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Pirx 2e89c97c23 Merge pull request #147 from pkali/develop
Develop
2022-11-14 09:04:37 -05:00
Pirx d07c455b38 readme updt 2022-11-14 09:03:44 -05:00
Pecusx cd1518de6e Fix for lonely pixel #103
Pozor! It's not real fix, it's workaround!
2022-11-14 10:12:57 +01:00
Pirx 8603308693 no r+ opty, no bad seppuku frame 2022-11-13 23:57:09 -05:00
Pirx 7cbd5ad77e bytes left message 2022-11-13 08:29:48 -05:00
Pirx ce6ca29479 inventory ESC does not end the game, more dirt in liquid dirt 2022-11-12 20:08:15 -05:00
Pecusx 327b78a105 Better, longer, faster... Funky Bomb. 2022-11-12 21:41:50 +01:00
Pecusx bbedaee3ac Faster soildown after Funky Bomb. 2022-11-12 21:05:57 +01:00
Pecusx b8e3f16d23 Funky Bomb soildown fix. 2022-11-12 20:51:05 +01:00
Pawel Kalinowski 01629b219f bad pixel when measuring distance with draw 2022-11-12 14:15:23 -05:00
Pecusx 42f3e1c889 Liquid Dirt bug fixed! 2022-11-12 19:42:11 +01:00
Pirx 9f4b721e3f angle 0 is great again and again 2022-11-12 11:04:58 -05:00
Pirx 56f33a0ee9 angle 0 is great again 2022-11-12 10:58:37 -05:00
Pecusx 36fc60d5af SFX otimizations. Thanks @mikerro 2022-11-12 12:59:09 +01:00
Pecusx 3dd58736d7 Rounding proposal. 2022-11-12 12:18:07 +01:00
Pecusx c19befe31a Barrel drawing bug (lone pixels on left edge of screen) fixed! 2022-11-12 11:23:28 +01:00
Pecusx d0e682f0a3 New SFX and manuals update. 2022-11-11 21:39:45 +01:00
Pecusx 50cc7f16df New weapon (I promise - last one :) ) - Spy Hard! 2022-11-11 13:27:20 +01:00
Pirx ac1c501fa4 angle 0 elliminated 2022-11-11 01:26:11 -05:00
Pecusx f67656c5aa Update MANUAL_EN.md 2022-11-10 11:41:27 +01:00
Pecusx c419eac3de Improvements in "AutoDefense" - now works great! 2022-11-09 14:14:20 +01:00
Pecusx 3f74494bed New weapon - Auto Defense! And AI bugfixes 2022-11-09 10:32:50 +01:00
Pecusx a7493e1dcb Another new weapon! - Lazy Darwin :) 2022-11-08 19:31:12 +01:00
Pecusx b3b8633574 New weapon! - "Lazy Boy" 2022-11-08 18:45:06 +01:00
Pirx 06981a23fb Merge pull request #146 from pkali/develop
Develop
2022-11-07 02:00:43 -05:00
Pirx 4bd58b40fd README updt, bin added 2022-11-07 02:00:15 -05:00
Pirx 096bce6e88 main menu does not blink 2022-11-07 01:13:37 -05:00
Pecusx ef4612f3a4 Hovercraft is hovering too high bug - fixed! 2022-11-05 23:26:33 +01:00
Pecusx 1eae4054ed Minimally different menu layout. 2022-11-05 22:50:35 +01:00
Pecusx 9575dcee11 Minor graphic improvements.
Background color of "more" up/down lines (purchase screen). Color of purchase screen header.
2022-11-05 21:01:20 +01:00
Pecusx 2d1cecfb10 Wrap up and down inventory and shop scrolling #111 2022-11-05 18:10:42 +01:00
Pecusx e717306400 End of keyboard support in 5200 and improved music in NTSC.
Keypad on the 5200 works, of course. And it works very well.
2022-11-03 19:30:02 +01:00
Pecusx 1a1761bc4c Randomize macro reverted to old version - no Nuclear Winter :) 2022-11-03 18:43:02 +01:00
Pecusx 97d0862a72 5200 keypad works like the A800 keyboard - Great! 2022-11-02 20:22:56 +01:00
Pecusx 6e036b732e Zeroing variables in RAM (zero page) added. 2022-10-31 20:25:12 +01:00
Pecusx 8b0ab13c30 Variable declared as byte but used as word - bug 2022-10-31 20:13:30 +01:00
Pecusx 88e8108ee1 Manuals update 2022-10-31 16:33:11 +01:00
Pirx 8c61ce7e4d Merge pull request #145 from pkali/develop
Develop
2022-10-31 01:54:02 -04:00
Pirx eb38407868 manual_en update 2022-10-31 01:52:56 -04:00
Pirx 7d7da78fd6 manual_en update 2022-10-31 01:52:06 -04:00
Pirx 148c64f158 version, README and manual_en update 2022-10-31 01:51:20 -04:00
Pecusx 4bf6b33528 Keyboard autorepeat added #141 2022-10-30 12:51:38 +01:00
Pecusx cd70e8c1ec New (faster) ingame DLI 2022-10-29 17:40:00 +02:00
Pecusx c7aea8e3ab DLI optimization
No more WSYNC :)
2022-10-29 16:22:53 +02:00
Pecusx fe990a6668 WaitOneFrame procedure sometimes hung in NTSC
And manuals update.
2022-10-29 11:36:33 +02:00
Pecusx 6f369735c3 Final (or not :) ) PAL and NTSC music by @mikerro 2022-10-28 21:27:06 +02:00
Pecusx d462c84577 Bouncy Castle bounces Funky Bomb bug fixed #129 2022-10-27 20:33:54 +02:00
Pecusx 3ed648b01f Better music in NTSC 2022-10-26 19:15:37 +02:00
Pecusx 2aca68c41c ATRACT mode fixed. 2022-10-25 19:47:15 +02:00
Pecusx 5f5ea0a752 Credits flickering fixed! 2022-10-25 19:15:50 +02:00
Pirx 1891bcc7f1 5200 ingame dli fix 2022-10-25 09:38:01 -04:00
Pecusx 11592414a8 GameOver screen optimization and return of Tab in weapon selection :) 2022-10-25 10:03:04 +02:00
Pirx 89d6f4834b README updt 2022-10-16 23:51:42 -04:00
Pirx 6377e9a936 Merge pull request #144 from pkali/develop
Develop
2022-10-16 23:31:02 -04:00
Pirx 3654743456 5200 keyboard OK-ish 2022-10-16 23:29:04 -04:00
Pirx 378ac8b0f6 5200 bin 2022-10-08 09:17:12 -04:00
Pirx 76a20e26fb 800 recompile 2022-10-08 02:05:11 -04:00
Pirx 443b62e9e6 a bit better 5200 keyboard but still not good... 2022-10-08 02:04:20 -04:00
Pirx ecc8e11d13 minor style improv 2022-10-08 01:18:10 -04:00
Pirx da2c027fee WIP: 5200 keyboard revert 2022-10-05 11:21:49 -04:00
Pirx 6425431496 WIP: more keyboard shenanigans 2022-10-03 22:54:20 -04:00
Pirx f3b9092777 wip: screen lowered, 5200 game over does not flicker 2022-10-01 11:54:52 -04:00
Pirx 8d188f4497 5200 works 2022-09-27 19:18:26 -04:00
Pirx f9092110ac 5200 works 2022-09-27 19:17:31 -04:00
Pirx 0968613b02 WIP: 5200 works on atari800 emu, still fails in Altirra 2022-09-27 08:30:49 -04:00
Pirx 95303380e7 WIP: 5200 runs on a800 (fire to skip menu) 2022-09-26 11:37:42 -04:00
Pirx 174dbe0bed WIP: 5200 starts 2022-09-19 09:01:56 -04:00
Pirx d72ca57181 5200 compiles 2022-09-19 08:02:27 -04:00
Pirx 01160ff4b9 5200 POKEY addr fix 2022-09-18 10:57:20 -04:00
Pirx 6fc2882a6e WIP: 5200 port (not yet working) 2022-09-17 23:31:12 -04:00
Pirx c15a80443c moving finished 2022-09-17 15:35:24 -04:00
Pirx 415bfbba2b WIP: moving displays part 3 2022-09-17 14:36:36 -04:00
Pirx 2addb0905e WIP: moving displays part 2 2022-09-17 14:16:02 -04:00
Pirx fe55f94702 moving displays + opty part 1 2022-09-17 09:59:56 -04:00
Pecusx 0693e5d20e Tank No fix and optimizations 2022-09-16 18:48:58 +02:00
Pecusx 9c5c701ca1 Display dynamic->static optimizations 2022-09-16 17:54:56 +02:00
Pirx 2a83fa962d memory map settled (most .IFs removed) 2022-09-14 06:30:50 -04:00
Pirx 2c01691bf5 ver bump 2022-09-12 01:01:51 -04:00
Pirx fad8c2c06a merge conflict fix 2022-09-12 00:57:05 -04:00
Pirx 58eec3dc9c ver bump 2022-09-12 00:53:45 -04:00
Pirx a98c0b81b9 merge conflict reslv 2022-09-12 00:44:19 -04:00
Pirx 2471ca7282 a800 version for merge with develop 2022-09-12 00:41:17 -04:00
Pirx 4078722b29 5200 cart size full music, a 4KiB glitch to be fixed still 2022-09-12 00:21:23 -04:00
Pirx e782e101f5 rmtplyr de-self-modified 2022-09-11 21:32:31 -04:00
Pirx 8a73202fa3 rmtplayr_modified.asm <-- simplified and working RMT player 2022-09-11 20:32:16 -04:00
Pirx 0ad513d5cb shortened version 2022-09-10 16:17:09 -04:00
Pirx 87bc3bfd1e Merge pull request #130 from pkali/develop
v1.14
2022-09-05 23:05:53 -04:00
Pirx 82b4337a1b v1.14 2022-09-05 23:00:18 -04:00
Pirx c9855b66ba typos, not important 2022-09-05 22:29:16 -04:00
Pecusx d4e616abbb Batter manuals 2022-09-04 20:28:50 +02:00
Pirx cad3a0cf38 WIP: conditional compilation, the beginnings 2022-09-03 23:33:12 -04:00
Pecusx 13e15426fc Tank Hit fix
And TankWidth as variable (definition).
2022-09-02 23:38:56 +02:00
Pecusx dc9c724521 Bouncy Castle and Tracers fixes 2022-09-02 18:00:10 +02:00
Pecusx 216d9f9ca8 Small DrawTanks fix 2022-09-02 14:50:20 +02:00
Pecusx a441357948 More optimizations (158b saved) - please test! 2022-09-02 13:54:57 +02:00
Pecusx aa02b10bda Optimization (10b saved :) ) 2022-09-01 15:06:57 +02:00
Pecusx c4543208bf Minor otimizations (32b saved) 2022-09-01 14:31:58 +02:00
Pecusx 73db3edb45 More AI optimization (59b saved :) ) 2022-08-31 21:09:26 +02:00
Pecusx aa6c37eb61 AI optimizations and more (81b loss :( ) 2022-08-31 20:35:20 +02:00
Pecusx f45cbde341 AI optimization (50b saved) 2022-08-31 17:14:35 +02:00
Pirx c8eb7601c2 align align 2022-08-31 08:43:35 -04:00
Pecusx 3bd870e245 Minor optimizations (9b :) ) 2022-08-31 14:23:16 +02:00
Pecusx dc896f81b0 SoilDown optimization - 63 bytes saved 2022-08-31 10:26:00 +02:00
31 changed files with 2921 additions and 1176 deletions
+86 -97
View File
@@ -14,13 +14,13 @@ On the first screen, you can configure gameplay options:
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
* the way the walls (edges of the screen) work:
* none - projectiles that flew off the screen do not return
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
* bump - the right and left walls deflect projectiles that want to fly through them
* boxy - just like bump, except that the "ceiling" also reflects projectiles
* 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 - blue, boxy - green.
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - dark blue, boxy - green.
Select options with cursor keys or a joystick.
@@ -56,123 +56,110 @@ The status line shows which player is currently allowed to take a shot and a set
* 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) |
| [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). |
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| 136 120 104 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
| Hot Napalm | 80 (the rule is the same as in Napalm) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
| Riot Blast | 0 (as in 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.
@@ -182,8 +169,10 @@ 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 exactly like **Lazy Boy** but targets the weakest opponent.
* **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 letter "A" 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.
@@ -209,11 +198,11 @@ The game has 8 difficulty levels of computer-controlled opponents. Or actually 7
** **Tosser** - When attacking, he acts exactly like **Poolshark** however, he may have a "better" weapon inventory due to a different purchase tactic. He always activates the best defensive weapon he has before shooting. And just like **Poolshark** he uses **Battery** and **White Flag**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/1250) attempts to buy offensive weapons.
** **Chooser** - Takes as a target the weakest opponent (with the least amount of energy) and aims very precisely, but before the shot the energy of the shot is modified by the parameter of luck :) , that is, despite the precise aiming it does not always hit. He shoots with the best weapon he has unless low energy is required (the target is close). Then he changes his weapon to **Baby Missile** to avoid hitting himself. He always activates the best defensive weapon he has before shooting and, like **Poolshark**, uses **Battery** and **White Flag**. He purchases just like **Tosser**.
** **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 low energy is required (the target is close). Then he changes his weapon to **Baby Missile** to avoid hitting himself. He uses defensive weapons exactly like **Chooser**. He shops exactly like **Spoiler**.
** **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**.
@@ -241,9 +230,9 @@ Table of weapons purchased by: **Spoiler** and **Cyborg**.
| Offensive weapons | Defensive weapons |
| --- | --- |
| Baby Nuke | Battery |
| Nuke | Strong Parachute |
| Death's Head | Mag Deflector |
| Missile | Battery |
| Baby Nuke | Strong Parachute |
| Nuke | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
+87 -89
View File
@@ -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
@@ -13,21 +13,21 @@ 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 [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 krótkim naciśnięciu 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). 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, to zostanie uzupełniona nazwą domyślną.
@@ -52,48 +52,50 @@ W linii statusowej widoczna jest informacja o tym który z graczy aktualnie moż
* 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 "A" 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) |
| [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). |
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)
@@ -107,79 +109,75 @@ 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| 136 120 104 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
| Napalm | 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii) |
| Hot Napalm | 80 (zasada taka jak w Napalm) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
| Riot Blast | 0 (jak w 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 dokładnie jak **Lazy Boy** ale celuje w najsłabszego przeciwnika.
* **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 literą "A" 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.
@@ -189,7 +187,7 @@ 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!
* **Buy me!** - tej 'broni' nie można używać 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 **Buy Me!** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać!
## 8. Poziomy trudności przeciwników sterowanych przez komputer:
@@ -200,15 +198,15 @@ Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A w
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), jeżeli energia spadniej poniżej 5 i nie ma **Battery** poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
* **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 wymagana jest małą energia (cel jest blisko). Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**.
* **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 wymagana jest małą energia (cel jest blisko). Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**. Zakupy robi dokładnie tak jak **Spoiler**
* **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**
@@ -236,9 +234,9 @@ Tabela broni kupowanych przez: **Spoiler** i **Cyborg**
| bronie ofensywne | bronie defensywne |
| --- | --- |
| Baby Nuke | Battery |
| Nuke | Strong Parachute |
| Death's Head | Mag Deflector |
| Missile | Battery |
| Baby Nuke | Strong Parachute |
| Nuke | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
+87 -5
View File
@@ -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 +49,86 @@ 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 1.18
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.
* 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
+100 -97
View File
@@ -8,26 +8,6 @@
; - shoots random direction and force
; greeeting to myself 10 years older in 2013-11-09... still no idea
;----------------------------------------------
.proc MakeLowResDistances
; create low precision table of positions
; by dividing positions by 4
ldy #MaxPlayers-1
loop
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;= /4
:2 lsrw temp
lda temp
sta LowResDistances,y
dey
bpl loop
rts
.endp
;----------------------------------------------
.proc ArtificialIntelligence ;
@@ -42,9 +22,29 @@ loop
pha
lda AIRoutines,y
pha
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
@@ -155,13 +155,7 @@ endo
; choose the best weapon
ldy #last_offensive_____ ;the last weapon
loop
dey
lda (temp),y ; this is set up before calling the routine, has address of TanksWeaponsTable
beq loop
tya
sta ActiveWeapon,x
jsr ChooseBestOffensive
rts
.endp
;----------------------------------------------
@@ -207,17 +201,7 @@ endo
; choose the best weapon
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
ldy #ind_Laser__________ ;the last offensive weapon
loop
dey
lda (temp),y
beq loop
tya
sta ActiveWeapon,x
jsr ChooseBestOffensive
rts
;----------------------------------------------
@@ -227,6 +211,19 @@ 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 +233,13 @@ 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
EnoughEnergy
NoBatteries
rts
.endp
;----------------------------------------------
@@ -262,15 +252,15 @@ EnoughEnergy
; first check check if any is in use
lda ActiveDefenceWeapon,x
bne DefensiveInUse
ldy #last_defensive_____+1 ;the last defensive weapon
ldy #last_real_defensive+1 ;the last defensive weapon
@
dey
cpy #ind_Battery________ ;first defensive weapon (White Flag and 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 +287,15 @@ DefensiveInUse
; first check check if any is in use
lda ActiveDefenceWeapon,x
bne DefensiveInUse
ldy #last_defensive_____+1 ;the last defensive weapon
ldy #last_real_defensive+1 ;the last defensive weapon
@
dey
cpy #ind_Battery________ ;first defensive weapon (White Flag and 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
@@ -331,17 +321,7 @@ NoUseDefensive
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
@@ -350,9 +330,10 @@ 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
@@ -372,17 +353,7 @@ HighForce
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
@@ -391,9 +362,10 @@ 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
@@ -412,24 +384,17 @@ HighForce
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
@@ -445,7 +410,7 @@ HighForce
; direcion of shoot in A (0 - left, >0 - right)
;----------------------------------------------
sta PreferHumansFlag
jsr MakeLowResDistances
; jsr MakeLowResDistances
lda #202
sta temp2 ; max possible energy
lda #0
@@ -497,7 +462,7 @@ 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
@@ -617,7 +582,7 @@ skipThisPlayer
asl
tay
; force correction - lower tank Y position - higher possible force
clc
sec
lda #screenheight
sbc Ytankstable,x
sta temp2
@@ -1052,3 +1017,41 @@ SorryNoPurchase
rts
.endp
;----------------------------------------------
.proc ChooseBestOffensive
; choose the best weapon
; X - TankNr
;----------------------------------------------
ldy #last_offensive_____+1 ;the last weapon to choose +1
NotFromAll
; Y - the last offensive weapon to use + 1
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
loop
dey
lda (temp),y
beq loop
tya
sta ActiveWeapon,x
rts
.endp
;----------------------------------------------
.proc GetDistance
; calculates lores ( /4 ) distance from tank X to TargetTankNr(Y)
; result in A
;----------------------------------------------
ldy TargetTankNr
lda LowResDistances,x
cmp LowResDistances,y
@ bcs YisLower
sec
lda LowResDistances,y
sbc LowResDistances,x
rts
YisLower
lda LowResDistances,x
sbc LowResDistances,y
rts
.endp
+643
View File
@@ -0,0 +1,643 @@
;
; Raster Music Tracker, RMT Atari routine version 1.20090108
; (c) Radek Sterba, Raster/C.P.U., 2002 - 2009
; http://raster.atari.org
;
; Warnings:
;
; 1. RMT player routine needs 19 itself reserved bytes in zero page (no accessed
; from any other routines) as well as cca 1KB of memory before the "PLAYER"
; address for frequency tables and functionary variables. It's:
; a) from PLAYER-$03c0 to PLAYER for stereo RMTplayer
; b) from PLAYER-$0320 to PLAYER for mono RMTplayer
;
; 2. RMT player routine MUST (!!!) be compiled from the begin of the memory page.
; i.e. "PLAYER" address can be $..00 only!
;
; 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time.
;
; STEREOMODE equ 0..3 ;0 => compile RMTplayer for 4 tracks mono
; ;1 => compile RMTplayer for 8 tracks stereo
; ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4
; ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4
TRACKS equ 4
; RMT FEATures definitions file
; For optimizations of RMT player routine to concrete RMT modul only!
icl "feat.txt"
;FEAT_EFFECTS equ FEAT_EFFECTVIBRATO||FEAT_EFFECTFSHIFT
;
; RMT ZeroPage addresses
.zpvar p_tis .word
p_instrstable = p_tis
.zpvar p_trackslbstable .word
.zpvar p_trackshbstable .word
.zpvar p_song .word
.zpvar ns .word
.zpvar nr .word
.zpvar nt .byte
.zpvar reg1 .byte
.zpvar reg2 .byte
.zpvar reg3 .byte
.zpvar tmp .byte
.zpvar v_audctl .byte ; de-self-modification vars
.zpvar v_ainstrspeed .byte
.zpvar v_maxtracklen .byte
.zpvar v_abeat .byte
.zpvar v_bspeed .byte
.zpvar v_speed .byte
.zpvar RMTSFXVOLUME .byte
; MOVED TO variables.asm
; org PLAYER-$400+$e0
;track_variables
;trackn_db .ds TRACKS
;trackn_hb .ds TRACKS
;trackn_idx .ds TRACKS
;trackn_pause .ds TRACKS
;trackn_note .ds TRACKS
;trackn_volume .ds TRACKS
;trackn_distor .ds TRACKS
;trackn_shiftfrq .ds TRACKS
;trackn_instrx2 .ds TRACKS
;trackn_instrdb .ds TRACKS
;trackn_instrhb .ds TRACKS
;trackn_instridx .ds TRACKS
;trackn_instrlen .ds TRACKS
;trackn_instrlop .ds TRACKS
;trackn_instrreachend .ds TRACKS
;trackn_volumeslidedepth .ds TRACKS
;trackn_volumeslidevalue .ds TRACKS
;trackn_effdelay .ds TRACKS
;trackn_effvibratoa .ds TRACKS
;trackn_effshift .ds TRACKS
;trackn_tabletypespeed .ds TRACKS
;trackn_tablenote .ds TRACKS
;trackn_tablea .ds TRACKS
;trackn_tableend .ds TRACKS
;trackn_tablelop .ds TRACKS
;trackn_tablespeeda .ds TRACKS
;trackn_command .ds TRACKS
;trackn_filter .ds TRACKS
;trackn_audf .ds TRACKS
;trackn_audc .ds TRACKS
;trackn_audctl .ds TRACKS
;v_aspeed .ds 1
;track_endvariables
INSTRPAR equ 12
tabbeganddistor
dta frqtabpure-frqtab,$00
dta frqtabpure-frqtab,$20
dta frqtabpure-frqtab,$40
dta frqtabbass1-frqtab,$c0
dta frqtabpure-frqtab,$80
dta frqtabpure-frqtab,$a0
dta frqtabbass1-frqtab,$c0
dta frqtabbass2-frqtab,$c0
vibtabbeg dta 0,vib1-vib0,vib2-vib0,vib3-vib0
vib0 dta 0
vib1 dta 1,-1,-1,1
vib2 dta 1,0,-1,-1,0,1
vib3 dta 1,1,0,-1,-1,-1,-1,0,1,1
vibtabnext
dta vib0-vib0+0
dta vib1-vib0+1,vib1-vib0+2,vib1-vib0+3,vib1-vib0+0
dta vib2-vib0+1,vib2-vib0+2,vib2-vib0+3,vib2-vib0+4,vib2-vib0+5,vib2-vib0+0
dta vib3-vib0+1,vib3-vib0+2,vib3-vib0+3,vib3-vib0+4,vib3-vib0+5,vib3-vib0+6,vib3-vib0+7,vib3-vib0+8,vib3-vib0+9,vib3-vib0+0
.align $100
frqtab
ERT [<frqtab]!=0 ;* frqtab must begin at the memory page bound! (i.e. $..00 address)
frqtabbass1
dta $BF,$B6,$AA,$A1,$98,$8F,$89,$80,$F2,$E6,$DA,$CE,$BF,$B6,$AA,$A1
dta $98,$8F,$89,$80,$7A,$71,$6B,$65,$5F,$5C,$56,$50,$4D,$47,$44,$3E
dta $3C,$38,$35,$32,$2F,$2D,$2A,$28,$25,$23,$21,$1F,$1D,$1C,$1A,$18
dta $17,$16,$14,$13,$12,$11,$10,$0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07
frqtabbass2
dta $FF,$F1,$E4,$D8,$CA,$C0,$B5,$AB,$A2,$99,$8E,$87,$7F,$79,$73,$70
dta $66,$61,$5A,$55,$52,$4B,$48,$43,$3F,$3C,$39,$37,$33,$30,$2D,$2A
dta $28,$25,$24,$21,$1F,$1E,$1C,$1B,$19,$17,$16,$15,$13,$12,$11,$10
dta $0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00
frqtabpure
dta $F3,$E6,$D9,$CC,$C1,$B5,$AD,$A2,$99,$90,$88,$80,$79,$72,$6C,$66
dta $60,$5B,$55,$51,$4C,$48,$44,$40,$3C,$39,$35,$32,$2F,$2D,$2A,$28
dta $25,$23,$21,$1F,$1D,$1C,$1A,$18,$17,$16,$14,$13,$12,$11,$10,$0F
dta $0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00,$00
.align $100
volumetab
dta $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
dta $00,$00,$00,$00,$00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01
dta $00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01,$02,$02,$02,$02
dta $00,$00,$00,$01,$01,$01,$01,$01,$02,$02,$02,$02,$02,$03,$03,$03
dta $00,$00,$01,$01,$01,$01,$02,$02,$02,$02,$03,$03,$03,$03,$04,$04
dta $00,$00,$01,$01,$01,$02,$02,$02,$03,$03,$03,$04,$04,$04,$05,$05
dta $00,$00,$01,$01,$02,$02,$02,$03,$03,$04,$04,$04,$05,$05,$06,$06
dta $00,$00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07
dta $00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07,$08
dta $00,$01,$01,$02,$02,$03,$04,$04,$05,$05,$06,$07,$07,$08,$08,$09
dta $00,$01,$01,$02,$03,$03,$04,$05,$05,$06,$07,$07,$08,$09,$09,$0A
dta $00,$01,$01,$02,$03,$04,$04,$05,$06,$07,$07,$08,$09,$0A,$0A,$0B
dta $00,$01,$02,$02,$03,$04,$05,$06,$06,$07,$08,$09,$0A,$0A,$0B,$0C
dta $00,$01,$02,$03,$03,$04,$05,$06,$07,$08,$09,$0A,$0A,$0B,$0C,$0D
dta $00,$01,$02,$03,$04,$05,$06,$07,$07,$08,$09,$0A,$0B,$0C,$0D,$0E
dta $00,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0A,$0B,$0C,$0D,$0E,$0F
;*
;* Set of RMT main vectors:
;*
RASTERMUSICTRACKER
jmp rmt_init
jmp rmt_play
jmp rmt_p3
jmp rmt_silence
jmp SetPokey
jmp rmt_sfx ;* A=note(0,..,60),X=channel(0,..,3 or 0,..,7),Y=instrument*2(0,2,4,..,126)
rmt_init
stx ns
sty ns+1
pha
; IFT track_endvariables-track_variables>255
; ldy #0
; tya
;ri0 sta track_variables,y
; sta track_endvariables-$100,y
; iny
; bne ri0
; ELS
ldy #track_endvariables-track_variables
lda #0
ri0 sta track_variables-1,y
dey
bne ri0
; EIF
ldy #4
lda (ns),y
sta v_maxtracklen
iny
lda (ns),y
sta v_speed
ldy #8
ri1 lda (ns),y
sta p_tis-8,y
iny
cpy #8+8
bne ri1
pla
pha
asl @
asl @
clc
adc p_song
sta p_song
pla
php
and #$c0
asl @
rol @
rol @
plp
adc p_song+1
sta p_song+1
jsr GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
rmt_silence
lda #0
sta $d208
ldy #3
sty $d20f
ldy #8
si1 sta $d200,y
dey
bpl si1
lda #FEAT_INSTRSPEED
rts
GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
GetSongLine
ldx #0
stx v_abeat
nn0
nn1 txa
tay
lda (p_song),y
cmp #$fe
bcs nn2
tay
lda (p_trackslbstable),y
sta trackn_db,x
lda (p_trackshbstable),y
nn1a sta trackn_hb,x
lda #0
sta trackn_idx,x
lda #1
nn1a2 sta trackn_pause,x
lda #$80
sta trackn_instrx2,x
inx
xtracks01 cpx #TRACKS
bne nn1
lda p_song
clc
xtracks02 adc #TRACKS
sta p_song
bcc GetTrackLine
inc p_song+1
nn1b
jmp GetTrackLine
nn2
beq nn3
nn2a
lda #0
beq nn1a2
nn3
ldy #2
lda (p_song),y
tax
iny
lda (p_song),y
sta p_song+1
stx p_song
ldx #0
beq nn0
GetTrackLine
oo0
oo0a
lda v_speed
sta v_bspeed
ldx #-1
oo1
inx
dec trackn_pause,x
bne oo1x
oo1b
lda trackn_db,x
sta ns
lda trackn_hb,x
sta ns+1
oo1i
ldy trackn_idx,x
inc trackn_idx,x
lda (ns),y
sta reg1
and #$3f
cmp #61
beq oo1a
bcs oo2
sta trackn_note,x
iny
lda (ns),y
lsr @
and #$3f*2
sta trackn_instrx2,x
oo1a
lda #1
sta trackn_pause,x
ldy trackn_idx,x
inc trackn_idx,x
lda (ns),y
lsr @
ror reg1
lsr @
ror reg1
lda reg1
and #$f0
sta trackn_volume,x
oo1x
xtracks03sub1 cpx #TRACKS-1
bne oo1
lda v_bspeed
sta v_speed
sta v_aspeed
jmp InitOfNewSetInstrumentsOnly
oo2
cmp #63
beq oo63
lda reg1
and #$c0
beq oo62_b
asl @
rol @
rol @
sta trackn_pause,x
jmp oo1x
oo62_b
iny
lda (ns),y
sta trackn_pause,x
inc trackn_idx,x
jmp oo1x
oo63
lda reg1
bmi oo63_1X
iny
lda (ns),y
sta v_bspeed
inc trackn_idx,x
jmp oo1i
oo63_1X
cmp #255
beq oo63_11
iny
lda (ns),y
sta trackn_idx,x
jmp oo1i
oo63_11
jmp GetSongLine
p2xrmtp3 jmp rmt_p3
p2x0 dex
bmi p2xrmtp3
InitOfNewSetInstrumentsOnly
p2x1 ldy trackn_instrx2,x
bmi p2x0
jsr SetUpInstrumentY2
jmp p2x0
rmt_sfx
sta trackn_note,x
lda RMTSFXVOLUME ;* sfx note volume*16
;* label for sfx note volume parameter overwriting
sta trackn_volume,x
SetUpInstrumentY2
lda (p_instrstable),y
sta trackn_instrdb,x
sta nt
iny
lda (p_instrstable),y
sta trackn_instrhb,x
sta nt+1
lda #1
sta trackn_filter,x
tay
lda (nt),y
sta trackn_tablelop,x
iny
lda (nt),y
sta trackn_instrlen,x
iny
lda (nt),y
sta trackn_instrlop,x
iny
lda (nt),y
sta trackn_tabletypespeed,x
sta trackn_tablespeeda,x
iny
lda (nt),y
sta trackn_audctl,x
iny
lda (nt),y
sta trackn_volumeslidedepth,x
ldy #8
lda (nt),y
sta trackn_effdelay,x
iny
lda (nt),y
tay
lda vibtabbeg,y
sta trackn_effvibratoa,x
ldy #10
lda (nt),y
sta trackn_effshift,x
lda #128
sta trackn_volumeslidevalue,x
sta trackn_instrx2,x
asl @
sta trackn_instrreachend,x
sta trackn_shiftfrq,x
tay
lda (nt),y
sta trackn_tableend,x
adc #0
sta trackn_instridx,x
lda #INSTRPAR
sta trackn_tablea,x
tay
lda (nt),y
sta trackn_tablenote,x
xata_rtshere
rts
rmt_play
rmt_p0
jsr SetPokey
rmt_p1
rmt_p2
dec v_aspeed
bne rmt_p3
inc v_abeat
lda v_abeat
cmp v_maxtracklen
beq p2o3
jmp GetTrackLine
p2o3
jmp GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
go_ppnext jmp ppnext
rmt_p3
lda #>frqtab
sta nr+1
xtracks05sub1 ldx #TRACKS-1
pp1
lda trackn_instrhb,x
beq go_ppnext
sta ns+1
lda trackn_instrdb,x
sta ns
ldy trackn_instridx,x
lda (ns),y
sta reg1
iny
lda (ns),y
sta reg2
iny
lda (ns),y
sta reg3
iny
tya
cmp trackn_instrlen,x
bcc pp2
beq pp2
lda #$80
sta trackn_instrreachend,x
pp1b
lda trackn_instrlop,x
pp2 sta trackn_instridx,x
lda reg1
and #$0f
ora trackn_volume,x
tay
lda volumetab,y
sta tmp
lda reg2
and #$0e
tay
lda tabbeganddistor,y
sta nr
lda tmp
ora tabbeganddistor+1,y
sta trackn_audc,x
InstrumentsEffects
lda trackn_effdelay,x
beq ei2
cmp #1
bne ei1
lda trackn_shiftfrq,x
clc
adc trackn_effshift,x
clc
ldy trackn_effvibratoa,x
adc vib0,y
sta trackn_shiftfrq,x
lda vibtabnext,y
sta trackn_effvibratoa,x
jmp ei2
ei1
dec trackn_effdelay,x
ei2
ldy trackn_tableend,x
cpy #INSTRPAR+1
bcc ei3
lda trackn_tablespeeda,x
bpl ei2f
ei2c
tya
cmp trackn_tablea,x
bne ei2c2
lda trackn_tablelop,x
sta trackn_tablea,x
bne ei2a
ei2c2
inc trackn_tablea,x
ei2a
lda trackn_instrdb,x
sta nt
lda trackn_instrhb,x
sta nt+1
ldy trackn_tablea,x
lda (nt),y
sta trackn_tablenote,x
lda trackn_tabletypespeed,x
ei2f
sec
sbc #1
sta trackn_tablespeeda,x
ei3
lda trackn_instrreachend,x
bpl ei4
lda trackn_volume,x
beq ei4
tay
lda trackn_volumeslidevalue,x
clc
adc trackn_volumeslidedepth,x
sta trackn_volumeslidevalue,x
bcc ei4
tya
sbc #16
sta trackn_volume,x
ei4
lda reg2
sta trackn_command,x
and #$70
beq cmd0
cmd1
lda reg3
jmp cmd0c
cmd2
cmd3
cmd4
cmd5
cmd6
cmd7
cmd0
lda trackn_note,x
clc
adc reg3
cmd0a
clc
adc trackn_tablenote,x
cmp #61
bcc cmd0a1
lda #0
sta trackn_audc,x
lda #63
cmd0a1
tay
lda (nr),y
clc
adc trackn_shiftfrq,x
cmd0c
sta trackn_audf,x
pp9
ppnext
dex
bmi rmt_p4
jmp pp1
rmt_p4
lda trackn_audctl+0
ora trackn_audctl+1
ora trackn_audctl+2
ora trackn_audctl+3
tax
qq1
stx v_audctl
lda trackn_command+0
bpl qq2
lda trackn_audc+0
and #$0f
beq qq2
lda trackn_audf+0
clc
adc trackn_filter+0
sta trackn_audf+2
lda #0
sta trackn_audc+2
qq1a
txa
ora #4
tax
qq2
lda trackn_command+1
bpl qq3
lda trackn_audc+1
and #$0f
beq qq3
lda trackn_audf+1
clc
adc trackn_filter+1
sta trackn_audf+3
lda #0
sta trackn_audc+3
qq2a
txa
ora #2
tax
qq3
cpx v_audctl
bne qq5
qq5
stx v_audctl
rmt_p5
lda v_ainstrspeed
rts
SetPokey
ldy v_audctl
lda trackn_audf+0
ldx trackn_audc+0
sta AUDF1
stx AUDC1
lda trackn_audf+1
ldx trackn_audc+1
sta AUDF2
stx AUDC2
lda trackn_audf+2
ldx trackn_audc+2
sta AUDF3
stx AUDC3
lda trackn_audf+3
ldx trackn_audc+3
sta AUDF4
stx AUDC4
sty AUDCTL
rts
RMTPLAYEREND
+40
View File
@@ -0,0 +1,40 @@
;* --------BEGIN--------
;* C:\Atari\rmt\rmt128\scorch_SFX-only-str.rmt
FEAT_SFX equ 1
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
FEAT_NOSTARTINGSONGLINE equ 0
FEAT_INSTRSPEED equ 1
FEAT_CONSTANTSPEED equ 16 ;(0 times)
FEAT_COMMAND1 equ 1 ;(8 times)
FEAT_COMMAND2 equ 0 ;(0 times)
FEAT_COMMAND3 equ 0 ;(0 times)
FEAT_COMMAND4 equ 0 ;(0 times)
FEAT_COMMAND5 equ 0 ;(0 times)
FEAT_COMMAND6 equ 0 ;(0 times)
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
FEAT_PORTAMENTO equ 0 ;(0 times)
FEAT_FILTER equ 1 ;(22 times)
FEAT_FILTERG0L equ 0 ;(0 times)
FEAT_FILTERG1L equ 0 ;(0 times)
FEAT_FILTERG0R equ 0 ;(0 times)
FEAT_FILTERG1R equ 0 ;(0 times)
FEAT_BASS16 equ 0 ;(0 times)
FEAT_BASS16G1L equ 0 ;(0 times)
FEAT_BASS16G3L equ 0 ;(0 times)
FEAT_BASS16G1R equ 0 ;(0 times)
FEAT_BASS16G3R equ 0 ;(0 times)
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
FEAT_TABLETYPE equ 0 ;(0 times)
FEAT_TABLEMODE equ 0 ;(0 times)
FEAT_TABLEGO equ 1 ;(2 times)
FEAT_AUDCTLMANUALSET equ 1 ;(6 times)
FEAT_VOLUMEMIN equ 0 ;(0 times)
FEAT_EFFECTVIBRATO equ 1 ;(1 times)
FEAT_EFFECTFSHIFT equ 1 ;(11 times)
;* --------END--------
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+3 -3
View File
@@ -1,6 +1,6 @@
.proc talk
; Maximum text length is 63 characters!!!
L0 dta d"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
L0 dta d"CYKA BLAT"
L1 dta d"DIE!"
L2 dta d"EAT MY SHORTS!"
L3 dta d"YOU'RE TOAST!"
@@ -47,7 +47,7 @@ L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
L44 dta d"TAKE THIS!"
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
L46 dta d"DIE, ALIEN SWINE!"
L47 dta d"SAY ARRGGHHHHH...."
L47 dta d"AWRUK!!!"
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
L49 dta d"DIE, TANK-SCUM!"
L50 dta d"I'M GONNA BREAK YOUR FACE!"
@@ -104,7 +104,7 @@ L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
L102 dta d"I THOUGHT YOU LIKED ME?"
L103 dta d"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
L103 dta d"CTO XYEB"
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
L106 dta d"HEY! KILLIN' AIN'T COOL."
Binary file not shown.
+67 -15
View File
@@ -274,7 +274,10 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.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________
@@ -320,6 +323,10 @@ WeaponPriceL
.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
@@ -372,6 +379,10 @@ WeaponUnits
.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
@@ -391,13 +402,14 @@ PurchaseMeTable ;weapons good to be purchased by the robot
; "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
.by %01110000
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %01000000
@@ -411,6 +423,7 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
; "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
;-------------------------------------------------
@@ -460,6 +473,10 @@ WeaponSymbols
.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
@@ -508,6 +525,11 @@ NamesOfWeapons ;the comment is an index in the tables
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
DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake the table for ALL weapons
.by 00 ; White Flag
.by 00 ; Heat Guidance
@@ -521,12 +543,30 @@ DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake th
.by 99 ; Bouncy Castle
.by 00 ; Long Barrel
.by 00 ; Nuclear Winter
.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)
@@ -546,7 +586,7 @@ scrcodes
gameOverSpritesTop
; end of the Gover sprites by number of players
; 1 2 3 4 5 6
.by 130,130,136,142,148,154
.by 130+7,130+7,136+7,142+7,148+7,154+7
;-------decimal constans
zero
digits dta d"0123456789"
@@ -559,8 +599,6 @@ 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"*
@@ -568,27 +606,41 @@ 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 and Alex Peck",d"o"*
dta d" "*
dta d"Stay tuned for the FujiNet version",d"!"*
.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
+19 -9
View File
@@ -4,22 +4,19 @@ 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 $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
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
@@ -28,6 +25,8 @@ 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
char_flag____________ = $1e
@@ -85,6 +84,10 @@ 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____ = 500 ;_45
price_Auto_Defense___ = 250 ;_46
price_Spy_Hard_______ = 83 ;_47
;Weapon indexes (numbers)
ind_Baby_Missile___ = 0
first_offensive____ = ind_Baby_Missile___
@@ -133,7 +136,12 @@ ind_Force_Shield___ = 40
ind_Bouncy_Castle__ = 41
ind_Long_Barrel____ = 42
ind_Nuclear_Winter_ = 43
last_defensive_____ = ind_Nuclear_Winter_
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)
;--------------------------------
@@ -171,6 +179,8 @@ 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)
;--------------------------------
+45
View File
@@ -0,0 +1,45 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
;-----------------------------------------------
; start of "variables" (RAM)
;-----------------------------------------------
OptionsHere
; 0123456789012345678901234567890123456789
dta d"Players : 2 3 4 5 6 "
dta d"Cash : none 2K 8K 12K 20K "
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
dta d"Wind : 1B 3B 5B 7B 9B "
dta d"Rounds : 10 20 30 40 50 "
dta d"Missiles : slug slow norm fast hare "
dta d"Seppuku : nevr rare norm oftn alws "
dta d"Mountains: NL BE CZ CH NP "
dta d"Walls : none wrap bump boxy rand "
;; 01234567890123456789012345678901
; dta d"Players: 2 3 4 5 6 "
; dta d"Cash :none 2K 8K 12K 20K"
; dta d"Gravity:0.2G 0.5G 1G 2G 4G "
; dta d"Wind : 1B 3B 5B 7B 9B "
; dta d"Rounds : 10 20 30 40 50 "
; dta d"Missile:slug slow norm fast hare"
; dta d"Seppuku:nevr rare norm oftn alws"
; dta d"Hills : NL BE CZ CH NP "
; dta d"Walls :none wrap bump boxy rand"
OptionsScreenEnd
;-----------------------------------------------
NameScreen2
dta d" Tank 01 Name:"
NameAdr
dta d" "
NameScreen4
dta d" "
NamesOfLevels
dta d" HUMAN Moron Shooter "
dta d" Poolshark Tosser Chooser "
dta d" Spoiler Cyborg Unknown "
;------------------------
; end of "variables" (RAM)
;------------------------
.endif
+46
View File
@@ -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
+107 -145
View File
@@ -1,111 +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 "
;; 01234567890123456789012345678901
; dta d"Players: 2 3 4 5 6 "
; dta d"Cash :none 2K 8K 12K 20K"
; dta d"Gravity:0.2G 0.5G 1G 2G 4G "
; dta d"Wind : 1B 3B 5B 7B 9B "
; dta d"Rounds : 10 20 30 40 50 "
; dta d"Missile:slug slow norm fast hare"
; dta d"Seppuku:nevr rare norm oftn alws"
; dta d"Hills : NL BE CZ CH NP "
; dta d"Walls :none wrap bump boxy rand"
OptionsScreenEnd
;-----------------------------------------------
ListOfWeapons
; 0123456789012345678901234567890123456789
; :number_of_offensives dta d" "
:32 dta d" "
ListOfWeapons1End
ListOfDefensiveWeapons
; :number_of_defensives dta d" "
: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
@@ -113,16 +9,50 @@ DLCreditsAddr
OptionsScreen
dta d"Welcome to Scorch v. "
build ; 4 bytes from scorch.asm (fancy method) :)
dta d" (un)2000-2022"
dta d" (un)2000-2022"
.IF TARGET = 800
dta d" Please select option with cursor keys "
dta d" and press (Return) to proceed "
.ELIF TARGET = 5200
dta d" Please select option with joystick one "
dta d" and press FIRE to proceed "
.ENDIF
; 0123456789012345678901234567890123456789
;-----------------------------------------------
NameScreen
.IF TARGET = 800
dta d" Enter names of players "
.ELIF TARGET = 5200
dta d"Hold "
dta d "FIRE"*
dta d " to enter player names "
.ENDIF
NameScreen3
dta d" Human/Atari (difficulty level) "
NameScreen5
.IF TARGET = 800
dta d" "
dta d"TAB"*
dta d" - Player/Difficulty level "
dta d" "
dta d"Return"*
dta d" - Proceed "
.ELIF TARGET = 5200
dta d" "
dta d"Joy"*
dta d" - Player/Difficulty level "
dta d" "
dta d"FIRE"*
dta d" - Proceed "
.ENDIF
;-----------------------------------------------
MoreUp
dta d" "
dta 92,92,92
dta d" more "
dta 92,92,92
dta d" "
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
MoreDown
dta d" "
dta 93,93,93
@@ -131,20 +61,39 @@ MoreDown
dta d" "
WeaponsDescription
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Tab"*
dta d ": Defensive/Offensive weapon "
.ELIF TARGET = 5200
dta d"Left"*
dta d ": Defensive/Offensive weapon"
.ENDIF
PurchaseDescription
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Space"*
dta d": Purchase "
dta d"Return"*
dta d": Finish "
.ELIF TARGET = 5200
dta d"Right"*
dta d": Purchase "
dta d"FIRE"*
dta d": Finish "
.ENDIF
ActivateDescription
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Space"*
dta d": Activate "
dta d"Return"*
dta d": Finish "
.ELIF TARGET = 5200
dta d"Right"*
dta d": Activate "
dta d"FIRE"*
dta d": Finish "
.ENDIF
EmptyLine
dta d" "
;---------------------------------------------------
@@ -163,47 +112,13 @@ GameOverTitle2
;-----------------------------------------------------
;-------------display-lists---------------------------
;-----------------------------------------------------
OptionsDL
.byte $70
.byte $47
.word OptionsTitle
.byte $70,$70
.byte $42
.word OptionsScreen
.byte $30,$02,$02,$70
.byte $42
.word OptionsHere
.byte $10
:maxOptions-1 .by $02,$10
:(9-maxOptions) .by $70,$10
.byte $80
.byte $4f
.word (display+140*40)
:21 .by $0f ;76
.byte $41
.word OptionsDL
;------------------------
;Enter names of tanks DL
NameDL
.byte $70
.byte $47
.word DifficultyTitle
.byte $70,$70
.byte $42
.word NameScreen
.byte $30
.byte $02,$30+$80,$02
.byte $10,$02,$02,$02,$30,$02,$02
.byte $41
.word NameDL
; -------------------------------------------------
dl ; MAIN game display list
.byte 0
.byte $70
.byte $42
.word textbuffer
.byte $02, $02 +$80 ;DLI
.byte $10 ; 2 blank lines
.word statusBuffer
.byte $02, $02
.byte $10+$80 ; 2 blank lines + DLI
.byte $4f
.word display ; 1 line
@@ -245,6 +160,52 @@ dl ; MAIN game display list
.byte $41
.word dl
;-----------------------------------------------
OptionsDL
.byte $70
.byte $47
.word OptionsTitle
.byte $70,$70
.byte $42
.word OptionsScreen
.byte $30,$02,$02,$70
.byte $42
.word OptionsHere
.byte $10
:maxOptions-1 .by $02,$10
:(9-maxOptions) .by $70,$10
.byte $80
.byte $70 ; to match moved sprites
.byte $4f
.word (display+140*40)
:21 .by $0f ;76
.byte $41
.word OptionsDL
;------------------------
;Enter names of tanks DL
NameDL
.byte $70
.byte $47
.word DifficultyTitle
.byte $70,$70 ; 16 empty lines
.byte $42
.word NameScreen
.byte $30 ; 4 empty lines
.byte $42
.word NameScreen2
.byte $30+$80 ; 4 empty lines + DLI
.byte $42
.word NameScreen3
.byte $10 ; 2 empty lines
.byte $42
.word NameScreen4
.byte $02,$02
.byte $30 ; 4 empty lines
.byte $42
.word NameScreen5
.byte $02
.byte $41
.word NameDL
; -------------------------------------------------
GameOverResults = display+$0ff0 ; reuse after game
Credits = GameOverResults +(6*40)
CreditsLastLine = Credits + (CreditsLines*40)
@@ -252,12 +213,13 @@ 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
+11
View File
@@ -0,0 +1,11 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
statusBuffer
; 0123456789012345678901234567890123456789
dta d"Player: "
dta d"Energy: Angle: Force: "
dta d"Round: Wind: "
.ENDIF
+98 -55
View File
@@ -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
;---------
@@ -645,7 +651,8 @@ DrawTankNrX
jsr SetupXYdraw
jsr TypeChar
lda Erase
jne noTankNoPM
; now P/M graphics on the screen (only for 5 tanks)
; horizontal position
ldx TankNr
@@ -729,7 +736,7 @@ ZeroesToGo6
bne ClearPM6
NoPlayerMissile
noTankNoPM
ldy #$01
lda Erase
beq @+
@@ -1130,10 +1137,10 @@ FallingRight
bvs EndRightFall
; we finish falling right if the tank reached the edge of the screen
lda XtanksTableH,x
cmp #>(screenwidth-8-2) ; 2 pixels correction due to a barrel wider than tank
cmp #>(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
bne @+
lda XtanksTableL,x
cmp #<(screenwidth-8-2) ; 2 pixels correction due to a barrel wider than tank
cmp #<(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
@ bcs EndRightFall
NotRightEdge
; tank is falling right - modify coorinates
@@ -1263,20 +1270,37 @@ drawmountainsloop
beq NoMountain
sta ydraw
sty ydraw+1
jsr DrawLine
; jsr DrawLine
; there was Drawline proc
lda #screenheight
sec
sbc ydraw
sta tempbyte01
jsr plot.MakePlot
; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
; jmp IntoDraw ; jumps inside Draw routine
; because one pixel is already plotted (and who cares? :) )
@
lda (xbyte),y
and bittable2,x
sta (xbyte),y
;IntoDraw
adw xbyte #screenBytes
dec tempbyte01
bne @-
; end of Drawline proc
NoMountain
inw modify
inw xdraw
cpw xdraw #screenwidth
bne drawmountainsloop
rts
/*
;--------------------------------------------------
drawmountainspixel
drawmountainspixel ; never used ?
;--------------------------------------------------
mwa #0 xdraw
mwa #mountaintable modify
drawmountainspixelloop
ldy #0
lda (modify),y
@@ -1287,8 +1311,8 @@ drawmountainspixelloop
inw xdraw
cpw xdraw #screenwidth
bne drawmountainspixelloop
rts
*/
.endp
;--------------------------------------------------
.proc SoilDown2
@@ -1317,8 +1341,17 @@ 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
@@ -1416,6 +1449,7 @@ ColumnIsReady
; now correct heights are in the mountaintable
sta color ; Pozor! :) we know - now A=1
mva #sfx_silencer sfx_effect
jsr DrawTanks
rts
.endp
@@ -1572,7 +1606,6 @@ NotHigher
rts
.endp
; -----------------------------------------
.proc unPlot
; plots a point and saves the plotted byte, reverts the previous plot.
@@ -1761,31 +1794,8 @@ 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
@@ -1893,7 +1903,7 @@ EndPutChar
rts
.endp
; ------------------------------------------
;--------------------------------------------------
.proc PutChar4x4
; puts 4x4 pixels char on the graphics screen
; in: dx, dy (LOWER left corner of the char)
@@ -1902,7 +1912,6 @@ EndPutChar
; all pixels are being drawn
; (empty and not empty)
;--------------------------------------------------
; rts
cpw dy #(screenheight-1)
jcs TypeChar.EndPutChar ;nearest RTS
cpw dy #(4)
@@ -2110,9 +2119,10 @@ 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)
@@ -2123,42 +2133,43 @@ 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
@@ -2169,5 +2180,37 @@ ybarrel
rts
.endp
;--------------------------------------------------
.proc PMoutofScreen
;--------------------------------------------------
lda #$00 ; let all P/M disappear
:8 sta hposp0+#
rts
.endp
;--------------------------------------------------
.proc ColorsOfSprites
lda TankColoursTable ; colours of sprites under tanks
sta PCOLR0
lda TankColoursTable+1
sta PCOLR1
lda TankColoursTable+2
sta PCOLR2
lda TankColoursTable+3
sta PCOLR3
LDA TankColoursTable+4
STA COLOR3 ; joined missiles (5th tank)
rts
.endp
;--------------------------------------------------
.proc SetPMWidth
lda #$00
sta sizep0 ; P0-P3 widths
sta sizep0+1
sta sizep0+2
sta sizep0+3
lda #%01010101
sta sizem ; all missiles, double width
rts
.endp
.endif
+149
View File
@@ -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
View File
@@ -0,0 +1,272 @@
;****************************************************************************
;* ATARI 5200 CONSOLE *
;* SYSTEM EQUATES *
;****************************************************************************
; based on https://web.archive.org/web/20200831200348/http://www.atarimuseum.com/videogames/consoles/5200/conv_to_5200.html
;
; OS VARIABLES FOR 5200
;
; PAGE 0
POKMSK = $00 ;pokmsk at $00 on Atari 5200 instead of $10 on Atari XL
RTCLOK = $01 ;Actually $01/$02
CRITIC = $03
ATRACT = $04 ;attact at $04 on Atari 5200 instead of $4D on Atari XL
DLPTRS = $05 ;DLPTRS at $05/$06 on Atari 5200 instead of $230 on Atari XL
DMACTLS = $07 ;DMACTLS at $07 on Atari 5200 instead of $22f on Atari XL
SSKCTL = skctl ;There is no shadow on Atari 5200
PCOLR0 EQU $08 ;P0 COLOR
PCOLR1 EQU $09 ;P1 COLOR
PCOLR2 EQU $0a ;P2 COLOR
PCOLR3 EQU $0b ;P3 COLOR
COLOR0 EQU $0c ;COLOR 0
COLOR1 EQU $0d
COLOR2 EQU $0e
COLOR3 EQU $0f
COLOR4 EQU $10
COLBAKS EQU COLOR4
PADDL0 EQU $11
PADDL1 EQU $12
PADDL2 EQU $13
PADDL3 EQU $14
PADDL4 EQU $15
PADDL5 EQU $16
PADDL6 EQU $17
PADDL7 EQU $18
STICK0 = $19 ;There is no stick0 but we will make the analog stick look like a digital one and store it here
STRIG0 = $1a ;There is no strig0 but we will make this the shadow of the TRIG0 ($c010) of GTIA
chbas = $1b ;There is no CHBAS but we will make this the shadow of the CHBASE
CONSOL = $1c ;There are no console keys on Atari 5200, so we replace console h/w reads with a new shadow based on the keypad keys
consol_reset = $07;The constant value representing that no consol key is pressed
kbcode = $1d ;There is no keyboard on the Atari 5200, so replace kbcode h/w reads with a byte variable read based on the keypad keys
; PAGE 2
VIMIRQ EQU $0200 ;IMMED IRQ VECTOR
VVBLKI EQU $0202 ;IMM VBLK NMI VECTOR
VVBLKD EQU $0204 ;DEF VBLK NMI VECTOR
VDSLST EQU $0206 ;DSP LIST NMI VECTOR
VKEYBD EQU $0208 ;POKEY KB IRQ VECTOR
VKEYCNT EQU $020A ;Keypad routine continuation vector
BRKKY EQU $023C ;BREAK KEY VECTOR
VBREAK EQU $020E ;BRK INST IRQ VECTOR
VSERIN EQU $0210 ;POKEY INPUT RDY IRQ
VSEROR EQU $0212 ;POKEY OUTPUT RDY
VSEROC EQU $0214 ;POKEY OUTPUT DONE
VTIMR1 EQU $0216 ;POKEY TIMER 1 IRQ
VTIMR2 EQU $0218 ;POKEY TIMER 2 IRQ
VTIMR4 EQU $021A ;POKEY TIMER 4 IRQ
ROM_SETTINGS = $bfe8 ; game ROM info start (24 bytes total, 20b title, 2b year, 2b start vector)
; HARDWARE REGISTERS
; ---------------------------------------------------------------------------
POKEY EQU $EB00
; ---------------------------------------------------------------------------
;
; READ
;
POT0 EQU POKEY+$00
POT1 EQU POKEY+$01
POT2 EQU POKEY+$02
POT3 EQU POKEY+$03
POT4 EQU POKEY+$04
POT5 EQU POKEY+$05
POT6 EQU POKEY+$06
POT7 EQU POKEY+$07
ALLPOT EQU POKEY+$08
KBCODE_5200 EQU POKEY+$09
RANDOM EQU POKEY+$0a
POTGO EQU POKEY+$0b
SERIN EQU POKEY+$0d
IRQST EQU POKEY+$0e
SKSTAT EQU POKEY+$0f
;
; WRITE
;
AUDF1 EQU POKEY+$00
AUDC1 EQU POKEY+$01
AUDF2 EQU POKEY+$02
AUDC2 EQU POKEY+$03
AUDF3 EQU POKEY+$04
AUDC3 EQU POKEY+$05
AUDF4 EQU POKEY+$06
AUDC4 EQU POKEY+$07
AUDCTL EQU POKEY+$08
STIMER EQU POKEY+$09
SKRES EQU POKEY+$0a
SEROUT EQU POKEY+$0d
IRQEN EQU POKEY+$0e
SKCTL EQU POKEY+$0f
;
;
;
; ---------------------------------------------------------------------------
GTIA EQU $C000
; ---------------------------------------------------------------------------
;
; WRITE
;
HPOSP0 EQU GTIA+$00
HPOSP1 EQU GTIA+$01
HPOSP2 EQU GTIA+$02
HPOSP3 EQU GTIA+$03
HPOSM0 EQU GTIA+$04
HPOSM1 EQU GTIA+$05
HPOSM2 EQU GTIA+$06
HPOSM3 EQU GTIA+$07
SIZEP0 EQU GTIA+$08
SIZEP1 EQU GTIA+$09
SIZEP2 EQU GTIA+$0a
SIZEP3 EQU GTIA+$0b
SIZEM EQU GTIA+$0c
GRAFP0 EQU GTIA+$0d
GRAFP1 EQU GTIA+$0e
GRAFP2 EQU GTIA+$0f
GRAFP3 EQU GTIA+$10
GRAFM EQU GTIA+$11
COLPM0 EQU GTIA+$12
COLPM1 EQU GTIA+$13
COLPM2 EQU GTIA+$14
COLPM3 EQU GTIA+$15
COLPF0 EQU GTIA+$16
COLPF1 EQU GTIA+$17
COLPF2 EQU GTIA+$18
COLPF3 EQU GTIA+$19
COLBAK EQU GTIA+$1a
PRIOR EQU GTIA+$1b
GPRIOR = PRIOR ; no PRIOR shadow (GPRIOR)
VDELAY EQU GTIA+$1c
GRACTL EQU GTIA+$1d
HITCLR EQU GTIA+$1e
CONSOL5200 EQU GTIA+$1f ; no CONSOL in 5200
;
; READ
;
M0PF EQU GTIA+$00
M1PF EQU GTIA+$01
M2PF EQU GTIA+$02
M3PF EQU GTIA+$03
P0PF EQU GTIA+$04
P1PF EQU GTIA+$05
P2PF EQU GTIA+$06
P3PF EQU GTIA+$07
M0PL EQU GTIA+$08
M1PL EQU GTIA+$09
M2PL EQU GTIA+$0a
M3PL EQU GTIA+$0b
P0PL EQU GTIA+$0c
P1PL EQU GTIA+$0d
P2PL EQU GTIA+$0e
P3PL EQU GTIA+$0f
TRIG0 EQU GTIA+$10
TRIG1 EQU GTIA+$11
TRIG2 EQU GTIA+$12
TRIG3 EQU GTIA+$13
PAL EQU GTIA+$14
;
;
; ---------------------------------------------------------------------------
ANTIC EQU $D400
; ---------------------------------------------------------------------------
;
DMACTL EQU ANTIC+$00
CHACTL EQU ANTIC+$01
DLPTR EQU ANTIC+$02
;DLISTH EQU ANTIC+$03
HSCROL EQU ANTIC+$04
VSCROL EQU ANTIC+$05
PMBASE EQU ANTIC+$07
CHBASE EQU ANTIC+$09
WSYNC EQU ANTIC+$0a
VCOUNT EQU ANTIC+$0b
PENH EQU ANTIC+$0c
PENV EQU ANTIC+$0d
NMIEN EQU ANTIC+$0e
NMIRES EQU ANTIC+$0f
NMIST EQU ANTIC+$0f
;
; ---------------------------------------------------------------------------
; Atari ANTIC chip display list equates
; ---------------------------------------------------------------------------
;
JUMP EQU $01 ; display list jump instruction (3 byte)
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
;
SCH EQU $10 ; display list horizontal scrolling
SCV EQU $20 ; display list vertical scrolling
LMS EQU $40 ; display list load memory scan instruction (3 byte)
DLII EQU $80 ; display list interrupt instruction
;
SKIP1 EQU $00 ; display list skip 1 scan line instruction
SKIP2 EQU $10 ; display list skip 2 scan lines instruction
SKIP3 EQU $20 ; display list skip 3 scan lines instruction
SKIP4 EQU $30 ; display list skip 4 scan lines instruction
SKIP5 EQU $40 ; display list skip 5 scan lines instruction
SKIP6 EQU $50 ; display list skip 6 scan lines instruction
SKIP7 EQU $60 ; display list skip 7 scan lines instruction
SKIP8 EQU $70 ; display list skip 8 scan lines instruction
;
MODE2 EQU $02 ; display list mode 2
MODE4 EQU $04 ; display list mode 4
MODE8 EQU $08 ; display list mode 8
MODEE EQU $0E ; display list mode E
MODEF EQU $0F ; display list mode F
; ---------------------------------------------------------------------------
; ENUMS
; ---------------------------------------------------------------------------
.enum @dmactl
blank = %00
narrow = %01
standard= %10
wide = %11
missiles= %100
players = %1000
lineX1 = %10000
lineX2 = %00000
dma = %100000
.ende
scr48 = @dmactl(wide|dma|players|missiles|lineX1)
scr40 = @dmactl(standard|dma|players|missiles|lineX1)
scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
.enum @pmcntl
missiles= %1
players = %10
trigs = %100
.ende
.enum @gtictl
prior0 = %0
prior1 = %1
prior2 = %10
prior4 = %100
prior8 = %1000
ply5 = %10000 ; Fifth Player Enable
mlc = %100000 ; Multiple Color Player Enable
mode9 = %01000000
mode10 = %10000000
mode11 = %11000000
.ende
/*
; commented out to be replaced by the application specific A800 --> 5200 keypad translation
.enum @kbcode
_0
_1
_2
_3
_4
_5
_6
_7
_8
_9
_asterisk = $0a
_hash = $0b
_start = $0c
_pause = $0d
_reset = $0e
.ende
*/
+68
View File
@@ -652,3 +652,71 @@ scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
mode10 = %10000000
mode11 = %11000000
.ende
; ---------------------------------------------------------------------------
; KBCODEs
; ---------------------------------------------------------------------------
.enum @kbcode
_none = 255
_esc = 28
_1 = 31
_2 = 30
_3 = 26
_4 = 24
_5 = 29
_6 = 27
_7 = 51
_8 = 53
_9 = 48
_0 = 50
_lt = 54
_gt = 55
_del = 52
_tab = 44
_Q = 47
_W = 46
_E = 42
_R = 40
_T = 45
_Y = 43
_U = 11
_I = 13
_O = 8
_P = 10
_min = 14
_up = 14 ; cursor function
_eq = 15
_down = 15 ; cursor function
_ret = 12
_A = 63
_S = 62
_D = 58
_F = 56
_G = 61
_H = 57
_J = 1
_K = 5
_L = 0
_semicolon = 2
_plus = 6
_left = 6 ; cursor function
_asterisk = 7
_right = 7 ; cursor function
_caps = 60
_Z = 23
_X = 22
_C = 18
_V = 16
_B = 21
_N = 36
_M = 37
_comma = 32
_dot = 34
_slash = 38
_atari = 39
_help = 17
_F1 = 3
_F2 = 4
_F3 = 19
_F4 = 20
_space = 33
.ende
+4 -2
View File
@@ -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 #$70
bcc ?WA
sbc #10 ; last lines correction
?WA cmp VCOUNT
beq ?WA
+484 -272
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File diff suppressed because it is too large Load Diff
BIN
View File
Binary file not shown.
BIN
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Binary file not shown.
+241 -185
View File
@@ -18,11 +18,13 @@
jsr clearscreen ;let the screen be clean
mwa #DisplayCopyRom temp
mwa #display temp2
mwa #DisplayCopyEnd+1 modify
jsr CopyFromROM
mwa #OptionsDL dlptrs
; lda dmactls
; and #$fc
; ora #$02 ; normal screen width
; lda #%00110010 ; normal screen width, DL on, P/M off
lda #%00111110 ; normal screen width, DL on, P/M on
sta dmactls
jsr SetPMWidth
@@ -42,7 +44,7 @@
sta mountainDeltaL
mva #6 NumberOfPlayers
jsr PMoutofScreen ;let P/M disappear
jsr clearscreen ;let the screen be clean
;jsr clearscreen ;let the screen be clean (clean-ish already)
jsr ClearPMmemory
jsr placetanks ;let the tanks be evenly placed
jsr calculatemountains ;let mountains be easy for the eye
@@ -66,7 +68,7 @@ OptionsMainLoop
bit escFlag
spl:rts
cmp #$f ;cursor down
cmp #@kbcode._down ; $f ;cursor down
bne OptionsNoDown
inc:lda OptionsY
cmp #maxoptions
@@ -75,7 +77,7 @@ OptionsMainLoop
jmp OptionsMainLoop
OptionsNoDown
cmp #$e ;cursor up
cmp #@kbcode._up ; $e ;cursor up
bne OptionsNoUp
dec OptionsY
bpl OptionsMainLoop
@@ -83,7 +85,7 @@ OptionsNoDown
jmp OptionsMainLoop
OptionsNoUp
cmp #$6 ;cursor left
cmp #@kbcode._left ; $6 ;cursor left
bne OptionsNoLeft
ldx OptionsY
dec OptionsTable,X
@@ -93,19 +95,19 @@ OptionsNoUp
jmp OptionsMainLoop
OptionsNoLeft
cmp #$7 ;cursor right
cmp #@kbcode._right ; $7 ;cursor right
bne OptionsNoRight
ldx OptionsY
inc OptionsTable,X
lda OptionsTable,X
cmp #5
cmp #5 ; number of columns in options
bne OptionsMainLoop
dec OptionsTable,X
jmp OptionsMainLoop
OptionsNoRight
cmp #$c ;Return key
cmp #@kbcode._ret ; $c ;Return key
bne OptionsNoReturn
jmp OptionsFinished
OptionsNoReturn
@@ -166,76 +168,64 @@ OptionsFinished
rts
.endp
;--------
; inversing selected option (cursor)
;--------
OptionsInversion
;clean options loop
;TODO: (optionally) - convert to single byte loop if no new options
mwa #OptionsHere temp
ldy #0
OptionsInversionLoop1
lda (temp),y
and #$7F
sta (temp),y
inw temp
cpw temp #OptionsScreenEnd
bne OptionsInversionLoop1
;here all past inversions are gone...
mwa #OptionsHere temp
mva #0 temp2 ;option number pointer
adw temp #11 ;offset of the first option=11
.proc OptionsInversion
YPos = temp2
XPos = temp2+1
optionWidth = 6
nameWidth = 10
mwa #OptionsHere temp ; offset of the first option=11
mva #0 YPos ;option number pointer
mva #0 Xpos ;X position in the menu
tay ; Y is zero here...
OptionsSetMainLoop
ldx temp2
lda OptionsTable,x
asl
asl
adc OptionsTable,x ;OptionsTable value * 5
tay
ldx #6-1 ; width of the highlight bar (6 chars)
OptionSetLoop
lda (temp),y
ora #$80
sta (temp),y
iny
dex
bpl OptionSetLoop ;here option is highlighted
;
; next option
adw temp #40 ;jump to next line
inc:lda temp2
cmp #maxOptions ;number of options
bne OptionsSetMainLoop
ldx YPos ; Y position in the menu
;inversing the first few chars of the selected line (OptionsY)
mva OptionsY temp
mva #0 temp+1
asl temp
rol temp+1
asl temp
rol temp+1
asl temp
rol temp+1
mwa temp temp2 ;here is OptionsY*8
asl temp
rol temp+1
asl temp
rol temp+1
;here is 32*OptionsY
adw temp temp2
;in temp is 40*OptionsY
adw temp #OptionsHere
;now in temp is adres of the line to be inversed
ldy #8 ;9 letters to invers
OptionsYLoop
lda (temp),y
ora #$80
cpx OptionsY
jsr _inverter
cpy #nameWidth-1
bne OptionsSetMainLoop
adw temp #nameWidth
ldy #0
OptionsLoop
lda XPos
cmp OptionsTable,x
jsr _inverter
cpy #optionWidth ; width of the option highlight
bne OptionsLoop
ldy #0
; next X position of the
adw temp #optionWidth ; width of the option highlight
inc:lda XPos
cmp #5 ; number of options in a row
bne OptionsLoop
; next line
;adw temp #nameWidth ; beginning of the next line
mva #0 Xpos
tay
inc:lda Ypos
cmp #maxOptions
bne OptionsSetMainLoop
rts
_inverter
beq invertme
; clean inversion otherwise
lda (temp),y
and #$7f ; clear the top bit
sta (temp),y
dey
bpl OptionsYLoop
bpl @+ ; JMP
invertme
lda (temp),y
ora #$80 ; set the top bit
sta (temp),y
@
; next character in an option
iny
rts
.endp
@@ -276,6 +266,15 @@ AfterManualPurchase
; offensive weapon - 0, defensive - %10000000
jmp Purchase.GoToActivation
.endp
;--------------------------------------------------
.proc CopyFromPurchaseAndGameOver
mwa #DisplayCopyPurchaseDlROM temp
mwa #DisplayCopyPurchase temp2
mwa #DisplayCopyPurchaseEnd+1 modify
jmp CopyFromROM ; jsr:rts
.endp
;--------------------------------------------------
.proc Purchase ;
;--------------------------------------------------
@@ -284,6 +283,8 @@ AfterManualPurchase
; Rest of the data is taken from appropriate tables
; and during the purchase these tables are modified.
jsr CopyFromPurchaseAndGameOver
mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
; we are clearing list of the weapons
@@ -303,13 +304,15 @@ GoToActivation
bpl @+
lda #song_inventory
@ jsr RmtSongSelect
ldx tankNr
lda TankStatusColoursTable,x
sta COLOR2
; there is a tank (player) number in tanknr
; we are displaying name of the player
lda #$ca
sta COLOR1 ; set color of header text
ldy #0
sty COLBAKS ; set color of background
lda tanknr
@@ -317,7 +320,7 @@ GoToActivation
tax
NextChar03
lda tanksnames,x
sta textbuffer2+8,y
sta purchaseTextBuffer+8,y
inx
iny
cpy #$08
@@ -335,7 +338,7 @@ AfterPurchase
sta decimal
lda moneyH,x
sta decimal+1
mwa #textbuffer2+26 displayposition
mwa #purchaseTextBuffer+26 displayposition
jsr displaydec5
; in xbyte there is the address of the line that
@@ -384,20 +387,23 @@ ChoosingItemForPurchase
jsr PutLitteChar ; Places pointer at the right position
jsr getkey
bit escFlag
spl:jmp WaitForKeyRelease ; like jsr ... : rts
cmp #$2c ; Tab
bpl @+
mva #0 escFlag
jmp WaitForKeyRelease ; like jsr ... : rts
@
cmp #@kbcode._tab ; $2c ; Tab
jeq ListChange
cmp #$06 ; cursor left
cmp #@kbcode._left ; $06 ; cursor left
jeq ListChange
cmp #$0c ; Return
cmp #@kbcode._ret ; $0c ; Return
sne:rts
cmp #$e
cmp #@kbcode._up ; $e
beq PurchaseKeyUp
cmp #$f
cmp #@kbcode._down ; $f
beq PurchaseKeyDown
cmp #$21 ; Space
cmp #@kbcode._space ; $21 ; Space
jeq PurchaseWeaponNow
cmp #$07 ; cursor right
cmp #@kbcode._right ; $07 ; cursor right
jeq PurchaseWeaponNow
bne ChoosingItemForPurchase
@@ -406,17 +412,17 @@ PurchaseKeyUp
bpl GoUpOffensive
dec PositionOnTheList
bpl EndUpX
ldy #0 ;HowManyOnTheListDef
;dey
ldy HowManyOnTheListDef
dey
sty PositionOnTheList
jmp ChoosingItemForPurchase
jmp MakeOffsetDown
GoUpOffensive
dec PositionOnTheList
bpl MakeOffsetUp
ldy #0 ;HowManyOnTheListOff
;dey
ldy HowManyOnTheListOff
dey
sty PositionOnTheList
jmp MakeOffsetDown
MakeOffsetUp
; If offset is larger than pointer position,
; it must be equal then.
@@ -432,17 +438,16 @@ PurchaseKeyDown
inc:lda PositionOnTheList
cmp HowManyOnTheListDef
bne EndGoDownX
ldy HowManyOnTheListDef
dey
ldy #0
sty PositionOnTheList
jmp ChoosingItemForPurchase
beq MakeOffsetUp
GoDownOffensive
inc:lda PositionOnTheList
cmp HowManyOnTheListOff
bne MakeOffsetDown
ldy HowManyOnTheListOff
dey
ldy #0
sty PositionOnTheList
beq MakeOffsetUp
MakeOffsetDown
lda OffsetDL1
clc
@@ -789,18 +794,18 @@ Suprise ; get a random weapon
cmp #51 ; defensive weapons are less likely because they are more expensive - probability 255:51 (5:1)
bcc GetRandomDefensive
GetRandomOffensive
randomize ind_Missile________ ind_Laser__________
randomize ind_Missile________ last_offensive_____
cmp #ind_Buy_me_________
beq GetRandomOffensive
tay
lda WeaponUnits,y ; check if weapon exist
beq GetRandomOffensive
; lda WeaponUnits,y ; check if weapon exist
; beq GetRandomOffensive
bne NoSuprise ; Y always <> 0
GetRandomDefensive
randomize ind_Battery________ ind_Nuclear_Winter_
randomize ind_Battery________ last_defensive_____
tay
lda WeaponUnits,y ; check if weapon exist
beq GetRandomDefensive
; lda WeaponUnits,y ; check if weapon exist
; beq GetRandomDefensive
NoSuprise
lda TanksWeaponsTableL,x
@@ -846,6 +851,40 @@ invSelectDef
ply
jmp DecreaseDefensive ; bypass activation
NotBattery
cmp #ind_Auto_Defense___
bne NoAutoDefense
; Auto Defense - do it like battery
mva #sfx_auto_defense sfx_effect
mva #$A1 AutoDefenseFlag,x ; this is "A" in inverse - for status line :)
jmp DecreaseDefensive ; bypass activation
NoAutoDefense
cmp #ind_Lazy_Boy_______
bne NoLazyBoy
; Lazy Boy - do it like battery
mva #sfx_lazy_boys sfx_effect
phy
jsr PrepareAIShoot
jsr FindBestTarget2 ; find nearest tank neighbour
jsr LazyAim
ply
jmp DecreaseDefensive ; bypass activation
NoLazyBoy
cmp #ind_Lazy_Darwin____
bne NoLazyDarwin
; Lazy Darwin - do it like battery
mva #sfx_lazy_boys sfx_effect
phy
jsr PrepareAIShoot
jsr FindBestTarget3 ; find target with lowest energy
jsr LazyAim
ply
jmp DecreaseDefensive ; bypass activation
NoLazyDarwin
cmp #ind_Spy_Hard_______
bne NotSpy
mva #$ff SpyHardFlag
jmp DecreaseDefensive ; bypass activation
NotSpy
cmp #ind_Long_Barrel____
bne NotBarrel
; if activate long barrel, we do it differently too
@@ -884,6 +923,22 @@ DefActivationEnd
jmp WaitForKeyRelease ; rts
.endp
.proc LazyAim
; aiming proc for Lazy ... weapons
; as proc for memory optimisation
; Y - target tan nr
; A - target direction
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
lda Force
sta ForceTableL,x
lda Force+1
sta ForceTableH,x
lda NewAngle
sta AngleTable,x
rts
.endp
; -----------------------------------------------------
.proc calcPosDefensive
; calculate positionOnTheList from the activeWeapon (defensives)
@@ -1057,7 +1112,7 @@ NoArrowDown
sta difficultyLevel
inx
stx decimal
mwa #(NameScreen+41) displayposition
mwa #(NameScreen2+9) displayposition
jsr displaybyte
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
@@ -1104,6 +1159,7 @@ CheckKeys
bit escFlag
spl:rts
.IF TARGET = 800 ; only the A800 has a keyboard
; is the char to be recorded?
ldx #keycodesEnd-keycodes ;table was 38 chars long
IsLetter
@@ -1123,21 +1179,22 @@ YesLetter
dex
@ stx PositionInName ; if not, we store
jmp CheckKeys
.ENDIF
CheckFurtherX01 ; here we check Tab, Return and Del
cmp #$0c ; Return
cmp #@kbcode._ret ; $0c ; Return
jeq EndOfNick
cmp #$2c ; Tab
cmp #@kbcode._tab ; $2c ; Tab
beq ChangeOfLevelUp
cmp #$7 ;cursor right
cmp #@kbcode._right ; $7 ;cursor right
beq ChangeOfLevelUp
cmp #$6 ;cursor left
cmp #@kbcode._left ; $6 ;cursor left
beq ChangeOfLevelDown
cmp #$f ;cursor down
cmp #@kbcode._down ; $f ;cursor down
beq ChangeOfLevel3Up
cmp #$e ;cursor up
cmp #@kbcode._up ; $e ;cursor up
beq ChangeOfLevel3Down
cmp #$34 ; Backspace (del)
cmp #@kbcode._del ; $34 ; Backspace (del)
bne CheckKeys
; handling backing one char
ldx PositionInName
@@ -1267,7 +1324,7 @@ NotFirstLetter
cpy PositionInName
bne @+
ora #$80 ; place cursor
@ sta NameAdr,y
@ sta NameAdr,y
dey
bpl CursorLoop
rts
@@ -1321,7 +1378,7 @@ JoyNotCentered
bne NoRight
; joy right
cpy #7
beq GoToMainLoop ; jast character
beq GoToMainLoop ; the last character
iny
bne GoToMainLoop
NoRight
@@ -1340,7 +1397,7 @@ NoLeft
; joy up
cpx #(keycodesEnd-keycodes-1)
bne @+
ldx #$00 ; set to first character index (loop)
ldx #$00 ; set to the first character index (loop)
beq CharAndMainLoop
@ inx
bne CharAndMainLoop
@@ -1350,7 +1407,7 @@ NoUp
; joy down
dex
bpl CharAndMainLoop
ldx #(keycodesEnd-keycodes-1) ; set to last character index (loop)
ldx #(keycodesEnd-keycodes-1) ; set to the last character index (loop)
CharAndMainLoop
lda scrcodes,x
sta NameAdr,y
@@ -1741,20 +1798,16 @@ EndOfTypeLine4x4
jsr TL4x4_top
adb ResultY #4 ;next line
;seppuku
;sure?
mwa #areYouSureText LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom
jsr GetKey
cmp #$2b ; "Y"
cmp #@kbcode._Y ; $2b ; "Y"
bne @+
mva #$80 escFlag
bne skip01
@@ -1768,17 +1821,22 @@ skip01
@
mva #$ff plot4x4color
mwa #lineClear LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
jsr _sep_opty
dec di
bne @-
quit_areyousure
rts
.endp
.proc _sep_opty
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
rts
.endp
;--------------------------------
.proc DisplaySeppuku
;using 4x4 font
@@ -1799,11 +1857,8 @@ seppuku_loop
;seppuku
mwa #seppukuText LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom ; just go
@@ -1811,22 +1866,22 @@ seppuku_loop
;clean seppuku
mva #3 di
mva #4 ResultY
@
;mva #4 ResultY
lda #4
sta ResultY
loplop ;@
mwa #lineClear LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
jsr _sep_opty
dec di
bne @-
bne loplop ;@-
dec fs
jne seppuku_loop
quit_seppuku
rts
.endp
;--------------------------------
.proc DisplayResults ;
@@ -1864,8 +1919,7 @@ quit_seppuku
beq @+ ;unconditional jump, because TypeLine4x4 ends with beq
GameOver4x4
lda #song_round_over
jsr RmtSongSelect
RmtSong song_round_over
mwa #LineGameOver LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw
@@ -2008,7 +2062,9 @@ FinishResultDisplay
jsr ClearPMmemory
jsr PrepareCredits
jsr GameOverResultsClear
jsr CopyFromPurchaseAndGameOver
mwa #GameOverDL dlptrs
mva #$ff ScrollFlag ; credits scroll on
lda #%00111110 ; normal screen width, DL on, P/M on
sta dmactls
lda #%00100100 ; playfield before P/M
@@ -2113,8 +2169,7 @@ MakeAllTanksVisible
jsr SetStandardBarrels
; start music and animations
lda #song_ending_looped
jsr RmtSongSelect
RmtSong song_ending_looped
; initial tank positions randomization
ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
@
@@ -2127,7 +2182,7 @@ MainTanksFloatingLoop
AllTanksFloatingDown
stx TankNr
lda Ytankstable,x
cmp #72 ; tank under screen - no erase
cmp #(72-7) ; tank under screen - no erase
bcs NoEraseTank
mva #1 Erase
jsr DrawTankNr
@@ -2142,9 +2197,9 @@ NoEraseTank
NotFastTank
lda Ytankstable,x
; cmp #32 ; tank over screen - not visible
cmp #80 ; tank under screen - new tank randomize
cmp #(80-7) ; tank under screen - new tank randomize
bcs TankUnderScreen
cmp #72 ; tank under screen but.... parachute
cmp #(72-7) ; tank under screen but.... parachute
bcs DrawOnlyParachute
bcc TankOnScreen
TankUnderScreen
@@ -2161,12 +2216,12 @@ FastTank
bpl AllTanksFloatingDown
jsr IsKeyPressed
bne MainTanksFloatingLoop ; neverending loop
mva #0 dmactls ; dark screen
jsr WaitOneFrame
mva #$00 ScrollFlag ; credits scroll off
jsr MakeDarkScreen
jsr GameOverResultsClear
rts
RandomizeTankPos
randomize 10 32 ; 10 not 8 - barrel !! :)
randomize 10 (32-7) ; 10 not 8 - barrel !! :)
sta Ytankstable,x
randomize 0 180
sta AngleTable,x
@@ -2259,13 +2314,13 @@ EndOfCredits
;displaying symbol of the weapon
;---------------------
;display name and symbol of the weapon
;textbuffer+18 - symbol (1 char)
;textbuffer+20 - quantity left
;textbuffer+23 - name
;statusBuffer+18 - symbol (1 char)
;statusBuffer+20 - quantity left
;statusBuffer+23 - name
ldx TankNr
ldy ActiveWeapon,x
lda WeaponSymbols,y
sta TextBuffer+18
sta statusBuffer+18
;---------------------
;displaying quantity of the given weapon
@@ -2273,7 +2328,7 @@ EndOfCredits
lda ActiveWeapon,x
jsr HowManyBullets
sta decimal
mwa #textbuffer+20 displayposition
mwa #statusBuffer+20 displayposition
jsr displaybyte
;---------------------
@@ -2294,23 +2349,25 @@ EndOfCredits
ldy #15
@
lda (temp),y
sta textbuffer+23,y
sta statusBuffer+23,y
dey
bpl @-
;---------------------
;displaying name of the defence weapon (if active)
;---------------------
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
sta statusBuffer+80+21
lda #$08 ; (
sta textbuffer+80+22
sta statusBuffer+80+22
lda #$09 ; )
sta textbuffer+80+39
sta statusBuffer+80+39
lda ActiveDefenceWeapon,x
bne ActiveDefence
; clear brackets
lda #space
sta textbuffer+80+22
sta textbuffer+80+39
sta statusBuffer+80+22
sta statusBuffer+80+39
mwa #emptyLine temp
jmp ClearingOnly
ActiveDefence
@@ -2328,7 +2385,7 @@ ClearingOnly
ldy #15
@
lda (temp),y
sta textbuffer+40+40+23,y
sta statusBuffer+40+40+23,y
dey
bpl @-
@@ -2339,7 +2396,7 @@ ClearingOnly
lda Energy,x
sta decimal
mwa #textbuffer+48 displayposition
mwa #statusBuffer+48 displayposition
jsr displaybyte
;---------------------
@@ -2347,10 +2404,10 @@ ClearingOnly
;---------------------
; clear (if no shield)
lda #space
sta textbuffer+40+10
sta textbuffer+40+11
sta textbuffer+40+12
sta textbuffer+40+13
sta statusBuffer+40+10
sta statusBuffer+40+11
sta statusBuffer+40+12
sta statusBuffer+40+13
; check shield energy and display it
ldx TankNr
lda ActiveDefenceWeapon,x
@@ -2359,11 +2416,11 @@ ClearingOnly
beq NoShieldEnergy
sta decimal ; displayed value
lda #$08 ; (
sta textbuffer+40+10
mwa #textbuffer+40+11 displayposition
sta statusBuffer+40+10
mwa #statusBuffer+40+11 displayposition
jsr displaybyte
lda #$09 ; )
sta textbuffer+40+13
sta statusBuffer+40+13
NoDefenceWeapon
NoShieldEnergy
@@ -2374,9 +2431,9 @@ NoShieldEnergy
lda Wind+3 ; highest byte of 4 byte wind
bmi DisplayLeftWind
lda #$7f ; (tab) char
sta textbuffer+80+20
sta statusBuffer+80+20
lda #space
sta textbuffer+80+17
sta statusBuffer+80+17
beq DisplayWindValue
DisplayLeftWind
sec ; Wind = -Wind
@@ -2387,14 +2444,14 @@ DisplayLeftWind
sbc temp+1
sta temp+1
lda #$7e ;(del) char
sta textbuffer+80+17
sta statusBuffer+80+17
lda #space
sta textbuffer+80+20
sta statusBuffer+80+20
DisplayWindValue
:4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp
sta decimal
mwa #textbuffer+80+18 displayposition
mwa #statusBuffer+80+18 displayposition
jsr displaybyte
;=========================
@@ -2402,7 +2459,7 @@ DisplayWindValue
;=========================
lda CurrentRoundNr
sta decimal
mwa #textbuffer+80+7 displayposition
mwa #statusBuffer+80+7 displayposition
jsr displaybyte ;decimal (byte), displayposition (word)
;=========================
@@ -2413,7 +2470,7 @@ DisplayWindValue
sta decimal
lda ForceTableH,x
sta decimal+1
mwa #textbuffer+40+35 displayposition
mwa #statusBuffer+40+35 displayposition
jsr displaydec5
;=========================
@@ -2429,9 +2486,9 @@ AngleToRight
; now we have values from 0 to 89 and right angle
sta decimal
lda #$7f ; (tab) character
sta textbuffer+40+25
sta statusBuffer+40+25
lda #space
sta textbuffer+40+22
sta statusBuffer+40+22
beq AngleDisplay
AngleToLeft
sec
@@ -2440,19 +2497,19 @@ AngleToLeft
; angles 180 - 91 converted to 0 - 89
sta decimal
lda #$7e ;(del) char
sta textbuffer+40+22
sta statusBuffer+40+22
lda #space
sta textbuffer+40+25
sta statusBuffer+40+25
beq AngleDisplay
VerticallyUp
; now we have value 90
sta decimal
lda #space
sta textbuffer+40+25
sta textbuffer+40+22
sta statusBuffer+40+25
sta statusBuffer+40+22
AngleDisplay
mwa #textbuffer+40+23 displayposition
mwa #statusBuffer+40+23 displayposition
jsr displaybyte
ldx TankNr
rts
@@ -2468,7 +2525,7 @@ AngleDisplay
tax
NextChar02
lda tanksnames,x
sta textbuffer+7,y
sta statusBuffer+7,y
inx
iny
cpy #$08
@@ -2497,7 +2554,7 @@ NextChar02
; set background
lda #$ff
ldx #100 ; top of the sprites
ldx #100+7 ; top of the sprites
@ sta PMGraph+$400,x
sta PMGraph+$500,x
inx
@@ -2512,6 +2569,5 @@ NextChar02
rts
.endp
;-------------------------------------------------
.endif
+107 -52
View File
@@ -14,35 +14,43 @@ OneTimeZeroVariablesCount = variablesToInitialize-OneTimeZeroVariables ; MAX 12
.error "OneTimeZeroVariablesCount too large, ",OneTimeZeroVariablesCount
.endif
noMusic .by 0 ; 0 - play music, $ff - do not play music
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
noMusic .ds 1 ;.by 0 ; 0 - play music, $ff - do not play music
noSfx .ds 1 ;.by 0 ; 0 - play SFX, $ff - do not play SFX
;----------------------------------------------------
; Color table for Game Over Screen (created in a gameover routine)
.by $00 ; labels line color
GameOverColoursTable .BYTE $80,$40,$c4,$20,$c0,$e4
.ds 1 ;.by $00 ; labels line color
GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
;----------------------------------------------------
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
:6 dta d" "
;:6 dta d" "
.ds 6*8
;----------------------------------------------------
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
variablesToInitialize
;Options DO NOT ZERO ON RESTART GAME - ticket #27
OptionsTable .by 0,1,2,2,0,1,3,2,0
RoundsInTheGame .by 10 ;how many rounds in the current game
seppukuVal .by 75
mountainDeltaH .by 3
mountainDeltaL .by $ff
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
RoundsInTheGame .ds 1 ;.by 10 ;how many rounds in the current game
seppukuVal .ds 1 ;.by 75
mountainDeltaH .ds 1 ;.by 3
mountainDeltaL .ds 1 ;.by $ff
;----------------------------------------------------
LineHeader1
dta d"# ROUND: "
.ds 9 ;dta d"# ROUND: "
RoundNrDisplay
dta d" #", $ff
.ds 7 ;dta d" #", $ff
; 4x4 text buffer
ResultLineBuffer
dta d" ", $ff
.ds 19 ;dta d" ", $ff
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
.ds (screenHeight+1)
linetableH ; = PMGraph + $0300 - (screenHeight+1)
.ds (screenHeight+1)
DisplayCopyPurchase
.ds (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart +1)
StatusBufferCopy
.ds screenBytes*3
;=====================================================
variablesStart ; zeroing starts here
;=====================================================
@@ -56,69 +64,71 @@ OptionsY .ds 1 ;vertical position of cursor on Options screen
flyDelay .ds 1
;--------------
;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
TankSequence .DS MaxPlayers ;sequence of shooting during the Round
GameIsOver .DS 1 ; 1 means it was the last round in the game
;----------------------------------------------------
moneyH ;we place zero at the end of prices and money
;and have range from 0 to 99990 (not too much)
;money players have (maybe one more byte is needed?)
.DS [MaxPlayers]
.DS MaxPlayers
moneyL
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
gainH ;how much money player gets after the round
;it is gathered during the round basing on energy
;opponents lose after player's shoots
.DS [MaxPlayers]
.DS MaxPlayers
gainL
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
loseH ;how much player looses after the round
;calculated from REAL energy loss
;(not only to zero energy)
.DS [MaxPlayers]
.DS MaxPlayers
loseL
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
Energy
.DS [MaxPlayers]
.DS MaxPlayers
ShieldEnergy
.DS [MaxPlayers]
.DS MaxPlayers
EnergyDecrease .DS 1
eXistenZ
.DS [MaxPlayers]
.DS MaxPlayers
LASTeXistenZ ; eXistenZ before shoot
.DS [MaxPlayers]
.DS MaxPlayers
ResultsTable ;the results in the gameeeeee
.DS [MaxPlayers]
.DS MaxPlayers
TempResults
.DS [MaxPlayers]
.DS MaxPlayers
DirectHitsH
.DS [MaxPlayers]
.DS MaxPlayers
DirectHitsL
.DS [MaxPlayers]
.DS MaxPlayers
EarnedMoneyH
.DS [MaxPlayers]
.DS MaxPlayers
EarnedMoneyL
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
ForceTableL ;shooting Force of the tank during the round
.DS [MaxPlayers]
.DS MaxPlayers
ForceTableH
.DS [MaxPlayers] ;maxplayers=6
.DS MaxPlayers ;maxplayers=6
MaxForceTableL ;Energy of the tank during the round
;(limes superior force of the Shoot)
.DS [MaxPlayers] ;1000 is the default
.DS MaxPlayers ;1000 is the default
MaxForceTableH
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round start!
.DS [MaxPlayers]
.DS MaxPlayers
ActiveWeapon ;number of the selected weapon
.DS [MaxPlayers]
.DS MaxPlayers
ActiveDefenceWeapon ;number of the activated defence weapon - 0
.DS [MaxPlayers]
.DS MaxPlayers
AutoDefenseFlag ; 0 - not activated, >$7f - activated
.DS MaxPlayers
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
;----------------------------------------------------
@@ -142,18 +152,20 @@ WindOrientation .DS 1 ;(0-right,1-left)
WallsType .ds 1 ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
;----------------------------------------------------
xtankstableL ;X positions of tanks (lower left point)
.DS [MaxPlayers]
.DS MaxPlayers
xtankstableH
.DS [MaxPlayers]
.DS MaxPlayers
ytankstable ;Y positions of tanks (lower left point)
.DS [MaxPlayers]
.DS MaxPlayers
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS [MaxPlayers]
.DS MaxPlayers
;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines)
.DS 1
SecondTryFlag ; For precise AI aiming
.DS 1
SpyHardFlag ; >$7f - run SpyHard after inventory
.DS 1
;----------------------------------------------------
;Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
@@ -315,7 +327,6 @@ decimalresult .DS 5
;ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
;round
CurrentRoundNr .DS 1
FallDown1 .DS 1
;FallDown2 .DS 1
;leapfrog
LeapFrogAngle .DS 1
@@ -368,24 +379,24 @@ CurrentResult
.DS 1
;--------------
AngleTable ;Angle of the barrel of each tank during the round
.DS [MaxPlayers]
.DS MaxPlayers
;NewAngle ; used in AI
.DS 1
;previousBarrelAngle
; .DS [MaxPlayers]
; .DS MaxPlayers
EndOfTheBarrelX
.ds 2
EndOfTheBarrelY
.ds 1
;----------------------------------------------------
previousAngle
.DS [MaxPlayers]
.DS MaxPlayers
previousEnergyL
.DS [MaxPlayers]
.DS MaxPlayers
previousLeftRange
.DS [MaxPlayers]
.DS MaxPlayers
previousEnergyH
.DS [MaxPlayers]
.DS MaxPlayers
RandBoundaryLow
.ds 2
RandBoundaryHigh
@@ -418,8 +429,52 @@ Xcounter4x4 .DS 1
nibbler4x4 .DS 1
CharCode4x4 .DS 1
;plot4x4color .DS 1 ;1-white, 0-background
; This is moved from display.asm to be easier to relocate
ListOfWeapons
; 0123456789012345678901234567890123456789
; :number_of_offensives dta d" "
;:32 dta d" "
.ds 32*32
ListOfWeapons1End
ListOfDefensiveWeapons
; :number_of_defensives dta d" "
;:16 dta d" "
.ds 16*32
ListOfDefensiveWeaponsEnd ;constant useful when clearing
track_variables
trackn_db .ds TRACKS
trackn_hb .ds TRACKS
trackn_idx .ds TRACKS
trackn_pause .ds TRACKS
trackn_note .ds TRACKS
trackn_volume .ds TRACKS
trackn_distor .ds TRACKS
trackn_shiftfrq .ds TRACKS
trackn_instrx2 .ds TRACKS
trackn_instrdb .ds TRACKS
trackn_instrhb .ds TRACKS
trackn_instridx .ds TRACKS
trackn_instrlen .ds TRACKS
trackn_instrlop .ds TRACKS
trackn_instrreachend .ds TRACKS
trackn_volumeslidedepth .ds TRACKS
trackn_volumeslidevalue .ds TRACKS
trackn_effdelay .ds TRACKS
trackn_effvibratoa .ds TRACKS
trackn_effshift .ds TRACKS
trackn_tabletypespeed .ds TRACKS
trackn_tablenote .ds TRACKS
trackn_tablea .ds TRACKS
trackn_tableend .ds TRACKS
trackn_tablelop .ds TRACKS
trackn_tablespeeda .ds TRACKS
trackn_command .ds TRACKS
trackn_filter .ds TRACKS
trackn_audf .ds TRACKS
trackn_audc .ds TRACKS
trackn_audctl .ds TRACKS
v_aspeed .ds 1
track_endvariables
variablesEnd
;----------------------------------------------------
+157 -150
View File
@@ -61,54 +61,36 @@ tracer
; ------------------------
.proc babymissile
mva #sfx_baby_missile sfx_effect
inc FallDown2
mva #11 ExplosionRadius
jsr CalculateExplosionRange
jmp xmissile
.endp
; ------------------------
.proc missile ;
mva #sfx_baby_missile sfx_effect
inc FallDown2
mva #17 ExplosionRadius
jsr CalculateExplosionRange
jmp xmissile
.endp
; ------------------------
.proc babynuke
mva #sfx_nuke sfx_effect
inc FallDown2
mva #25 ExplosionRadius
jsr CalculateExplosionRange
jmp xmissile
.endp
; ------------------------
.proc nuke
mva #sfx_nuke sfx_effect
inc FallDown2
mva #30 ExplosionRadius
jsr CalculateExplosionRange
jmp xmissile
.endp
; ------------------------
.proc leapfrog
mva #sfx_baby_missile sfx_effect
inc FallDown2
mva #17 ExplosionRadius
jsr CalculateExplosionRange
jsr xmissile
; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil
lda TankNr
pha
mva #1 Erase
jsr drawtanks
mva #0 Erase
jsr SoilDown2
jsr drawtanks
pla
sta TankNr
; it looks like force is divided by 4 here BUT"
; in Flight routine force is multiplied by 2 and left
@@ -127,19 +109,11 @@ tracer
mva #15 ExplosionRadius
jsr CalculateExplosionRange0
mva #sfx_baby_missile sfx_effect
jsr xmissile
jsr xmissile.NoRangeCalc
; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil
lda TankNr
pha
mva #1 Erase
jsr drawtanks
mva #0 Erase
jsr SoilDown2
jsr drawtanks
pla
sta TankNr
; it looks like force is divided by 4 here BUT"
; in Flight routine force is multiplied by 2 and left
@@ -157,13 +131,12 @@ tracer
mva #13 ExplosionRadius
jsr CalculateExplosionRange0
mva #sfx_baby_missile sfx_effect
jmp xmissile
jmp xmissile.NoRangeCalc
EndOfLeapping
rts
.endp
; ------------------------
.proc mirv ; the whole mirv is performed by Flight routine
inc FallDown2
rts
.endp
; ------------------------
@@ -171,27 +144,16 @@ EndOfLeapping
mva #sfx_baby_missile sfx_effect
mwa xtraj+1 xtrajfb
sbw ytraj+1 #$05 ytrajfb ; funky missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
inc FallDown2
;central Explosion
mva #21 ExplosionRadius
jsr CalculateExplosionRange0
jsr xmissile
lda TankNr
pha
mva #1 Erase
jsr drawtanks
mva #0 Erase
jsr xmissile.NoRangeCalc
jsr SoilDown2
;
mva #1 Erase
jsr drawtanks
mva #0 Erase
sta FunkyWallFlag
pla
sta TankNr
jsr cleartanks ; maybe not?
mva #1 color
mva #0 FunkyWallFlag
mva #5 FunkyBombCounter
FunkyBombLoop
mva #1 tracerflag
@@ -210,8 +172,19 @@ FunkyBombLoop
mwa ytrajfb ytraj+1
mva #sfx_funky_hit sfx_effect
jsr Flight
jsr CalculateExplosionRange
mva #0 ExplosionRadius ; if no explosion (off screen)
; if xdraw if over range then fix it
lda xdraw+1
bpl NoOnLeftEdge
lda #0
sta xdraw
sta xdraw+1
NoOnLeftEdge
cpw xdraw #screenwidth
bcc NoOnRightEdge
mwa #screenwidth xdraw
NoOnRightEdge
jsr CalculateExplosionRange ; add end of flight coordinates to soildown range
lda HitFlag
beq NoExplosionInFunkyBomb
mva #sfx_baby_missile sfx_effect
@@ -229,22 +202,17 @@ NoWallsInFunky
.endp
; ------------------------
.proc deathshead
inc FallDown2
mva #30 ExplosionRadius
jsr CalculateExplosionRange
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
sbw xdraw #34
jsr CalculateExplosionRange
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
adw xdraw #68
jsr CalculateExplosionRange
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
@@ -285,7 +253,6 @@ NoLowerCircle
; ------------------------
.proc napalm
mva #sfx_napalm sfx_effect
inc FallDown2
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
@@ -294,7 +261,6 @@ NoLowerCircle
; ------------------------
.proc hotnapalm
mva #sfx_napalm sfx_effect
inc FallDown2
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
@@ -359,7 +325,6 @@ CharOffTheScreen
dec magic
jpl RepeatNapalm
; after napalm
inc FallDown2
;now we must check tanks in range
ldx NumberOfPlayers
dex
@@ -378,7 +343,7 @@ BurnedCheckLoop
@
bcs TankOutOfFire
; let's calculate left edge of the fire
sbw xcircle #(napalmRadius+8+4-4) xdraw ; 10 pixels on left + character width (tank) + half character - correction
sbw xcircle #(napalmRadius+TankWidth+4-4) xdraw ; 10 pixels on left + character width (tank) + half character - correction
bpl @+
mwa #0 xdraw ; left screen edge
@
@@ -407,32 +372,27 @@ EndNurnedCheckLoop
.endp
; ------------------------
.proc babyroller
inc FallDown2
mva #11 ExplosionRadius
jmp xroller
.endp
; ------------------------
.proc roller ;
inc FallDown2
mva #21 ExplosionRadius
jmp xroller
.endp
; ------------------------
.proc heavyroller
inc FallDown2
mva #30 ExplosionRadius
jmp xroller
.endp
; ------------------------
.proc riotbomb
inc FallDown2
mva #17 ExplosionRadius
jsr CalculateExplosionRange
jmp xriotbomb
.endp
; ------------------------
.proc heavyriotbomb
inc FallDown2
mva #29 ExplosionRadius
jsr CalculateExplosionRange
jmp xriotbomb
@@ -441,7 +401,6 @@ EndNurnedCheckLoop
.proc babydigger
mva #sfx_digger sfx_effect
mva #0 sandhogflag
inc FallDown2
mva #13 DigLong
mva #1 diggery ; how many branches (-1)
jmp xdigger
@@ -450,7 +409,6 @@ EndNurnedCheckLoop
.proc digger ;
mva #sfx_digger sfx_effect
mva #0 sandhogflag
inc FallDown2
mva #13 DigLong
mva #3 diggery ; how many branches (-1)
jmp xdigger
@@ -459,7 +417,6 @@ EndNurnedCheckLoop
.proc heavydigger
mva #sfx_digger sfx_effect
mva #0 sandhogflag
inc FallDown2
mva #13 DigLong
mva #7 diggery ; how many branches (-1)
jmp xdigger
@@ -583,7 +540,6 @@ DiggerCharacter
.proc babysandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
inc FallDown2
mva #13 DigLong
mva #1 diggery ; how many branches (-1)
jmp xdigger
@@ -592,7 +548,6 @@ DiggerCharacter
.proc sandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
inc FallDown2
mva #13 DigLong
mva #3 diggery ; how many branches (-1)
jmp xdigger
@@ -601,35 +556,30 @@ DiggerCharacter
.proc heavysandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
inc FallDown2
mva #13 DigLong
mva #5 diggery ; how many branches (-1)
jmp xdigger
.endp
; ------------------------
.proc dirtclod
inc FallDown2
mva #12 ExplosionRadius
jsr CalculateExplosionRange
jmp xdirt
.endp
; ------------------------
.proc dirtball
inc FallDown2
mva #22 ExplosionRadius
jsr CalculateExplosionRange
jmp xdirt
.endp
; ------------------------
.proc tonofdirt
inc FallDown2
mva #31 ExplosionRadius
jsr CalculateExplosionRange
jmp xdirt
.endp
; ------------------------
.proc dirtcharge
inc FallDown2
mva #61 ExplosionRadius
jsr CalculateExplosionRange
jmp ofdirt
@@ -637,7 +587,6 @@ DiggerCharacter
; ------------------------
.proc riotcharge
mva #sfx_riot_blast sfx_effect
inc FallDown2
mva #31 ExplosionRadius
jsr CalculateExplosionRange
jmp cleanDirt
@@ -645,7 +594,6 @@ DiggerCharacter
; ------------------------
.proc riotblast
mva #sfx_riot_blast sfx_effect
inc FallDown2
mva #61 ExplosionRadius
jsr CalculateExplosionRange
jmp cleanDirt
@@ -653,7 +601,7 @@ DiggerCharacter
; ------------------------
.proc liquiddirt
mva #sfx_liquid_dirt sfx_effect
mwa #254 FillCounter
mwa #510 FillCounter
jmp xliquiddirt
.endp
; ------------------------
@@ -719,6 +667,8 @@ LaserMisses
; -----------------
.proc xmissile ;
; -----------------
jsr CalculateExplosionRange
NoRangeCalc
lda #1
sta radius
sta color
@@ -930,7 +880,6 @@ ExplodeNow
mwa ycircle ydraw ;(bad)
; finally a little explosion
jsr CalculateExplosionRange
mva #sfx_baby_missile sfx_effect
jmp xmissile
rts
@@ -1095,7 +1044,7 @@ UpNotYet2
beq FillNow
HowMuchToFallRight3
inw xdraw
cpw xdraw #(screenwidth+1)
cpw xdraw #screenwidth
jne RollinContinuesLiquid
FillNow
; finally one pixel more
@@ -1135,7 +1084,6 @@ ToHighFill
;first, get current parameters (angle+force)
;for an active tank and display them
;(these values are taken from the previous round)
mva #0 Erase
ldx TankNr
@@ -1152,6 +1100,7 @@ ContinueToCheckMaxForce2
lda MaxForceTableL,x
sta ForceTableL,x
@
mva #0 Erase
jsr DisplayStatus ;all digital values like force, angle, wind, etc.
jsr PutTankNameOnScreen
@@ -1189,7 +1138,7 @@ notpressed
lda kbcode
and #%10111111 ; SHIFT elimination
cmp #$08 ; O
cmp #@kbcode._O ; $08 ; O
bne @+
jsr AreYouSure
bit escFlag
@@ -1199,7 +1148,7 @@ QuitToGameover
mva #$40 escFlag
rts
@
cmp #28 ; ESC
cmp #@kbcode._esc ; 28 ; ESC
bne @+
jsr AreYouSure
bit escFlag
@@ -1207,64 +1156,62 @@ QuitToGameover
;---esc pressed-quit game---
rts
@
cmp #$3f ; A
cmp #@kbcode._A ; $3f ; A
bne @+
callActivation
; Hide all tanks - after inventory they may have other shapes
mva #1 Erase
jsr DrawTanks
mva #0 Erase
jsr ClearTanks
jsr DefensivesActivate
jmp afterInventory
@
cmp #$0d ; I
cmp #@kbcode._I ; $0d ; I
bne @+
callInventory
; Hide all tanks - after inventory they may have other shapes
mva #1 Erase
jsr DrawTanks
mva #0 Erase
jsr ClearTanks
;
mva #$ff isInventory
jsr Purchase
afterInventory
mva #0 dmactls ; dark screen
jsr WaitOneFrame
lda #song_ingame
jsr RmtSongSelect
mva #0 escFlag
jsr MakeDarkScreen
jsr DisplayStatus
jsr SetMainScreen
jsr WaitOneFrame
jsr DrawTanks
bit SpyHardFlag
bpl NoSpyHard
jsr SpyHard
NoSpyHard
RmtSong song_ingame
mva #0 escFlag
jsr WaitForKeyRelease
jmp BeforeFire
@
cmp #$8e
cmp #$80|@kbcode._up
jeq CTRLPressedUp
cmp #$8f
cmp #$80|@kbcode._down
jeq CTRLPressedDown
cmp #$ac
cmp #$80|@kbcode._tab
jeq CTRLPressedTAB
and #$3f ;CTRL and SHIFT ellimination
jumpFromStick
cmp #$e
cmp #@kbcode._up ; $e
jeq pressedUp
cmp #$f
cmp #@kbcode._down ; $f
jeq pressedDown
cmp #$6
cmp #@kbcode._left ; $6
jeq pressedLeft
cmp #$7
cmp #@kbcode._right ; $7
jeq pressedRight
cmp #$21
cmp #@kbcode._space ; $21
jeq pressedSpace
cmp #$2c
cmp #@kbcode._tab ; $2c
jeq pressedTAB
cmp #$25 ; M
cmp #@kbcode._M ; $25 ; M
jeq pressedM
cmp #$3e ; S
cmp #@kbcode._S ; $3e ; S
jeq pressedS
jmp notpressed
checkJoy
@@ -1275,7 +1222,8 @@ checkJoy
and #$0f
cmp #$0f
beq notpressedJoy
tay
tay
mva #0 ATRACT ; reset atract mode
lda joyToKeyTable,y
jmp jumpFromStick
notpressedJoy
@@ -1373,11 +1321,10 @@ pressedRight
mva #sfx_set_power_2 sfx_effect
mva #1 Erase
jsr DrawTankNr.BarrelChange
dec AngleTable,x
lda AngleTable,x
cmp #255 ; -1
dec:lda AngleTable,x
cmp #255 ; -1
jne BeforeFire
lda #179
lda #180
sta AngleTable,x
jmp BeforeFire
@@ -1392,7 +1339,7 @@ CTRLPressedRight
sta AngleTable,x
cmp #4 ; smallest angle for speed rotating
jcs BeforeFire
lda #179
lda #180
sta AngleTable,x
jmp BeforeFire
@@ -1469,8 +1416,7 @@ pressedM
; have you tried turning the music off and on again?
lda #$ff
eor:sta noMusic
lda #song_ingame
jsr RmtSongSelect
RmtSong song_ingame
jsr WaitForKeyRelease
jmp BeforeFire
@@ -1485,9 +1431,10 @@ pressedS
pressedSpace
;=================================
;we shoot here!!!
mva #0 pressTimer ; reset
jsr WaitForKeyRelease
lda #0
sta ATRACT ; reset atract mode
sta pressTimer ; reset
jsr WaitForKeyRelease.StillWait
lda pressTimer
cmp #25 ; 1/2s
bcc fire
@@ -1586,7 +1533,7 @@ ShotUnderGround
;xtraj=xtraj+vx - without Wind
;vx=vx+Wind (Wind is a small fraction)
;plot xtraj,ytraj - there is clearing in plot
;goto begin
;goto begin-
@@ -1905,12 +1852,19 @@ EndOfFlight2
@
; tank hit - check defensive weapon of this tank
tax
dex ; index of tank in X
dex ; index of hitted tank in X
ldy TankNr
lda ActiveWeapon,y
cmp #ind_Tracer_________ ; defence not fire by tracers
beq JNoDefence
cmp #ind_Smoke_Tracer___
beq JNoDefence
lda ActiveDefenceWeapon,x
cmp #ind_Bouncy_Castle__ ; Auto Defence
jeq BouncyCastle
cmp #ind_Mag_Deflector__ ; Mag Deflector
beq MagDeflector
JNoDefence
jmp NoDefence
MagDeflector
; now run defensive-aggressive weapon - Mag Deflector!
@@ -1927,7 +1881,7 @@ MagDeflector
bit random ; left or right deflection ?
bpl RightDeflection
LeftDeflection
sbw XHit #18 ; 18 pixels to right and explode...
sbw XHit #18 ; 18 pixels to left and explode...
bit XHit+1 ; if off-screen ...
bpl EndOfMagDeflector ; hit of course but we need RTS
adw XHit #36 ; change to right :)
@@ -1958,10 +1912,15 @@ NoDefence
lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
rts ; END !!!
BouncyCastle
; now in Y we have number of of the attacking player (TankNr) !
lda ActiveWeapon,y
; if Bouncy Castle bounced Funky Bomb - whole screen in range of soil down
cmp #ind_Funky_Bomb_____
bne @+
jsr SetFullScreenSoilRange
@
mva #sfx_shield_on sfx_effect
; now run defensive-aggressive weapon - Bouncy Castle (previously known as Auto Defence)!
sbb #180 LeapFrogAngle Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
mva #1 Erase
lda TankNr
pha ; store TankNr
@@ -1972,13 +1931,18 @@ BouncyCastle
sta ShieldEnergy,x
sta xtraj ; prepare coordinates
sta ytraj
sta xtraj+2
sta ytraj+2
; sta xtraj+2
; sta ytraj+2
sta Erase
jsr DrawTankNr ; draw tank without shield
ldx TankNr ; restore X value :)
; ldx TankNr ; restore X value :) ... but we don't need X now ..
pla
sta TankNr ; restore TankNr value :)
sec
lda #180
sbc LeapFrogAngle
sta Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
mwa XHit xtraj+1
sbw YHit #5 ytraj+1
mva #1 color
@@ -2331,14 +2295,8 @@ MIRValreadyAll
jsr DisplayOffensiveTextNr
; temporary removing tanks from the screen (otherwise they will fall down with soil)
mva TankNr tempor2
mva #1 Erase
jsr drawtanks
mva tempor2 TankNr
mva #0 Erase
jsr SoilDown2
mva #$ff HitFlag ; but why ??
;jsr drawtanks
rts
.endp
; -------------------------------------------------
@@ -2460,8 +2418,7 @@ NextLine2
ldx TankNr
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
jsr SetFullScreenSoilRange
jsr SoilDown2
jsr drawtanks ; for restore PM
jsr SoilDown2.NoClearTanks
rts
; in order to optimize the fragment repeated in both internal loops
@@ -2476,7 +2433,63 @@ InverseScreenByte
sta (temp),y
rts
.endp
; -------------------------------------------------
.proc AutoDefense
; -------------------------------------------------
; This routine is run from inside of the main loop
; X - index of tank
; -------------------------------------------------
jsr PrepareAIShoot.WepTableToTemp
jsr UseBattery
jsr TosserDefensives
rts
.endp
; -------------------------------------------------
.proc SpyHard
; -------------------------------------------------
mvx TankNr TargetTankNr ; save
RepeatSpy
mvx #0 TankNr
CheckNextTankSH
cpx TargetTankNr
beq ThisTankItsMe
lda Energy,x ; only active players
beq ThisTankIsDead
; run SpyHard for tank in X
jsr DisplaySpyInfo
jsr FlashTank
@ jsr GetKey
bit escFlag
bmi SpyHardEnd
cmp #@kbcode._space ; $21 ; Space
beq SpyHardEnd
cmp #@kbcode._ret ; Return key (5200 - fire)
beq SpyHardEnd
cmp #@kbcode._left ; $6
beq SelectNextTank
cmp #@kbcode._right ; $07 ; cursor right
bne @-
ThisTankIsDead
ThisTankItsMe
SelectNextTank
inc TankNr
ldx TankNr
cpx NumberOfPlayers
bne CheckNextTankSH
beq RepeatSpy
SpyHardEnd
mvx TargetTankNr TankNr ; restore
jsr DisplaySpyInfo
mva #0 SpyHardFlag
rts
.endp
.proc DisplaySpyInfo
lda TankStatusColoursTable,x
sta COLOR2 ; set color of status line
jsr PutTankNameOnScreen
jsr DisplayStatus
rts
.endp
; -------------------------------------------------
.proc TankFlying
; -------------------------------------------------
@@ -2486,9 +2499,9 @@ InverseScreenByte
; -------------------------------------------------
; Let's designate the flight altitude.
jsr CheckMaxMountain
cmp #(12+18) ; tank witch shield (12) and max alt (18) check
cmp #(12+18) ; tank with shield (12) and max alt (18) check
bcc IsToHigh
sbc #12 ; tank witch shield high correction
sbc #12 ; tank with shield high correction
bne StoreMaxAlt
IsToHigh
lda #18
@@ -2572,11 +2585,7 @@ ReachSky
adc #0
sta RangeRight+1
; hide tanks and ...
mva #1 Erase
jsr DrawTanks
jsr SoilDown2
mva #0 Erase
jsr DrawTanks
ldx TankNr
; check keyboard/joy and move tank left/right - code copied from BeforeFire
@@ -2619,7 +2628,7 @@ notpressed
lda kbcode
and #%00111111 ; CTRL and SHIFT elimination
cmp #28 ; ESC
cmp #@kbcode._esc ; 28 ; ESC
bne @+
jsr AreYouSure
bit escFlag
@@ -2628,11 +2637,11 @@ notpressed
rts
@
jumpFromStick
cmp #$6
cmp #@kbcode._left ; $6
jeq pressedLeft
cmp #$7
cmp #@kbcode._right ; $7
jeq pressedRight
cmp #$21
cmp #@kbcode._space ; $21
jeq pressedSpace
jmp notpressed
checkJoy
@@ -2663,10 +2672,10 @@ pressedRight
jsr DrawTankNr
mva #0 Erase
lda XtankstableH,x
cmp #>(screenwidth-12) ; tank width correction +4
cmp #>(screenwidth-TankWidth-4) ; tank width correction +4
bne @+
lda XtankstableL,x
cmp #<(screenwidth-12) ; tank width correction +4 pixels
cmp #<(screenwidth-TankWidth-4) ; tank width correction +4 pixels
@ bcs RightScreenEdge
inc XtankstableL,x
sne:inc XtankstableH,x
@@ -2726,10 +2735,10 @@ pressedSpace
; left or right from center of screen ?
ldy #0
lda XtankstableH,x
cmp #>((screenwidth/2)-8)
cmp #>((screenwidth/2)-TankWidth)
bne @+
lda XtankstableL,x
cmp #<((screenwidth/2)-8)
cmp #<((screenwidth/2)-TankWidth)
@ bcc TankOnLeftSide
TankOnRightSide
dey
@@ -2868,11 +2877,7 @@ OnGround
adc #0
sta RangeRight+1
; hide tanks and ...
mva #1 Erase
jsr DrawTanks
jsr SoilDown2
mva #0 Erase
jsr DrawTanks
ldx TankNr
rts
.endp
@@ -2909,11 +2914,13 @@ CheckCollisionWithTankLoop
lda xtankstableL,x
cmp xdraw
@
bcs LeftFromTheTank ;add 8 double byte
bcs LeftFromTheTank
; add 8 double byte
; now we use Y as low byte and A as high byte of checked position (right edge of tank)
; it is tricky but fast and much shorter
clc
adc #8
lda xtankstableL,x
adc #TankWidth
tay
lda xtankstableH,x
adc #0
@@ -2954,7 +2961,7 @@ CheckCollisionWithShieldedTank
bcs LeftFromTheTank
tya ;add 16 double byte
clc
adc #16
adc #TankWidth+4+4
tay
lda xtankstableH,x
adc #0