________35 = 0
|
||||
ind______________36 = 0
|
||||
ind______________37 = 0
|
||||
ind______________38 = 0
|
||||
ind______________39 = 0
|
||||
ind______________40 = 0
|
||||
ind______________41 = 0
|
||||
ind______________42 = 0
|
||||
ind______________43 = 0
|
||||
ind______________44 = 0
|
||||
ind______________45 = 0
|
||||
ind______________46 = 0
|
||||
ind______________47 = 0
|
||||
ind_White_Flag_____ = 48
|
||||
ind_Battery________ = 49
|
||||
ind_Bal_Guidance___ = 50
|
||||
ind_Horz_Guidance__ = 51
|
||||
ind_Floating_Tank__ = 52
|
||||
ind_Lazy_Boy_______ = 53
|
||||
ind_Parachute______ = 54
|
||||
ind_StrongParachute = 55
|
||||
ind_Mag_Deflector__ = 56
|
||||
ind_Shield_________ = 57
|
||||
ind_Heavy_Shield___ = 58
|
||||
ind_Force_Shield___ = 59
|
||||
ind_Super_Mag______ = 60
|
||||
ind_Bouncy_Castle__ = 61
|
||||
ind_Long_Barrel____ = 62
|
||||
ind_Nuclear_Winter_ = 63
|
||||
ind_Laser__________ = 31
|
||||
last_offensive_____ = ind_Laser__________
|
||||
ind_White_Flag_____ = 32
|
||||
first_defensive____ = ind_White_Flag_____
|
||||
ind_Battery________ = 33
|
||||
ind_Hovercraft_____ = 34
|
||||
ind_Parachute______ = 35
|
||||
ind_StrongParachute = 36
|
||||
ind_Mag_Deflector__ = 37
|
||||
ind_Shield_________ = 38
|
||||
ind_Heavy_Shield___ = 39
|
||||
ind_Force_Shield___ = 40
|
||||
ind_Bouncy_Castle__ = 41
|
||||
ind_Long_Barrel____ = 42
|
||||
ind_Nuclear_Winter_ = 43
|
||||
ind_Lazy_Boy_______ = 44
|
||||
ind_Lazy_Darwin____ = 45
|
||||
ind_Auto_Defense___ = 46
|
||||
ind_Spy_Hard_______ = 47
|
||||
last_defensive_____ = ind_Spy_Hard_______
|
||||
last_real_defensive = ind_Bouncy_Castle__
|
||||
number_of_offensives = last_offensive_____ - first_offensive____+1
|
||||
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
||||
;--------------------------------
|
||||
; names of RMT instruments (sfx)
|
||||
;--------------------------------
|
||||
@@ -205,6 +180,8 @@ sfx_battery = $1c ;3
|
||||
sfx_white_flag = $1d ;4
|
||||
sfx_long_barrel = $1e
|
||||
sfx_tank_move = $1f
|
||||
sfx_auto_defense= $2b
|
||||
sfx_lazy_boys = $2c
|
||||
;--------------------------------
|
||||
; RMT songs (lines)
|
||||
;--------------------------------
|
||||
|
||||
@@ -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 1 *1 +1 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 +1,46 @@
|
||||
; @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
|
||||
.word purchaseTextBuffer
|
||||
.byte $00+$80
|
||||
.byte $20+$80,$10+$80,$42
|
||||
MoreUpdl
|
||||
.word EmptyLine
|
||||
.byte $10+$80,$42
|
||||
WeaponsListDL
|
||||
.word ListOfWeapons
|
||||
:15 .byte 0,2
|
||||
.byte $10+$80, $42
|
||||
MoreDownDL
|
||||
.word EmptyLine
|
||||
.byte $40+$80,$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
|
||||
+134
-146
@@ -1,98 +1,7 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
; -------------------------------------------------
|
||||
; .ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||
;-----------------------------------------------
|
||||
;------------------------
|
||||
; start of "variables" (RAM)
|
||||
; ---------------
|
||||
OptionsHere
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Players : 2 3 4 5 6 "
|
||||
dta d"Cash : none 2K 8K 12K 20K "
|
||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||
dta d"Rounds : 10 20 30 40 50 "
|
||||
dta d"Missiles : slug slow norm fast hare "
|
||||
dta d"Seppuku : nevr rare norm oftn alws "
|
||||
dta d"Mountains: NL BE CZ CH NP "
|
||||
dta d"Walls : none wrap bump boxy rand "
|
||||
OptionsScreenEnd
|
||||
;-----------------------------------------------
|
||||
ListOfWeapons
|
||||
; 0123456789012345678901234567890123456789
|
||||
:36 dta d" "
|
||||
ListOfWeapons1End
|
||||
ListOfDefensiveWeapons
|
||||
:16 dta d" "
|
||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||
NameScreen
|
||||
dta d" Enter names of players "
|
||||
dta d" Tank 01 Name:"
|
||||
NameAdr
|
||||
dta d" "
|
||||
dta d" Human/Atari (difficulty level) "
|
||||
dta d" "
|
||||
NamesOfLevels
|
||||
dta d" HUMAN Moron Shooter "
|
||||
dta d" Poolshark Tosser Chooser "
|
||||
dta d" Spoiler Cyborg Unknown "
|
||||
dta d" "
|
||||
dta d"Tab"*
|
||||
dta d" - Player/Difficulty level "
|
||||
dta d" "
|
||||
dta d"Return"*
|
||||
dta d" - Proceed "
|
||||
;---------------------------------------------------
|
||||
textbuffer
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Player: "
|
||||
dta d"Energy: Angle: Force: "
|
||||
dta d"Round: Wind: "
|
||||
textbuffer2
|
||||
dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
|
||||
; DLs fragments (modified by game code)
|
||||
; all Purchase DL :)
|
||||
PurchaseDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
DLPurTitleAddr
|
||||
.word PurchaseTitle
|
||||
.byte $50
|
||||
.byte $42+$80
|
||||
.word textbuffer2
|
||||
.byte $60,$42
|
||||
MoreUpdl
|
||||
.word EmptyLine
|
||||
.byte 0,$42
|
||||
WeaponsListDL
|
||||
.word ListOfWeapons
|
||||
:15 .byte 0,2
|
||||
.byte 0, $42
|
||||
MoreDownDL
|
||||
.word EmptyLine
|
||||
.byte $40,$42
|
||||
.word WeaponsDescription
|
||||
.byte $0,$42
|
||||
PurActDescAddr
|
||||
.word PurchaseDescription
|
||||
.byte $41
|
||||
.word PurchaseDL
|
||||
;------------------------
|
||||
DLCreditsFragm
|
||||
.byte $60+$80
|
||||
.byte $42+$20 ; VSCRL
|
||||
DLCreditsAddr
|
||||
.word Credits
|
||||
:6 .byte $02+$20
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word GameOverDL
|
||||
;------------------------
|
||||
; end of "variables" (RAM)
|
||||
; ---------------
|
||||
; start of "constants" (ROM)
|
||||
;-----------------------------------------------
|
||||
;Screen displays go first to avoid crossing 4kb barrier
|
||||
@@ -100,16 +9,54 @@ DLCreditsAddr
|
||||
OptionsScreen
|
||||
dta d"Welcome to Scorch v. "
|
||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||
dta d" (un)2000-2022"
|
||||
dta d" (un)2000-2022"
|
||||
|
||||
.IF TARGET = 800
|
||||
dta d" Please select option with cursor keys "
|
||||
dta d" and press (Return) to proceed "
|
||||
.ELIF TARGET = 5200
|
||||
dta d" Please select option with joystick one "
|
||||
dta d" and press FIRE to proceed "
|
||||
.ENDIF
|
||||
; 0123456789012345678901234567890123456789
|
||||
;-----------------------------------------------
|
||||
NameScreen
|
||||
.IF TARGET = 800
|
||||
dta d" Enter names of players "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Hold "
|
||||
dta d "FIRE"*
|
||||
dta d " to enter player names "
|
||||
.ENDIF
|
||||
NameScreen3
|
||||
dta d" Human/Atari (difficulty level) "
|
||||
NameScreen5
|
||||
.IF TARGET = 800
|
||||
dta d" "
|
||||
dta d"TAB"*
|
||||
dta d" - Port nr "
|
||||
dta d"Joy"*
|
||||
dta d" - Difficulty "
|
||||
dta d" "
|
||||
dta d"Return"*
|
||||
dta d" - Proceed "
|
||||
.ELIF TARGET = 5200
|
||||
dta d" "
|
||||
dta d"(5)"*
|
||||
dta d" - Port nr "
|
||||
dta d"Joy"*
|
||||
dta d" - Difficulty "
|
||||
dta d" "
|
||||
dta d"FIRE"*
|
||||
dta d" - Proceed "
|
||||
.ENDIF
|
||||
;-----------------------------------------------
|
||||
MoreUp
|
||||
dta d" "
|
||||
dta 92,92,92
|
||||
dta d" more "
|
||||
dta 92,92,92
|
||||
dta d" "
|
||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||
MoreDown
|
||||
dta d" "
|
||||
dta 93,93,93
|
||||
@@ -118,25 +65,53 @@ MoreDown
|
||||
dta d" "
|
||||
WeaponsDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Tab"*
|
||||
dta d ": Defensive/Offensive weapon "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Left"*
|
||||
dta d ": Defensive/Offensive weapon"
|
||||
.ENDIF
|
||||
PurchaseDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Purchase "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Purchase "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
.ENDIF
|
||||
ActivateDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Activate "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Activate "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
.ENDIF
|
||||
EmptyLine
|
||||
dta d" "
|
||||
;---------------------------------------------------
|
||||
OptionsTitle
|
||||
.IF TARGET = 800
|
||||
dta d" scorch "*
|
||||
.ELIF TARGET = 5200
|
||||
dta d" scorch supersystem "*
|
||||
; dta d" scorch "*
|
||||
; dta d"5"
|
||||
; dta d"k"*
|
||||
; dta d"2"
|
||||
; dta d" "*
|
||||
.ENDIF
|
||||
DifficultyTitle
|
||||
dta d" difficulty "*
|
||||
PurchaseTitle
|
||||
@@ -150,6 +125,54 @@ GameOverTitle2
|
||||
;-----------------------------------------------------
|
||||
;-------------display-lists---------------------------
|
||||
;-----------------------------------------------------
|
||||
|
||||
dl ; MAIN game display list
|
||||
.byte $70
|
||||
.byte $42
|
||||
.word statusBuffer
|
||||
.byte $02, $02
|
||||
.byte $10+$80 ; 2 blank lines + DLI
|
||||
|
||||
.byte $4f
|
||||
.word display ; 1 line
|
||||
:76 .by $0f ;76
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:12 .by $0f ;12
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:7 .by $0f ;7
|
||||
.by $4f ;1
|
||||
.wo display+$0ff0
|
||||
:2 .by $0f ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:8 .by $0f ;8
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:7 .by $0f ;7
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:6 .by $0f ;6
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:5 .by $0f ;5
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:4 .by $0f ;4
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:3 .by $0f ;3
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:2 .by $0f ;2
|
||||
.by $0f+$80 ; DLI (black to end);1
|
||||
:38 .byte $0f ;35 ..... = 200
|
||||
.by $4f
|
||||
.wo EmptyLine ; additional line of ground
|
||||
.byte $41
|
||||
.word dl
|
||||
;-----------------------------------------------
|
||||
OptionsDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
@@ -164,6 +187,7 @@ OptionsDL
|
||||
:maxOptions-1 .by $02,$10
|
||||
:(9-maxOptions) .by $70,$10
|
||||
.byte $80
|
||||
.byte $60 ; to match moved sprites
|
||||
.byte $4f
|
||||
.word (display+140*40)
|
||||
:21 .by $0f ;76
|
||||
@@ -175,63 +199,26 @@ NameDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word DifficultyTitle
|
||||
.byte $70,$70
|
||||
.byte $70,$70 ; 16 empty lines
|
||||
.byte $42
|
||||
.word NameScreen
|
||||
.byte $30
|
||||
.byte $02,$30+$80,$02
|
||||
.byte $10,$02,$02,$02,$30,$02,$02
|
||||
.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
|
||||
; -------------------------------------------------
|
||||
|
||||
dl ; MAIN game display list
|
||||
.byte 0
|
||||
.byte $42
|
||||
.word textbuffer
|
||||
.byte $02, $02 +$80 ;DLI
|
||||
.byte $10 ; 2 blank lines
|
||||
|
||||
.byte $4f
|
||||
.word display ; 1 line
|
||||
:76 .by $0f ;76
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:13 .by $0f ;13
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:8 .by $0f ;8
|
||||
.by $4f ;1
|
||||
.wo display+$0ff0
|
||||
:2 .by $0f ;2
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:9 .by $0f ;9
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:8 .by $0f ;8
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:7 .by $0f ;7
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:6 .by $0f ;6
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:5 .by $0f ;5
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:4 .by $0f ;4
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:3 .by $0f ;3
|
||||
.by $0f+$80 ; DLI (black to end);1
|
||||
:38 .byte $0f ;35 ..... = 200
|
||||
.by $4f
|
||||
.wo EmptyLine ; additional line of ground
|
||||
.byte $41
|
||||
.word dl
|
||||
;-----------------------------------------------
|
||||
GameOverResults = display+$0ff0 ; reuse after game
|
||||
Credits = GameOverResults +(6*40)
|
||||
CreditsLastLine = Credits + (CreditsLines*40)
|
||||
@@ -239,12 +226,13 @@ GameOverDL
|
||||
.byte $70,$40
|
||||
.byte $47 ; 16 gr8 lines
|
||||
.word GameOverTitle
|
||||
; .byte $60 ; 7 lines down to match new sprite position
|
||||
.byte $4f ; 1 line
|
||||
.word display+(40*72)
|
||||
:28 .byte $0f ; 28 lines
|
||||
.byte $0f+$80
|
||||
.byte $4f ; 1 line
|
||||
.word display+(40*32)
|
||||
.word display+(40*(32-7)) ;7 lines up to match new sprite position
|
||||
:30 .byte $0f ; 30 lines
|
||||
.byte $0f+$80 ; 1 line
|
||||
.byte $4f ; 1 line
|
||||
@@ -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
|
||||
+116
-68
@@ -219,7 +219,7 @@ PutPixelinDraw
|
||||
bit drawFunction
|
||||
bpl @+
|
||||
inw LineLength
|
||||
bne ContinueDraw ; ==jmp
|
||||
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
|
||||
@
|
||||
bvc @+
|
||||
DrawCheck
|
||||
@@ -584,6 +584,11 @@ UnequalTanks
|
||||
.endp
|
||||
|
||||
;-------------------------------------------------
|
||||
.proc ClearTanks
|
||||
jsr PMoutofScreen
|
||||
mva #1 Erase ; erase tanks flag
|
||||
.endp
|
||||
;--
|
||||
.proc drawtanks
|
||||
;-------------------------------------------------
|
||||
lda TankNr
|
||||
@@ -601,6 +606,7 @@ DrawNextTank
|
||||
pla
|
||||
sta TankNr
|
||||
|
||||
mva #0 Erase ; no erase tanks flag
|
||||
rts
|
||||
.endp
|
||||
;---------
|
||||
@@ -632,8 +638,10 @@ No6thTankHide
|
||||
jmp DoNotDrawTankNr
|
||||
SkipHidingPM
|
||||
|
||||
|
||||
lda TankShape,x
|
||||
tax
|
||||
ldy TankShapesTable,x
|
||||
ldx TankNr
|
||||
lda AngleTable,x
|
||||
cmp #91 ; left or right tank shape
|
||||
bcs LeftTank
|
||||
@@ -645,7 +653,8 @@ DrawTankNrX
|
||||
jsr SetupXYdraw
|
||||
|
||||
jsr TypeChar
|
||||
|
||||
lda Erase
|
||||
jne noTankNoPM
|
||||
; now P/M graphics on the screen (only for 5 tanks)
|
||||
; horizontal position
|
||||
ldx TankNr
|
||||
@@ -729,7 +738,7 @@ ZeroesToGo6
|
||||
bne ClearPM6
|
||||
|
||||
NoPlayerMissile
|
||||
|
||||
noTankNoPM
|
||||
ldy #$01
|
||||
lda Erase
|
||||
beq @+
|
||||
@@ -1100,8 +1109,9 @@ ParachutePresent
|
||||
; check energy of parachute
|
||||
lda ShieldEnergy,x
|
||||
bne OneTimeParachute
|
||||
mva #0 Parachute
|
||||
mva #0 ActiveDefenceWeapon,x ; deactivate defence
|
||||
lda #$00
|
||||
sta Parachute
|
||||
sta ActiveDefenceWeapon,x ; deactivate defence
|
||||
OneTimeParachute
|
||||
lda Parachute
|
||||
ora #2 ; we set bit nr 1 (nr 0 means that parachute is present)
|
||||
@@ -1128,16 +1138,13 @@ FallingRight
|
||||
bit PreviousFall ; bit 6 - left
|
||||
bvs EndRightFall
|
||||
; we finish falling right if the tank reached the edge of the screen
|
||||
clc
|
||||
lda XtanksTableL,x
|
||||
adc #$08 ; we'll check right side of the char
|
||||
sta temp
|
||||
lda XtanksTableH,x
|
||||
adc #0
|
||||
sta temp+1
|
||||
cpw temp #screenwidth-2 ; 2 pixels correction due to a barrel wider than tank
|
||||
bcs EndRightFall
|
||||
NotLeftEdge
|
||||
cmp #>(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||
bne @+
|
||||
lda XtanksTableL,x
|
||||
cmp #<(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||
@ bcs EndRightFall
|
||||
NotRightEdge
|
||||
; tank is falling right - modify coorinates
|
||||
clc
|
||||
lda XtankstableL,x
|
||||
@@ -1158,6 +1165,7 @@ FallingLeft
|
||||
lda XtanksTableL,x
|
||||
cmp #3 ; 2 pixels correction due to a barrel wider than tank
|
||||
bcc EndLeftFall
|
||||
NotLeftEdge
|
||||
; tank is falling left - modify coorinates
|
||||
sec
|
||||
lda XtankstableL,x
|
||||
@@ -1205,7 +1213,7 @@ DoNotDrawParachute
|
||||
ForceFallLeft
|
||||
sta UnderTank1
|
||||
sty UnderTank2
|
||||
jne TankFallsX
|
||||
jmp TankFallsX
|
||||
EndOfFall
|
||||
mva #1 Erase
|
||||
; ldx TankNr
|
||||
@@ -1264,20 +1272,37 @@ drawmountainsloop
|
||||
beq NoMountain
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
jsr DrawLine
|
||||
; jsr DrawLine
|
||||
; there was Drawline proc
|
||||
lda #screenheight
|
||||
sec
|
||||
sbc ydraw
|
||||
sta tempbyte01
|
||||
jsr plot.MakePlot
|
||||
; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
|
||||
; jmp IntoDraw ; jumps inside Draw routine
|
||||
; because one pixel is already plotted (and who cares? :) )
|
||||
@
|
||||
lda (xbyte),y
|
||||
and bittable2,x
|
||||
sta (xbyte),y
|
||||
;IntoDraw
|
||||
adw xbyte #screenBytes
|
||||
dec tempbyte01
|
||||
bne @-
|
||||
; end of Drawline proc
|
||||
NoMountain
|
||||
inw modify
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
bne drawmountainsloop
|
||||
rts
|
||||
/*
|
||||
;--------------------------------------------------
|
||||
drawmountainspixel
|
||||
drawmountainspixel ; never used ?
|
||||
;--------------------------------------------------
|
||||
mwa #0 xdraw
|
||||
mwa #mountaintable modify
|
||||
|
||||
|
||||
drawmountainspixelloop
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
@@ -1288,8 +1313,8 @@ drawmountainspixelloop
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
bne drawmountainspixelloop
|
||||
|
||||
rts
|
||||
*/
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SoilDown2
|
||||
@@ -1318,8 +1343,17 @@ drawmountainspixelloop
|
||||
; how it works. I have just translated Polish comment
|
||||
; but I do not understand a word of it :)
|
||||
; If you know how it works, please write here :))))
|
||||
jsr ClearTanks
|
||||
NoClearTanks
|
||||
|
||||
jsr PMoutofscreen
|
||||
; Fix for lonely pixel after nuclear winter :) #103
|
||||
lda #0
|
||||
sta xdraw
|
||||
sta xdraw+1
|
||||
sta ydraw
|
||||
sta ydraw+1
|
||||
sta color
|
||||
jsr plot
|
||||
|
||||
; First we look for highest pixels and fill with their coordinates
|
||||
; both tables
|
||||
@@ -1328,6 +1362,9 @@ drawmountainspixelloop
|
||||
adw RangeLeft #mountaintable temp
|
||||
adw RangeLeft #mountaintable2 tempor2
|
||||
|
||||
cpw xdraw RangeRight
|
||||
jcs NothingToFall
|
||||
|
||||
NextColumn1
|
||||
mwa #0 ydraw
|
||||
NextPoint1
|
||||
@@ -1416,7 +1453,9 @@ ColumnIsReady
|
||||
jeq MainFallout2
|
||||
; now correct heights are in the mountaintable
|
||||
sta color ; Pozor! :) we know - now A=1
|
||||
NothingToFall
|
||||
mva #sfx_silencer sfx_effect
|
||||
jsr DrawTanks
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -1573,7 +1612,6 @@ NotHigher
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
; -----------------------------------------
|
||||
.proc unPlot
|
||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||
@@ -1762,31 +1800,8 @@ ClearPlot
|
||||
eor #$ff
|
||||
and bittable,x
|
||||
rts
|
||||
.endp;--------------------------------------------------
|
||||
.proc DrawLine
|
||||
;--------------------------------------------------
|
||||
mva #0 ydraw+1
|
||||
lda #screenheight
|
||||
sec
|
||||
sbc ydraw
|
||||
sta tempbyte01
|
||||
jsr plot.MakePlot
|
||||
;rts
|
||||
jmp IntoDraw ; jumps inside Draw routine
|
||||
; because one pixel is already plotted
|
||||
|
||||
@
|
||||
lda (xbyte),y
|
||||
and bittable2,x
|
||||
sta (xbyte),y
|
||||
IntoDraw
|
||||
adw xbyte #screenBytes
|
||||
dec tempbyte01
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
; ------------------------------------------
|
||||
;--------------------------------------------------
|
||||
.proc TypeChar
|
||||
; puts char on the graphics screen
|
||||
; in: CharCode
|
||||
@@ -1894,7 +1909,7 @@ EndPutChar
|
||||
rts
|
||||
.endp
|
||||
|
||||
; ------------------------------------------
|
||||
;--------------------------------------------------
|
||||
.proc PutChar4x4
|
||||
; puts 4x4 pixels char on the graphics screen
|
||||
; in: dx, dy (LOWER left corner of the char)
|
||||
@@ -1903,7 +1918,6 @@ EndPutChar
|
||||
; all pixels are being drawn
|
||||
; (empty and not empty)
|
||||
;--------------------------------------------------
|
||||
; rts
|
||||
cpw dy #(screenheight-1)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dy #(4)
|
||||
@@ -2013,7 +2027,7 @@ EndPut4x4
|
||||
|
||||
.proc SetMainScreen
|
||||
; mva #0 dmactls
|
||||
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||
lda #%00111110
|
||||
; and #$fc
|
||||
@@ -2074,7 +2088,7 @@ X lda XtanksTableL,x
|
||||
sbc #90
|
||||
tax
|
||||
; barrel start offset over 90deg
|
||||
adw xdraw #5 xdraw
|
||||
adw xdraw #4 xdraw
|
||||
mva #1 goleft
|
||||
bpl @+ ; jmp @+
|
||||
|
||||
@@ -2111,9 +2125,10 @@ YangleUnder90
|
||||
lda #0 ; all arithmetic to zero
|
||||
sta vx+1
|
||||
sta vy+1
|
||||
lda #128 ; ; add 0.5 to fx and fy (not vx and vx) for better rounding - it's my opinion (Pecus)
|
||||
sta fx
|
||||
sta fy
|
||||
|
||||
|
||||
; draw by vx vy
|
||||
; in each step
|
||||
; 1. plot(xdraw, ydraw)
|
||||
@@ -2124,42 +2139,43 @@ YangleUnder90
|
||||
barrelLoop
|
||||
|
||||
lda goleft
|
||||
bne @+
|
||||
bne goright
|
||||
clc
|
||||
lda fx
|
||||
adc vx
|
||||
sta fx
|
||||
bcc @+
|
||||
lda xdraw
|
||||
adc #0
|
||||
adc vx+1
|
||||
sta xdraw
|
||||
lda xdraw+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
jmp ybarrel
|
||||
bcc @+
|
||||
inc xdraw+1
|
||||
@
|
||||
jmp ybarrel
|
||||
goright
|
||||
sec
|
||||
lda fx
|
||||
sbc vx
|
||||
sta fx
|
||||
bcs @+
|
||||
lda xdraw
|
||||
sbc #0
|
||||
sbc vx+1
|
||||
sta xdraw
|
||||
lda xdraw+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
|
||||
bcs @+
|
||||
dec xdraw+1
|
||||
@
|
||||
ybarrel
|
||||
sec
|
||||
lda fy
|
||||
sbc vy
|
||||
sta fy
|
||||
bcs @+
|
||||
lda ydraw
|
||||
sbc #0
|
||||
sbc vy+1
|
||||
sta ydraw
|
||||
lda ydraw+1
|
||||
sbc #0
|
||||
sta ydraw+1
|
||||
|
||||
bcs @+
|
||||
dec ydraw+1
|
||||
@
|
||||
jsr plot ;.MakePlot
|
||||
|
||||
dec yc
|
||||
@@ -2170,5 +2186,37 @@ ybarrel
|
||||
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc PMoutofScreen
|
||||
;--------------------------------------------------
|
||||
lda #$00 ; let all P/M disappear
|
||||
:8 sta hposp0+#
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ColorsOfSprites
|
||||
lda TankColoursTable ; colours of sprites under tanks
|
||||
sta PCOLR0
|
||||
lda TankColoursTable+1
|
||||
sta PCOLR1
|
||||
lda TankColoursTable+2
|
||||
sta PCOLR2
|
||||
lda TankColoursTable+3
|
||||
sta PCOLR3
|
||||
LDA TankColoursTable+4
|
||||
STA COLOR3 ; joined missiles (5th tank)
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetPMWidth
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
lda #$00
|
||||
sta sizep0 ; P0-P3 widths
|
||||
sta sizep0+1
|
||||
sta sizep0+2
|
||||
sta sizep0+3
|
||||
rts
|
||||
.endp
|
||||
|
||||
.endif
|
||||
@@ -0,0 +1,149 @@
|
||||
;-------------------------------------
|
||||
.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
|
||||
cmp #$05
|
||||
bcc ?zero
|
||||
cmp #$70
|
||||
bcc ?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 randomize
|
||||
;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
|
||||
mode11 = %11000000
|
||||
.ende
|
||||
; ---------------------------------------------------------------------------
|
||||
; KBCODEs
|
||||
; ---------------------------------------------------------------------------
|
||||
.enum @kbcode
|
||||
_none = 255
|
||||
_esc = 28
|
||||
_1 = 31
|
||||
_2 = 30
|
||||
_3 = 26
|
||||
_4 = 24
|
||||
_5 = 29
|
||||
_6 = 27
|
||||
_7 = 51
|
||||
_8 = 53
|
||||
_9 = 48
|
||||
_0 = 50
|
||||
_lt = 54
|
||||
_gt = 55
|
||||
_del = 52
|
||||
_tab = 44
|
||||
_Q = 47
|
||||
_W = 46
|
||||
_E = 42
|
||||
_R = 40
|
||||
_T = 45
|
||||
_Y = 43
|
||||
_U = 11
|
||||
_I = 13
|
||||
_O = 8
|
||||
_P = 10
|
||||
_min = 14
|
||||
_up = 14 ; cursor function
|
||||
_eq = 15
|
||||
_down = 15 ; cursor function
|
||||
_ret = 12
|
||||
_A = 63
|
||||
_S = 62
|
||||
_D = 58
|
||||
_F = 56
|
||||
_G = 61
|
||||
_H = 57
|
||||
_J = 1
|
||||
_K = 5
|
||||
_L = 0
|
||||
_semicolon = 2
|
||||
_plus = 6
|
||||
_left = 6 ; cursor function
|
||||
_asterisk = 7
|
||||
_right = 7 ; cursor function
|
||||
_caps = 60
|
||||
_Z = 23
|
||||
_X = 22
|
||||
_C = 18
|
||||
_V = 16
|
||||
_B = 21
|
||||
_N = 36
|
||||
_M = 37
|
||||
_comma = 32
|
||||
_dot = 34
|
||||
_slash = 38
|
||||
_atari = 39
|
||||
_help = 17
|
||||
_F1 = 3
|
||||
_F2 = 4
|
||||
_F3 = 19
|
||||
_F4 = 20
|
||||
_space = 33
|
||||
.ende
|
||||
@@ -77,8 +77,10 @@
|
||||
; WAIT
|
||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||
?zero LDA VCOUNT
|
||||
beq ?zero
|
||||
bpl ?WA
|
||||
cmp #$05
|
||||
bcc ?zero
|
||||
cmp #$70
|
||||
bcc ?WA
|
||||
sbc #10 ; last lines correction
|
||||
?WA cmp VCOUNT
|
||||
beq ?WA
|
||||
+663
-295
File diff suppressed because it is too large
Load Diff
BIN
Binary file not shown.
BIN
Binary file not shown.
+701
-500
File diff suppressed because it is too large
Load Diff
+125
-77
@@ -14,35 +14,43 @@ OneTimeZeroVariablesCount = variablesToInitialize-OneTimeZeroVariables ; MAX 12
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.error "OneTimeZeroVariablesCount too large, ",OneTimeZeroVariablesCount
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.endif
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noMusic .by 0 ; 0 - play music, $ff - do not play music
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noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
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noMusic .ds 1 ;.by 0 ; 0 - play music, $ff - do not play music
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noSfx .ds 1 ;.by 0 ; 0 - play SFX, $ff - do not play SFX
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;----------------------------------------------------
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; Color table for Game Over Screen (created in a gameover routine)
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.by $00 ; labels line color
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GameOverColoursTable .BYTE $80,$40,$c4,$20,$c0,$e4
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.ds 1 ;.by $00 ; labels line color
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GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
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;----------------------------------------------------
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TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
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:6 dta d" "
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;:6 dta d" "
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.ds 6*8
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;----------------------------------------------------
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skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
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.DS [MaxPlayers]
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.DS MaxPlayers
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;----------------------------------------------------
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variablesToInitialize
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;Options DO NOT ZERO ON RESTART GAME - ticket #27
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OptionsTable .by 0,1,2,2,0,1,3,2,0
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RoundsInTheGame .by 10 ;how many rounds in the current game
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seppukuVal .by 75
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mountainDeltaH .by 3
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mountainDeltaL .by $ff
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OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
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RoundsInTheGame .ds 1 ;.by 10 ;how many rounds in the current game
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seppukuVal .ds 1 ;.by 75
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mountainDeltaH .ds 1 ;.by 3
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mountainDeltaL .ds 1 ;.by $ff
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;----------------------------------------------------
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LineHeader1
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dta d"# ROUND: "
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.ds 9 ;dta d"# ROUND: "
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RoundNrDisplay
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dta d" #", $ff
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.ds 5 ;dta d" #", $ff
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; 4x4 text buffer
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ResultLineBuffer
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dta d" ", $ff
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.ds 14 ;dta d" ", $ff
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linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
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.ds (screenHeight+1)
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linetableH ; = PMGraph + $0300 - (screenHeight+1)
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.ds (screenHeight+1)
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DisplayCopyPurchase
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.ds (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart +1)
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StatusBufferCopy
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.ds screenBytes*3
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;=====================================================
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variablesStart ; zeroing starts here
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;=====================================================
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@@ -56,69 +64,71 @@ OptionsY .ds 1 ;vertical position of cursor on Options screen
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flyDelay .ds 1
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;--------------
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;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
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TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
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TankSequence .DS MaxPlayers ;sequence of shooting during the Round
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GameIsOver .DS 1 ; 1 means it was the last round in the game
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;----------------------------------------------------
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moneyH ;we place zero at the end of prices and money
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;and have range from 0 to 99990 (not too much)
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;money players have (maybe one more byte is needed?)
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.DS [MaxPlayers]
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.DS MaxPlayers
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moneyL
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.DS [MaxPlayers]
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.DS MaxPlayers
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;----------------------------------------------------
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gainH ;how much money player gets after the round
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;it is gathered during the round basing on energy
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;opponents lose after player's shoots
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.DS [MaxPlayers]
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.DS MaxPlayers
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gainL
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.DS [MaxPlayers]
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.DS MaxPlayers
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;----------------------------------------------------
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loseH ;how much player looses after the round
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;calculated from REAL energy loss
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;(not only to zero energy)
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.DS [MaxPlayers]
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.DS MaxPlayers
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loseL
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.DS [MaxPlayers]
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.DS MaxPlayers
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;----------------------------------------------------
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Energy
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.DS [MaxPlayers]
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.DS MaxPlayers
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ShieldEnergy
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.DS [MaxPlayers]
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.DS MaxPlayers
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EnergyDecrease .DS 1
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eXistenZ
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.DS [MaxPlayers]
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.DS MaxPlayers
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LASTeXistenZ ; eXistenZ before shoot
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.DS [MaxPlayers]
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.DS MaxPlayers
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ResultsTable ;the results in the gameeeeee
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.DS [MaxPlayers]
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.DS MaxPlayers
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TempResults
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.DS [MaxPlayers]
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.DS MaxPlayers
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DirectHitsH
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.DS [MaxPlayers]
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.DS MaxPlayers
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DirectHitsL
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.DS [MaxPlayers]
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.DS MaxPlayers
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EarnedMoneyH
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.DS [MaxPlayers]
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.DS MaxPlayers
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EarnedMoneyL
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.DS [MaxPlayers]
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.DS MaxPlayers
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;----------------------------------------------------
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ForceTableL ;shooting Force of the tank during the round
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.DS [MaxPlayers]
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.DS MaxPlayers
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ForceTableH
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.DS [MaxPlayers] ;maxplayers=6
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.DS MaxPlayers ;maxplayers=6
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MaxForceTableL ;Energy of the tank during the round
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;(limes superior force of the Shoot)
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.DS [MaxPlayers] ;1000 is the default
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.DS MaxPlayers ;1000 is the default
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MaxForceTableH
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.DS [MaxPlayers]
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.DS MaxPlayers
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;----------------------------------------------------
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BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round start!
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.DS [MaxPlayers]
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.DS MaxPlayers
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ActiveWeapon ;number of the selected weapon
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.DS [MaxPlayers]
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.DS MaxPlayers
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ActiveDefenceWeapon ;number of the activated defence weapon - 0
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.DS [MaxPlayers]
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.DS MaxPlayers
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AutoDefenseFlag ; 0 - not activated, >$7f - activated
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.DS MaxPlayers
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WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
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;----------------------------------------------------
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@@ -142,16 +152,24 @@ WindOrientation .DS 1 ;(0-right,1-left)
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WallsType .ds 1 ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
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;----------------------------------------------------
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xtankstableL ;X positions of tanks (lower left point)
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.DS [MaxPlayers]
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.DS MaxPlayers
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xtankstableH
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.DS [MaxPlayers]
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.DS MaxPlayers
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ytankstable ;Y positions of tanks (lower left point)
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.DS [MaxPlayers]
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.DS MaxPlayers
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LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
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.DS [MaxPlayers]
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.DS MaxPlayers
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JoyNumber ; Joystick port number (from 0 to 3)
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.DS MaxPlayers
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TankShape ; Tank shape number (from 0 to 2)
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.DS MaxPlayers
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;----------------------------------------------------
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TargetTankNr ; Target tank index (for AI routines)
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.DS 1
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.DS 1
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SecondTryFlag ; For precise AI aiming
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.DS 1
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SpyHardFlag ; >$7f - run SpyHard after inventory
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.DS 1
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;----------------------------------------------------
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;Erase .DS 1 ; if 1 only mask of the character is printed
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; on the graphics screen. if 0 character is printed normally
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@@ -202,8 +220,9 @@ FallingSoundBit .DS 1
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PreviousFall .DS 1
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EndOfTheFallFlag .DS 1 ; in case of the infinite fall
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;Parachute .DS 1 ; are you insured with parachute?
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FloatingAlt .DS 1 ; floating tank altitude
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;FloatingAlt .DS 1 ; floating tank altitude
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FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
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PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
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;----------------------------------------------------
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;Flight
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;variables for 5 missiles (used for mirv)
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@@ -264,15 +283,16 @@ UpNdown .DS 1
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temptankX .DS 2
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temptankNr .DS 1
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AfterBFGflag .DS 1
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;----------------------------------------------------
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;Variables from textproc.s65
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; tables with indexes of weapons on the right lists
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; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
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IndexesOfWeaponsL1
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.ds 8*5 ; max 40 offensive weapons. this is wrong, should be 48, still only 32 defined.
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.ds (last_offensive_____ - first_offensive____+1)
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IndexesOfWeaponsL2
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.ds 8*2 ; max 16 defensive weapons.
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.ds (last_defensive_____ - first_defensive____+1)
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;----------------------------------------------------
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; variables storing amount of weapons on the first and second
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@@ -291,7 +311,7 @@ LastWeapon
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; and the cursor must be placed elsewhere
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.DS 1
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WhichList ; list currently on the screen
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; (0-offensive, 1-defensive)
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; (0-offensive, %10000000 - defensive (check with bit:bmi for defensives)
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.DS 1
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;OffsetDL1 .DS 1 ; offset of the list screen (how many lines)....
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@@ -312,7 +332,6 @@ decimalresult .DS 5
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;ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
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;round
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CurrentRoundNr .DS 1
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FallDown1 .DS 1
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;FallDown2 .DS 1
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;leapfrog
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LeapFrogAngle .DS 1
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@@ -326,17 +345,17 @@ LaserCoordinate .DS 8 ; 2,2,2,2
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; from $30 the defensive weapons begin
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TanksWeapons
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TanksWeapon1
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.DS [64]
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.DS [last_defensive_____ - first_offensive____ +1]
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TanksWeapon2
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.DS [64]
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.DS [last_defensive_____ - first_offensive____ +1]
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TanksWeapon3
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.DS [64]
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.DS [last_defensive_____ - first_offensive____ +1]
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TanksWeapon4
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.DS [64]
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.DS [last_defensive_____ - first_offensive____ +1]
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TanksWeapon5
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.DS [64]
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.DS [last_defensive_____ - first_offensive____ +1]
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TanksWeapon6
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.DS [64]
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.DS [last_defensive_____ - first_offensive____ +1]
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mountaintable ;table of mountains (size=screenwidth)
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.DS [screenwidth]
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@@ -346,10 +365,6 @@ mountaintable2 ;table of mountains (size=screenwidth)
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.DS 1 ; additional byte for fallout (sometimes 1 pixel)
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MountaintableEnd ;good for table clearing
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;----------------------------------------------------
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TextPositionX .DS 2
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||||
TextPositionY .DS 1
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||||
TextAddress .DS 2
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||||
TextCounter .DS 1
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||||
TextNumberOff .DS 1
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;--------------
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TankTempY
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@@ -365,24 +380,20 @@ CurrentResult
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.DS 1
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;--------------
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||||
AngleTable ;Angle of the barrel of each tank during the round
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||||
.DS [MaxPlayers]
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||||
;NewAngle ; used in AI
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||||
.DS 1
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||||
;previousBarrelAngle
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||||
; .DS [MaxPlayers]
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||||
.DS MaxPlayers
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EndOfTheBarrelX
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||||
.ds 2
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||||
EndOfTheBarrelY
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||||
.ds 1
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||||
;----------------------------------------------------
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||||
previousAngle
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||||
.DS [MaxPlayers]
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||||
.DS MaxPlayers
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||||
previousEnergyL
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||||
.DS [MaxPlayers]
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||||
.DS MaxPlayers
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||||
previousLeftRange
|
||||
.DS [MaxPlayers]
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||||
.DS MaxPlayers
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||||
previousEnergyH
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||||
.DS [MaxPlayers]
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||||
.DS MaxPlayers
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||||
RandBoundaryLow
|
||||
.ds 2
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||||
RandBoundaryHigh
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||||
@@ -399,24 +410,61 @@ LineCharNr .DS 1
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||||
;LineYdraw .DS 1
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||||
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||||
;-----------
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||||
ResultX
|
||||
.DS 2
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||||
;ResultY .DS 1
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||||
ResultOfTankNr
|
||||
.DS 1
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||||
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||||
;----------------------------------------------------
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||||
;PutChar4x4
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||||
;----------------------------------------------------
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||||
LoopCounter4x4 .DS 1
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||||
y4x4 .DS 1
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||||
StoreA4x4 .DS 1
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||||
Xcounter4x4 .DS 1
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||||
nibbler4x4 .DS 1
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||||
CharCode4x4 .DS 1
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||||
;plot4x4color .DS 1 ;1-white, 0-background
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||||
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||||
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||||
; This is moved from display.asm to be easier to relocate
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||||
ListOfWeapons
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||||
; 0123456789012345678901234567890123456789
|
||||
; :number_of_offensives dta d" "
|
||||
;:32 dta d" "
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||||
.ds 32*32
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||||
ListOfWeapons1End
|
||||
ListOfDefensiveWeapons
|
||||
; :number_of_defensives dta d" "
|
||||
;:16 dta d" "
|
||||
.ds 16*32
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||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||
track_variables
|
||||
trackn_db .ds TRACKS
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||||
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
|
||||
;----------------------------------------------------
|
||||
|
||||
+496
-468
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user