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+17
-14
@@ -14,10 +14,10 @@ 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.
|
||||
@@ -56,16 +56,19 @@ 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.
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||||
* [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).
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||||
|
||||
| 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.
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||||
| [M] | [PAUSE] | disable/enable background music. |
|
||||
| [S] key | [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). |
|
||||
|
||||
## 5. Game mechanics - offensive weapons
|
||||
|
||||
|
||||
+4
-4
@@ -13,10 +13,10 @@ 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.
|
||||
|
||||
@@ -46,7 +46,35 @@ 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 1.17
|
||||
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
|
||||
@@ -60,7 +88,7 @@ Changes:
|
||||
* 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.
|
||||
* Manuals updated. https://github.com/pkali/scorch_src/releases/tag/v1.16
|
||||
|
||||
|
||||
###### Version 1.13
|
||||
|
||||
@@ -0,0 +1,643 @@
|
||||
;
|
||||
; Raster Music Tracker, RMT Atari routine version 1.20090108
|
||||
; (c) Radek Sterba, Raster/C.P.U., 2002 - 2009
|
||||
; http://raster.atari.org
|
||||
;
|
||||
; Warnings:
|
||||
;
|
||||
; 1. RMT player routine needs 19 itself reserved bytes in zero page (no accessed
|
||||
; from any other routines) as well as cca 1KB of memory before the "PLAYER"
|
||||
; address for frequency tables and functionary variables. It's:
|
||||
; a) from PLAYER-$03c0 to PLAYER for stereo RMTplayer
|
||||
; b) from PLAYER-$0320 to PLAYER for mono RMTplayer
|
||||
;
|
||||
; 2. RMT player routine MUST (!!!) be compiled from the begin of the memory page.
|
||||
; i.e. "PLAYER" address can be $..00 only!
|
||||
;
|
||||
; 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time.
|
||||
;
|
||||
; STEREOMODE equ 0..3 ;0 => compile RMTplayer for 4 tracks mono
|
||||
; ;1 => compile RMTplayer for 8 tracks stereo
|
||||
; ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4
|
||||
; ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4
|
||||
|
||||
TRACKS equ 4
|
||||
; RMT FEATures definitions file
|
||||
; For optimizations of RMT player routine to concrete RMT modul only!
|
||||
icl "feat.txt"
|
||||
;FEAT_EFFECTS equ FEAT_EFFECTVIBRATO||FEAT_EFFECTFSHIFT
|
||||
;
|
||||
; RMT ZeroPage addresses
|
||||
.zpvar p_tis .word
|
||||
p_instrstable = p_tis
|
||||
.zpvar p_trackslbstable .word
|
||||
.zpvar p_trackshbstable .word
|
||||
.zpvar p_song .word
|
||||
.zpvar ns .word
|
||||
.zpvar nr .word
|
||||
.zpvar nt .byte
|
||||
.zpvar reg1 .byte
|
||||
.zpvar reg2 .byte
|
||||
.zpvar reg3 .byte
|
||||
.zpvar tmp .byte
|
||||
.zpvar v_audctl .byte ; de-self-modification vars
|
||||
.zpvar v_ainstrspeed .byte
|
||||
.zpvar v_maxtracklen .byte
|
||||
.zpvar v_abeat .byte
|
||||
.zpvar v_bspeed .byte
|
||||
.zpvar v_speed .byte
|
||||
.zpvar RMTSFXVOLUME .byte
|
||||
|
||||
; MOVED TO variables.asm
|
||||
; org PLAYER-$400+$e0
|
||||
;track_variables
|
||||
;trackn_db .ds TRACKS
|
||||
;trackn_hb .ds TRACKS
|
||||
;trackn_idx .ds TRACKS
|
||||
;trackn_pause .ds TRACKS
|
||||
;trackn_note .ds TRACKS
|
||||
;trackn_volume .ds TRACKS
|
||||
;trackn_distor .ds TRACKS
|
||||
;trackn_shiftfrq .ds TRACKS
|
||||
;trackn_instrx2 .ds TRACKS
|
||||
;trackn_instrdb .ds TRACKS
|
||||
;trackn_instrhb .ds TRACKS
|
||||
;trackn_instridx .ds TRACKS
|
||||
;trackn_instrlen .ds TRACKS
|
||||
;trackn_instrlop .ds TRACKS
|
||||
;trackn_instrreachend .ds TRACKS
|
||||
;trackn_volumeslidedepth .ds TRACKS
|
||||
;trackn_volumeslidevalue .ds TRACKS
|
||||
;trackn_effdelay .ds TRACKS
|
||||
;trackn_effvibratoa .ds TRACKS
|
||||
;trackn_effshift .ds TRACKS
|
||||
;trackn_tabletypespeed .ds TRACKS
|
||||
;trackn_tablenote .ds TRACKS
|
||||
;trackn_tablea .ds TRACKS
|
||||
;trackn_tableend .ds TRACKS
|
||||
;trackn_tablelop .ds TRACKS
|
||||
;trackn_tablespeeda .ds TRACKS
|
||||
;trackn_command .ds TRACKS
|
||||
;trackn_filter .ds TRACKS
|
||||
;trackn_audf .ds TRACKS
|
||||
;trackn_audc .ds TRACKS
|
||||
;trackn_audctl .ds TRACKS
|
||||
;v_aspeed .ds 1
|
||||
;track_endvariables
|
||||
|
||||
INSTRPAR equ 12
|
||||
tabbeganddistor
|
||||
dta frqtabpure-frqtab,$00
|
||||
dta frqtabpure-frqtab,$20
|
||||
dta frqtabpure-frqtab,$40
|
||||
dta frqtabbass1-frqtab,$c0
|
||||
dta frqtabpure-frqtab,$80
|
||||
dta frqtabpure-frqtab,$a0
|
||||
dta frqtabbass1-frqtab,$c0
|
||||
dta frqtabbass2-frqtab,$c0
|
||||
vibtabbeg dta 0,vib1-vib0,vib2-vib0,vib3-vib0
|
||||
vib0 dta 0
|
||||
vib1 dta 1,-1,-1,1
|
||||
vib2 dta 1,0,-1,-1,0,1
|
||||
vib3 dta 1,1,0,-1,-1,-1,-1,0,1,1
|
||||
vibtabnext
|
||||
dta vib0-vib0+0
|
||||
dta vib1-vib0+1,vib1-vib0+2,vib1-vib0+3,vib1-vib0+0
|
||||
dta vib2-vib0+1,vib2-vib0+2,vib2-vib0+3,vib2-vib0+4,vib2-vib0+5,vib2-vib0+0
|
||||
dta vib3-vib0+1,vib3-vib0+2,vib3-vib0+3,vib3-vib0+4,vib3-vib0+5,vib3-vib0+6,vib3-vib0+7,vib3-vib0+8,vib3-vib0+9,vib3-vib0+0
|
||||
.align $100
|
||||
frqtab
|
||||
ERT [<frqtab]!=0 ;* frqtab must begin at the memory page bound! (i.e. $..00 address)
|
||||
frqtabbass1
|
||||
dta $BF,$B6,$AA,$A1,$98,$8F,$89,$80,$F2,$E6,$DA,$CE,$BF,$B6,$AA,$A1
|
||||
dta $98,$8F,$89,$80,$7A,$71,$6B,$65,$5F,$5C,$56,$50,$4D,$47,$44,$3E
|
||||
dta $3C,$38,$35,$32,$2F,$2D,$2A,$28,$25,$23,$21,$1F,$1D,$1C,$1A,$18
|
||||
dta $17,$16,$14,$13,$12,$11,$10,$0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07
|
||||
frqtabbass2
|
||||
dta $FF,$F1,$E4,$D8,$CA,$C0,$B5,$AB,$A2,$99,$8E,$87,$7F,$79,$73,$70
|
||||
dta $66,$61,$5A,$55,$52,$4B,$48,$43,$3F,$3C,$39,$37,$33,$30,$2D,$2A
|
||||
dta $28,$25,$24,$21,$1F,$1E,$1C,$1B,$19,$17,$16,$15,$13,$12,$11,$10
|
||||
dta $0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00
|
||||
frqtabpure
|
||||
dta $F3,$E6,$D9,$CC,$C1,$B5,$AD,$A2,$99,$90,$88,$80,$79,$72,$6C,$66
|
||||
dta $60,$5B,$55,$51,$4C,$48,$44,$40,$3C,$39,$35,$32,$2F,$2D,$2A,$28
|
||||
dta $25,$23,$21,$1F,$1D,$1C,$1A,$18,$17,$16,$14,$13,$12,$11,$10,$0F
|
||||
dta $0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00,$00
|
||||
|
||||
.align $100
|
||||
volumetab
|
||||
dta $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
|
||||
dta $00,$00,$00,$00,$00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01
|
||||
dta $00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01,$02,$02,$02,$02
|
||||
dta $00,$00,$00,$01,$01,$01,$01,$01,$02,$02,$02,$02,$02,$03,$03,$03
|
||||
dta $00,$00,$01,$01,$01,$01,$02,$02,$02,$02,$03,$03,$03,$03,$04,$04
|
||||
dta $00,$00,$01,$01,$01,$02,$02,$02,$03,$03,$03,$04,$04,$04,$05,$05
|
||||
dta $00,$00,$01,$01,$02,$02,$02,$03,$03,$04,$04,$04,$05,$05,$06,$06
|
||||
dta $00,$00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07
|
||||
dta $00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07,$08
|
||||
dta $00,$01,$01,$02,$02,$03,$04,$04,$05,$05,$06,$07,$07,$08,$08,$09
|
||||
dta $00,$01,$01,$02,$03,$03,$04,$05,$05,$06,$07,$07,$08,$09,$09,$0A
|
||||
dta $00,$01,$01,$02,$03,$04,$04,$05,$06,$07,$07,$08,$09,$0A,$0A,$0B
|
||||
dta $00,$01,$02,$02,$03,$04,$05,$06,$06,$07,$08,$09,$0A,$0A,$0B,$0C
|
||||
dta $00,$01,$02,$03,$03,$04,$05,$06,$07,$08,$09,$0A,$0A,$0B,$0C,$0D
|
||||
dta $00,$01,$02,$03,$04,$05,$06,$07,$07,$08,$09,$0A,$0B,$0C,$0D,$0E
|
||||
dta $00,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0A,$0B,$0C,$0D,$0E,$0F
|
||||
;*
|
||||
;* Set of RMT main vectors:
|
||||
;*
|
||||
RASTERMUSICTRACKER
|
||||
jmp rmt_init
|
||||
jmp rmt_play
|
||||
jmp rmt_p3
|
||||
jmp rmt_silence
|
||||
jmp SetPokey
|
||||
jmp rmt_sfx ;* A=note(0,..,60),X=channel(0,..,3 or 0,..,7),Y=instrument*2(0,2,4,..,126)
|
||||
rmt_init
|
||||
stx ns
|
||||
sty ns+1
|
||||
pha
|
||||
; IFT track_endvariables-track_variables>255
|
||||
; ldy #0
|
||||
; tya
|
||||
;ri0 sta track_variables,y
|
||||
; sta track_endvariables-$100,y
|
||||
; iny
|
||||
; bne ri0
|
||||
; ELS
|
||||
ldy #track_endvariables-track_variables
|
||||
lda #0
|
||||
ri0 sta track_variables-1,y
|
||||
dey
|
||||
bne ri0
|
||||
; EIF
|
||||
ldy #4
|
||||
lda (ns),y
|
||||
sta v_maxtracklen
|
||||
iny
|
||||
lda (ns),y
|
||||
sta v_speed
|
||||
ldy #8
|
||||
ri1 lda (ns),y
|
||||
sta p_tis-8,y
|
||||
iny
|
||||
cpy #8+8
|
||||
bne ri1
|
||||
pla
|
||||
pha
|
||||
asl @
|
||||
asl @
|
||||
clc
|
||||
adc p_song
|
||||
sta p_song
|
||||
pla
|
||||
php
|
||||
and #$c0
|
||||
asl @
|
||||
rol @
|
||||
rol @
|
||||
plp
|
||||
adc p_song+1
|
||||
sta p_song+1
|
||||
jsr GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
rmt_silence
|
||||
lda #0
|
||||
sta $d208
|
||||
ldy #3
|
||||
sty $d20f
|
||||
ldy #8
|
||||
si1 sta $d200,y
|
||||
dey
|
||||
bpl si1
|
||||
lda #FEAT_INSTRSPEED
|
||||
rts
|
||||
GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
GetSongLine
|
||||
ldx #0
|
||||
stx v_abeat
|
||||
nn0
|
||||
nn1 txa
|
||||
tay
|
||||
lda (p_song),y
|
||||
cmp #$fe
|
||||
bcs nn2
|
||||
tay
|
||||
lda (p_trackslbstable),y
|
||||
sta trackn_db,x
|
||||
lda (p_trackshbstable),y
|
||||
nn1a sta trackn_hb,x
|
||||
lda #0
|
||||
sta trackn_idx,x
|
||||
lda #1
|
||||
nn1a2 sta trackn_pause,x
|
||||
lda #$80
|
||||
sta trackn_instrx2,x
|
||||
inx
|
||||
xtracks01 cpx #TRACKS
|
||||
bne nn1
|
||||
lda p_song
|
||||
clc
|
||||
xtracks02 adc #TRACKS
|
||||
sta p_song
|
||||
bcc GetTrackLine
|
||||
inc p_song+1
|
||||
nn1b
|
||||
jmp GetTrackLine
|
||||
nn2
|
||||
beq nn3
|
||||
nn2a
|
||||
lda #0
|
||||
beq nn1a2
|
||||
nn3
|
||||
ldy #2
|
||||
lda (p_song),y
|
||||
tax
|
||||
iny
|
||||
lda (p_song),y
|
||||
sta p_song+1
|
||||
stx p_song
|
||||
ldx #0
|
||||
beq nn0
|
||||
GetTrackLine
|
||||
oo0
|
||||
oo0a
|
||||
lda v_speed
|
||||
|
||||
sta v_bspeed
|
||||
ldx #-1
|
||||
oo1
|
||||
inx
|
||||
dec trackn_pause,x
|
||||
bne oo1x
|
||||
oo1b
|
||||
lda trackn_db,x
|
||||
sta ns
|
||||
lda trackn_hb,x
|
||||
sta ns+1
|
||||
oo1i
|
||||
ldy trackn_idx,x
|
||||
inc trackn_idx,x
|
||||
lda (ns),y
|
||||
sta reg1
|
||||
and #$3f
|
||||
cmp #61
|
||||
beq oo1a
|
||||
bcs oo2
|
||||
sta trackn_note,x
|
||||
iny
|
||||
lda (ns),y
|
||||
lsr @
|
||||
and #$3f*2
|
||||
sta trackn_instrx2,x
|
||||
oo1a
|
||||
lda #1
|
||||
sta trackn_pause,x
|
||||
ldy trackn_idx,x
|
||||
inc trackn_idx,x
|
||||
lda (ns),y
|
||||
lsr @
|
||||
ror reg1
|
||||
lsr @
|
||||
ror reg1
|
||||
lda reg1
|
||||
and #$f0
|
||||
sta trackn_volume,x
|
||||
oo1x
|
||||
xtracks03sub1 cpx #TRACKS-1
|
||||
bne oo1
|
||||
lda v_bspeed
|
||||
|
||||
sta v_speed
|
||||
sta v_aspeed
|
||||
jmp InitOfNewSetInstrumentsOnly
|
||||
oo2
|
||||
cmp #63
|
||||
beq oo63
|
||||
lda reg1
|
||||
and #$c0
|
||||
beq oo62_b
|
||||
asl @
|
||||
rol @
|
||||
rol @
|
||||
sta trackn_pause,x
|
||||
jmp oo1x
|
||||
oo62_b
|
||||
iny
|
||||
lda (ns),y
|
||||
sta trackn_pause,x
|
||||
inc trackn_idx,x
|
||||
jmp oo1x
|
||||
oo63
|
||||
lda reg1
|
||||
bmi oo63_1X
|
||||
iny
|
||||
lda (ns),y
|
||||
sta v_bspeed
|
||||
inc trackn_idx,x
|
||||
jmp oo1i
|
||||
oo63_1X
|
||||
cmp #255
|
||||
beq oo63_11
|
||||
iny
|
||||
lda (ns),y
|
||||
sta trackn_idx,x
|
||||
jmp oo1i
|
||||
oo63_11
|
||||
jmp GetSongLine
|
||||
p2xrmtp3 jmp rmt_p3
|
||||
p2x0 dex
|
||||
bmi p2xrmtp3
|
||||
InitOfNewSetInstrumentsOnly
|
||||
p2x1 ldy trackn_instrx2,x
|
||||
bmi p2x0
|
||||
jsr SetUpInstrumentY2
|
||||
jmp p2x0
|
||||
rmt_sfx
|
||||
sta trackn_note,x
|
||||
lda RMTSFXVOLUME ;* sfx note volume*16
|
||||
;* label for sfx note volume parameter overwriting
|
||||
sta trackn_volume,x
|
||||
SetUpInstrumentY2
|
||||
lda (p_instrstable),y
|
||||
sta trackn_instrdb,x
|
||||
sta nt
|
||||
iny
|
||||
lda (p_instrstable),y
|
||||
sta trackn_instrhb,x
|
||||
sta nt+1
|
||||
lda #1
|
||||
sta trackn_filter,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tablelop,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_instrlen,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_instrlop,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_tabletypespeed,x
|
||||
sta trackn_tablespeeda,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_audctl,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_volumeslidedepth,x
|
||||
ldy #8
|
||||
lda (nt),y
|
||||
sta trackn_effdelay,x
|
||||
iny
|
||||
lda (nt),y
|
||||
tay
|
||||
lda vibtabbeg,y
|
||||
sta trackn_effvibratoa,x
|
||||
ldy #10
|
||||
lda (nt),y
|
||||
sta trackn_effshift,x
|
||||
lda #128
|
||||
sta trackn_volumeslidevalue,x
|
||||
sta trackn_instrx2,x
|
||||
asl @
|
||||
sta trackn_instrreachend,x
|
||||
sta trackn_shiftfrq,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tableend,x
|
||||
adc #0
|
||||
sta trackn_instridx,x
|
||||
lda #INSTRPAR
|
||||
sta trackn_tablea,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tablenote,x
|
||||
xata_rtshere
|
||||
rts
|
||||
rmt_play
|
||||
rmt_p0
|
||||
jsr SetPokey
|
||||
rmt_p1
|
||||
rmt_p2
|
||||
dec v_aspeed
|
||||
bne rmt_p3
|
||||
inc v_abeat
|
||||
lda v_abeat
|
||||
|
||||
cmp v_maxtracklen
|
||||
|
||||
beq p2o3
|
||||
jmp GetTrackLine
|
||||
p2o3
|
||||
jmp GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
go_ppnext jmp ppnext
|
||||
rmt_p3
|
||||
lda #>frqtab
|
||||
sta nr+1
|
||||
xtracks05sub1 ldx #TRACKS-1
|
||||
pp1
|
||||
lda trackn_instrhb,x
|
||||
beq go_ppnext
|
||||
sta ns+1
|
||||
lda trackn_instrdb,x
|
||||
sta ns
|
||||
ldy trackn_instridx,x
|
||||
lda (ns),y
|
||||
sta reg1
|
||||
iny
|
||||
lda (ns),y
|
||||
sta reg2
|
||||
iny
|
||||
lda (ns),y
|
||||
sta reg3
|
||||
iny
|
||||
tya
|
||||
cmp trackn_instrlen,x
|
||||
bcc pp2
|
||||
beq pp2
|
||||
lda #$80
|
||||
sta trackn_instrreachend,x
|
||||
pp1b
|
||||
lda trackn_instrlop,x
|
||||
pp2 sta trackn_instridx,x
|
||||
lda reg1
|
||||
and #$0f
|
||||
ora trackn_volume,x
|
||||
tay
|
||||
lda volumetab,y
|
||||
sta tmp
|
||||
lda reg2
|
||||
and #$0e
|
||||
tay
|
||||
lda tabbeganddistor,y
|
||||
sta nr
|
||||
lda tmp
|
||||
ora tabbeganddistor+1,y
|
||||
sta trackn_audc,x
|
||||
InstrumentsEffects
|
||||
lda trackn_effdelay,x
|
||||
beq ei2
|
||||
cmp #1
|
||||
bne ei1
|
||||
lda trackn_shiftfrq,x
|
||||
clc
|
||||
adc trackn_effshift,x
|
||||
clc
|
||||
ldy trackn_effvibratoa,x
|
||||
adc vib0,y
|
||||
sta trackn_shiftfrq,x
|
||||
lda vibtabnext,y
|
||||
sta trackn_effvibratoa,x
|
||||
jmp ei2
|
||||
ei1
|
||||
dec trackn_effdelay,x
|
||||
ei2
|
||||
ldy trackn_tableend,x
|
||||
cpy #INSTRPAR+1
|
||||
bcc ei3
|
||||
lda trackn_tablespeeda,x
|
||||
bpl ei2f
|
||||
ei2c
|
||||
tya
|
||||
cmp trackn_tablea,x
|
||||
bne ei2c2
|
||||
lda trackn_tablelop,x
|
||||
sta trackn_tablea,x
|
||||
bne ei2a
|
||||
ei2c2
|
||||
inc trackn_tablea,x
|
||||
ei2a
|
||||
lda trackn_instrdb,x
|
||||
sta nt
|
||||
lda trackn_instrhb,x
|
||||
sta nt+1
|
||||
ldy trackn_tablea,x
|
||||
lda (nt),y
|
||||
sta trackn_tablenote,x
|
||||
lda trackn_tabletypespeed,x
|
||||
ei2f
|
||||
sec
|
||||
sbc #1
|
||||
sta trackn_tablespeeda,x
|
||||
ei3
|
||||
lda trackn_instrreachend,x
|
||||
bpl ei4
|
||||
lda trackn_volume,x
|
||||
beq ei4
|
||||
tay
|
||||
lda trackn_volumeslidevalue,x
|
||||
clc
|
||||
adc trackn_volumeslidedepth,x
|
||||
sta trackn_volumeslidevalue,x
|
||||
bcc ei4
|
||||
tya
|
||||
sbc #16
|
||||
sta trackn_volume,x
|
||||
ei4
|
||||
lda reg2
|
||||
sta trackn_command,x
|
||||
and #$70
|
||||
beq cmd0
|
||||
cmd1
|
||||
lda reg3
|
||||
jmp cmd0c
|
||||
cmd2
|
||||
cmd3
|
||||
cmd4
|
||||
cmd5
|
||||
cmd6
|
||||
cmd7
|
||||
cmd0
|
||||
lda trackn_note,x
|
||||
clc
|
||||
adc reg3
|
||||
cmd0a
|
||||
clc
|
||||
adc trackn_tablenote,x
|
||||
cmp #61
|
||||
bcc cmd0a1
|
||||
lda #0
|
||||
sta trackn_audc,x
|
||||
lda #63
|
||||
cmd0a1
|
||||
tay
|
||||
lda (nr),y
|
||||
clc
|
||||
adc trackn_shiftfrq,x
|
||||
cmd0c
|
||||
sta trackn_audf,x
|
||||
pp9
|
||||
ppnext
|
||||
dex
|
||||
bmi rmt_p4
|
||||
jmp pp1
|
||||
rmt_p4
|
||||
lda trackn_audctl+0
|
||||
ora trackn_audctl+1
|
||||
ora trackn_audctl+2
|
||||
ora trackn_audctl+3
|
||||
tax
|
||||
qq1
|
||||
stx v_audctl
|
||||
lda trackn_command+0
|
||||
bpl qq2
|
||||
lda trackn_audc+0
|
||||
and #$0f
|
||||
beq qq2
|
||||
lda trackn_audf+0
|
||||
clc
|
||||
adc trackn_filter+0
|
||||
sta trackn_audf+2
|
||||
lda #0
|
||||
sta trackn_audc+2
|
||||
qq1a
|
||||
txa
|
||||
ora #4
|
||||
tax
|
||||
qq2
|
||||
lda trackn_command+1
|
||||
bpl qq3
|
||||
lda trackn_audc+1
|
||||
and #$0f
|
||||
beq qq3
|
||||
lda trackn_audf+1
|
||||
clc
|
||||
adc trackn_filter+1
|
||||
sta trackn_audf+3
|
||||
lda #0
|
||||
sta trackn_audc+3
|
||||
qq2a
|
||||
txa
|
||||
ora #2
|
||||
tax
|
||||
qq3
|
||||
cpx v_audctl
|
||||
bne qq5
|
||||
qq5
|
||||
stx v_audctl
|
||||
rmt_p5
|
||||
lda v_ainstrspeed
|
||||
|
||||
rts
|
||||
SetPokey
|
||||
ldy v_audctl
|
||||
|
||||
lda trackn_audf+0
|
||||
ldx trackn_audc+0
|
||||
sta AUDF1
|
||||
stx AUDC1
|
||||
lda trackn_audf+1
|
||||
ldx trackn_audc+1
|
||||
sta AUDF2
|
||||
stx AUDC2
|
||||
lda trackn_audf+2
|
||||
ldx trackn_audc+2
|
||||
sta AUDF3
|
||||
stx AUDC3
|
||||
lda trackn_audf+3
|
||||
ldx trackn_audc+3
|
||||
sta AUDF4
|
||||
stx AUDC4
|
||||
sty AUDCTL
|
||||
rts
|
||||
RMTPLAYEREND
|
||||
@@ -0,0 +1,40 @@
|
||||
;* --------BEGIN--------
|
||||
;* C:\Atari\rmt\rmt128\scorch_SFX-only-str.rmt
|
||||
FEAT_SFX equ 1
|
||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||
FEAT_NOSTARTINGSONGLINE equ 0
|
||||
FEAT_INSTRSPEED equ 1
|
||||
FEAT_CONSTANTSPEED equ 16 ;(0 times)
|
||||
FEAT_COMMAND1 equ 1 ;(8 times)
|
||||
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||
FEAT_COMMAND4 equ 0 ;(0 times)
|
||||
FEAT_COMMAND5 equ 0 ;(0 times)
|
||||
FEAT_COMMAND6 equ 0 ;(0 times)
|
||||
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
||||
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
||||
FEAT_PORTAMENTO equ 0 ;(0 times)
|
||||
FEAT_FILTER equ 1 ;(22 times)
|
||||
FEAT_FILTERG0L equ 0 ;(0 times)
|
||||
FEAT_FILTERG1L equ 0 ;(0 times)
|
||||
FEAT_FILTERG0R equ 0 ;(0 times)
|
||||
FEAT_FILTERG1R equ 0 ;(0 times)
|
||||
FEAT_BASS16 equ 0 ;(0 times)
|
||||
FEAT_BASS16G1L equ 0 ;(0 times)
|
||||
FEAT_BASS16G3L equ 0 ;(0 times)
|
||||
FEAT_BASS16G1R equ 0 ;(0 times)
|
||||
FEAT_BASS16G3R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
||||
FEAT_TABLETYPE equ 0 ;(0 times)
|
||||
FEAT_TABLEMODE equ 0 ;(0 times)
|
||||
FEAT_TABLEGO equ 1 ;(2 times)
|
||||
FEAT_AUDCTLMANUALSET equ 1 ;(6 times)
|
||||
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
||||
FEAT_EFFECTVIBRATO equ 1 ;(1 times)
|
||||
FEAT_EFFECTFSHIFT equ 1 ;(11 times)
|
||||
;* --------END--------
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+3
-3
@@ -1,6 +1,6 @@
|
||||
.proc talk
|
||||
; 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."
|
||||
|
||||
+33
-7
@@ -525,8 +525,22 @@ 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 +560,7 @@ 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 +573,6 @@ CreditsStart
|
||||
dta d"Warsaw, Miam",d"i"*
|
||||
dta d"2000-202",d"2"*
|
||||
dta d" "*
|
||||
dta d"B",d"y"*
|
||||
dta d" "*
|
||||
dta d"Programmin",d"g"*
|
||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||
dta d"Pawel 'pirx' Kalinowsk",d"i"*
|
||||
@@ -568,27 +580,41 @@ CreditsStart
|
||||
dta d"SFX, Music and Suppor",d"t"*
|
||||
dta d"Michal 'Miker' Szpilowsk",d"i"*
|
||||
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"*
|
||||
.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"*
|
||||
.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
|
||||
|
||||
+6
-8
@@ -7,20 +7,16 @@ 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
|
||||
@@ -29,6 +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
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
;-----------------------------------------------
|
||||
; start of "variables" (RAM)
|
||||
;-----------------------------------------------
|
||||
OptionsHere
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Players : 2 3 4 5 6 "
|
||||
dta d"Cash : none 2K 8K 12K 20K "
|
||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||
dta d"Rounds : 10 20 30 40 50 "
|
||||
dta d"Missiles : slug slow norm fast hare "
|
||||
dta d"Seppuku : nevr rare norm oftn alws "
|
||||
dta d"Mountains: NL BE CZ CH NP "
|
||||
dta d"Walls : none wrap bump boxy rand "
|
||||
;; 01234567890123456789012345678901
|
||||
; dta d"Players: 2 3 4 5 6 "
|
||||
; dta d"Cash :none 2K 8K 12K 20K"
|
||||
; dta d"Gravity:0.2G 0.5G 1G 2G 4G "
|
||||
; dta d"Wind : 1B 3B 5B 7B 9B "
|
||||
; dta d"Rounds : 10 20 30 40 50 "
|
||||
; dta d"Missile:slug slow norm fast hare"
|
||||
; dta d"Seppuku:nevr rare norm oftn alws"
|
||||
; dta d"Hills : NL BE CZ CH NP "
|
||||
; dta d"Walls :none wrap bump boxy rand"
|
||||
OptionsScreenEnd
|
||||
|
||||
;-----------------------------------------------
|
||||
NameScreen2
|
||||
dta d" Tank 01 Name:"
|
||||
NameAdr
|
||||
dta d" "
|
||||
NameScreen4
|
||||
dta d" "
|
||||
NamesOfLevels
|
||||
dta d" HUMAN Moron Shooter "
|
||||
dta d" Poolshark Tosser Chooser "
|
||||
dta d" Spoiler Cyborg Unknown "
|
||||
;------------------------
|
||||
; end of "variables" (RAM)
|
||||
;------------------------
|
||||
|
||||
.endif
|
||||
@@ -0,0 +1,46 @@
|
||||
; @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 $50,$42
|
||||
MoreUpdl
|
||||
.word EmptyLine
|
||||
.byte 0,$42
|
||||
WeaponsListDL
|
||||
.word ListOfWeapons
|
||||
:15 .byte 0,2
|
||||
.byte 0, $42
|
||||
MoreDownDL
|
||||
.word EmptyLine
|
||||
.byte $40,$42
|
||||
.word WeaponsDescription
|
||||
.byte $0,$42
|
||||
PurActDescAddr
|
||||
.word PurchaseDescription
|
||||
.byte $41
|
||||
.word PurchaseDL
|
||||
;------------------------
|
||||
DLCreditsFragm
|
||||
.byte $60+$80
|
||||
.byte $42+$20 ; VSCRL
|
||||
DLCreditsAddr
|
||||
.word Credits
|
||||
:6 .byte $02+$20
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word GameOverDL
|
||||
.endif
|
||||
@@ -1,107 +1,6 @@
|
||||
; @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
|
||||
|
||||
;-----------------------------------------------
|
||||
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)
|
||||
;-----------------------------------------------
|
||||
@@ -111,8 +10,43 @@ OptionsScreen
|
||||
dta d"Welcome to Scorch v. "
|
||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||
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
|
||||
@@ -127,20 +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" "
|
||||
;---------------------------------------------------
|
||||
@@ -161,11 +114,11 @@ GameOverTitle2
|
||||
;-----------------------------------------------------
|
||||
|
||||
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
|
||||
@@ -207,7 +160,6 @@ dl ; MAIN game display list
|
||||
.byte $41
|
||||
.word dl
|
||||
;-----------------------------------------------
|
||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||
OptionsDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
@@ -222,6 +174,7 @@ OptionsDL
|
||||
: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
|
||||
@@ -233,12 +186,23 @@ NameDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word DifficultyTitle
|
||||
.byte $70,$70
|
||||
.byte $70,$70 ; 16 empty lines
|
||||
.byte $42
|
||||
.word NameScreen
|
||||
.byte $30
|
||||
.byte $02,$30+$80,$02
|
||||
.byte $10,$02,$02,$02,$30,$02,$02
|
||||
.byte $30 ; 4 empty lines
|
||||
.byte $42
|
||||
.word NameScreen2
|
||||
.byte $30+$80 ; 4 empty lines + DLI
|
||||
.byte $42
|
||||
.word NameScreen3
|
||||
.byte $10 ; 2 empty lines
|
||||
.byte $42
|
||||
.word NameScreen4
|
||||
.byte $02,$02
|
||||
.byte $30 ; 4 empty lines
|
||||
.byte $42
|
||||
.word NameScreen5
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word NameDL
|
||||
; -------------------------------------------------
|
||||
@@ -249,12 +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
|
||||
@@ -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
|
||||
+45
-3
@@ -1590,14 +1590,24 @@ nextPointChecking
|
||||
lda (modify),y
|
||||
tax
|
||||
NotHigher
|
||||
inw modify
|
||||
cpw modify #(mountaintable+screenwidth)
|
||||
; inw modify
|
||||
; cpw modify #(mountaintable+screenwidth)
|
||||
; --
|
||||
; better code (with Y reg)
|
||||
iny
|
||||
bne @+
|
||||
inc modify+1
|
||||
@
|
||||
lda modify+1
|
||||
cmp #>(mountaintable+screenwidth)
|
||||
bne @+
|
||||
cpy #<screenwidth
|
||||
@
|
||||
bne nextPointChecking
|
||||
txa
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
; -----------------------------------------
|
||||
.proc unPlot
|
||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||
@@ -2171,5 +2181,37 @@ ybarrel
|
||||
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc PMoutofScreen
|
||||
;--------------------------------------------------
|
||||
lda #$00 ; let all P/M disappear
|
||||
:8 sta hposp0+#
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ColorsOfSprites
|
||||
lda TankColoursTable ; colours of sprites under tanks
|
||||
sta PCOLR0
|
||||
lda TankColoursTable+1
|
||||
sta PCOLR1
|
||||
lda TankColoursTable+2
|
||||
sta PCOLR2
|
||||
lda TankColoursTable+3
|
||||
sta PCOLR3
|
||||
LDA TankColoursTable+4
|
||||
STA COLOR3 ; joined missiles (5th tank)
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetPMWidth
|
||||
lda #$00
|
||||
sta sizep0 ; P0-P3 widths
|
||||
sta sizep0+1
|
||||
sta sizep0+2
|
||||
sta sizep0+3
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
rts
|
||||
.endp
|
||||
|
||||
.endif
|
||||
@@ -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 randomizer
|
||||
;usage: randomize floor ceiling
|
||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||
.if :2 < :1
|
||||
.error "floor higher than ceiling"
|
||||
.endif
|
||||
?rand
|
||||
lda random
|
||||
cmp #:1 ;floor
|
||||
bcc ?rand
|
||||
cmp #:2+1 ;ceiling
|
||||
bcs ?rand
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phx
|
||||
txa
|
||||
pha
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phy
|
||||
tya
|
||||
pha
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro plx
|
||||
pla
|
||||
tax
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro ply
|
||||
pla
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro pause
|
||||
;waits :1 number (byte) of frames
|
||||
ldx #:1
|
||||
?PAUSELOOP
|
||||
wait
|
||||
dex
|
||||
bne ?PAUSELOOP
|
||||
.ENDM
|
||||
|
||||
+272
@@ -0,0 +1,272 @@
|
||||
;****************************************************************************
|
||||
;* ATARI 5200 CONSOLE *
|
||||
;* SYSTEM EQUATES *
|
||||
;****************************************************************************
|
||||
; based on https://web.archive.org/web/20200831200348/http://www.atarimuseum.com/videogames/consoles/5200/conv_to_5200.html
|
||||
;
|
||||
; OS VARIABLES FOR 5200
|
||||
;
|
||||
; PAGE 0
|
||||
POKMSK = $00 ;pokmsk at $00 on Atari 5200 instead of $10 on Atari XL
|
||||
RTCLOK = $01 ;Actually $01/$02
|
||||
CRITIC = $03
|
||||
ATRACT = $04 ;attact at $04 on Atari 5200 instead of $4D on Atari XL
|
||||
DLPTRS = $05 ;DLPTRS at $05/$06 on Atari 5200 instead of $230 on Atari XL
|
||||
DMACTLS = $07 ;DMACTLS at $07 on Atari 5200 instead of $22f on Atari XL
|
||||
SSKCTL = skctl ;There is no shadow on Atari 5200
|
||||
PCOLR0 EQU $08 ;P0 COLOR
|
||||
PCOLR1 EQU $09 ;P1 COLOR
|
||||
PCOLR2 EQU $0a ;P2 COLOR
|
||||
PCOLR3 EQU $0b ;P3 COLOR
|
||||
COLOR0 EQU $0c ;COLOR 0
|
||||
COLOR1 EQU $0d
|
||||
COLOR2 EQU $0e
|
||||
COLOR3 EQU $0f
|
||||
COLOR4 EQU $10
|
||||
COLBAKS EQU COLOR4
|
||||
PADDL0 EQU $11
|
||||
PADDL1 EQU $12
|
||||
PADDL2 EQU $13
|
||||
PADDL3 EQU $14
|
||||
PADDL4 EQU $15
|
||||
PADDL5 EQU $16
|
||||
PADDL6 EQU $17
|
||||
PADDL7 EQU $18
|
||||
STICK0 = $19 ;There is no stick0 but we will make the analog stick look like a digital one and store it here
|
||||
STRIG0 = $1a ;There is no strig0 but we will make this the shadow of the TRIG0 ($c010) of GTIA
|
||||
chbas = $1b ;There is no CHBAS but we will make this the shadow of the CHBASE
|
||||
CONSOL = $1c ;There are no console keys on Atari 5200, so we replace console h/w reads with a new shadow based on the keypad keys
|
||||
consol_reset = $07;The constant value representing that no consol key is pressed
|
||||
kbcode = $1d ;There is no keyboard on the Atari 5200, so replace kbcode h/w reads with a byte variable read based on the keypad keys
|
||||
|
||||
; PAGE 2
|
||||
VIMIRQ EQU $0200 ;IMMED IRQ VECTOR
|
||||
VVBLKI EQU $0202 ;IMM VBLK NMI VECTOR
|
||||
VVBLKD EQU $0204 ;DEF VBLK NMI VECTOR
|
||||
VDSLST EQU $0206 ;DSP LIST NMI VECTOR
|
||||
VKEYBD EQU $0208 ;POKEY KB IRQ VECTOR
|
||||
VKEYCNT EQU $020A ;Keypad routine continuation vector
|
||||
BRKKY EQU $023C ;BREAK KEY VECTOR
|
||||
VBREAK EQU $020E ;BRK INST IRQ VECTOR
|
||||
VSERIN EQU $0210 ;POKEY INPUT RDY IRQ
|
||||
VSEROR EQU $0212 ;POKEY OUTPUT RDY
|
||||
VSEROC EQU $0214 ;POKEY OUTPUT DONE
|
||||
VTIMR1 EQU $0216 ;POKEY TIMER 1 IRQ
|
||||
VTIMR2 EQU $0218 ;POKEY TIMER 2 IRQ
|
||||
VTIMR4 EQU $021A ;POKEY TIMER 4 IRQ
|
||||
|
||||
|
||||
ROM_SETTINGS = $bfe8 ; game ROM info start (24 bytes total, 20b title, 2b year, 2b start vector)
|
||||
|
||||
; HARDWARE REGISTERS
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
POKEY EQU $EB00
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
; READ
|
||||
;
|
||||
POT0 EQU POKEY+$00
|
||||
POT1 EQU POKEY+$01
|
||||
POT2 EQU POKEY+$02
|
||||
POT3 EQU POKEY+$03
|
||||
POT4 EQU POKEY+$04
|
||||
POT5 EQU POKEY+$05
|
||||
POT6 EQU POKEY+$06
|
||||
POT7 EQU POKEY+$07
|
||||
ALLPOT EQU POKEY+$08
|
||||
KBCODE_5200 EQU POKEY+$09
|
||||
RANDOM EQU POKEY+$0a
|
||||
POTGO EQU POKEY+$0b
|
||||
SERIN EQU POKEY+$0d
|
||||
IRQST EQU POKEY+$0e
|
||||
SKSTAT EQU POKEY+$0f
|
||||
;
|
||||
; WRITE
|
||||
;
|
||||
AUDF1 EQU POKEY+$00
|
||||
AUDC1 EQU POKEY+$01
|
||||
AUDF2 EQU POKEY+$02
|
||||
AUDC2 EQU POKEY+$03
|
||||
AUDF3 EQU POKEY+$04
|
||||
AUDC3 EQU POKEY+$05
|
||||
AUDF4 EQU POKEY+$06
|
||||
AUDC4 EQU POKEY+$07
|
||||
AUDCTL EQU POKEY+$08
|
||||
STIMER EQU POKEY+$09
|
||||
SKRES EQU POKEY+$0a
|
||||
SEROUT EQU POKEY+$0d
|
||||
IRQEN EQU POKEY+$0e
|
||||
SKCTL EQU POKEY+$0f
|
||||
;
|
||||
;
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
GTIA EQU $C000
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
; WRITE
|
||||
;
|
||||
HPOSP0 EQU GTIA+$00
|
||||
HPOSP1 EQU GTIA+$01
|
||||
HPOSP2 EQU GTIA+$02
|
||||
HPOSP3 EQU GTIA+$03
|
||||
HPOSM0 EQU GTIA+$04
|
||||
HPOSM1 EQU GTIA+$05
|
||||
HPOSM2 EQU GTIA+$06
|
||||
HPOSM3 EQU GTIA+$07
|
||||
SIZEP0 EQU GTIA+$08
|
||||
SIZEP1 EQU GTIA+$09
|
||||
SIZEP2 EQU GTIA+$0a
|
||||
SIZEP3 EQU GTIA+$0b
|
||||
SIZEM EQU GTIA+$0c
|
||||
GRAFP0 EQU GTIA+$0d
|
||||
GRAFP1 EQU GTIA+$0e
|
||||
GRAFP2 EQU GTIA+$0f
|
||||
GRAFP3 EQU GTIA+$10
|
||||
GRAFM EQU GTIA+$11
|
||||
COLPM0 EQU GTIA+$12
|
||||
COLPM1 EQU GTIA+$13
|
||||
COLPM2 EQU GTIA+$14
|
||||
COLPM3 EQU GTIA+$15
|
||||
COLPF0 EQU GTIA+$16
|
||||
COLPF1 EQU GTIA+$17
|
||||
COLPF2 EQU GTIA+$18
|
||||
COLPF3 EQU GTIA+$19
|
||||
COLBAK EQU GTIA+$1a
|
||||
PRIOR EQU GTIA+$1b
|
||||
GPRIOR = PRIOR ; no PRIOR shadow (GPRIOR)
|
||||
VDELAY EQU GTIA+$1c
|
||||
GRACTL EQU GTIA+$1d
|
||||
HITCLR EQU GTIA+$1e
|
||||
CONSOL5200 EQU GTIA+$1f ; no CONSOL in 5200
|
||||
;
|
||||
; READ
|
||||
;
|
||||
M0PF EQU GTIA+$00
|
||||
M1PF EQU GTIA+$01
|
||||
M2PF EQU GTIA+$02
|
||||
M3PF EQU GTIA+$03
|
||||
P0PF EQU GTIA+$04
|
||||
P1PF EQU GTIA+$05
|
||||
P2PF EQU GTIA+$06
|
||||
P3PF EQU GTIA+$07
|
||||
M0PL EQU GTIA+$08
|
||||
M1PL EQU GTIA+$09
|
||||
M2PL EQU GTIA+$0a
|
||||
M3PL EQU GTIA+$0b
|
||||
P0PL EQU GTIA+$0c
|
||||
P1PL EQU GTIA+$0d
|
||||
P2PL EQU GTIA+$0e
|
||||
P3PL EQU GTIA+$0f
|
||||
TRIG0 EQU GTIA+$10
|
||||
TRIG1 EQU GTIA+$11
|
||||
TRIG2 EQU GTIA+$12
|
||||
TRIG3 EQU GTIA+$13
|
||||
PAL EQU GTIA+$14
|
||||
;
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
ANTIC EQU $D400
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
DMACTL EQU ANTIC+$00
|
||||
CHACTL EQU ANTIC+$01
|
||||
DLPTR EQU ANTIC+$02
|
||||
;DLISTH EQU ANTIC+$03
|
||||
HSCROL EQU ANTIC+$04
|
||||
VSCROL EQU ANTIC+$05
|
||||
PMBASE EQU ANTIC+$07
|
||||
CHBASE EQU ANTIC+$09
|
||||
WSYNC EQU ANTIC+$0a
|
||||
VCOUNT EQU ANTIC+$0b
|
||||
PENH EQU ANTIC+$0c
|
||||
PENV EQU ANTIC+$0d
|
||||
NMIEN EQU ANTIC+$0e
|
||||
NMIRES EQU ANTIC+$0f
|
||||
NMIST EQU ANTIC+$0f
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
; Atari ANTIC chip display list equates
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
JUMP EQU $01 ; display list jump instruction (3 byte)
|
||||
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
|
||||
;
|
||||
SCH EQU $10 ; display list horizontal scrolling
|
||||
SCV EQU $20 ; display list vertical scrolling
|
||||
LMS EQU $40 ; display list load memory scan instruction (3 byte)
|
||||
DLII EQU $80 ; display list interrupt instruction
|
||||
;
|
||||
SKIP1 EQU $00 ; display list skip 1 scan line instruction
|
||||
SKIP2 EQU $10 ; display list skip 2 scan lines instruction
|
||||
SKIP3 EQU $20 ; display list skip 3 scan lines instruction
|
||||
SKIP4 EQU $30 ; display list skip 4 scan lines instruction
|
||||
SKIP5 EQU $40 ; display list skip 5 scan lines instruction
|
||||
SKIP6 EQU $50 ; display list skip 6 scan lines instruction
|
||||
SKIP7 EQU $60 ; display list skip 7 scan lines instruction
|
||||
SKIP8 EQU $70 ; display list skip 8 scan lines instruction
|
||||
;
|
||||
MODE2 EQU $02 ; display list mode 2
|
||||
MODE4 EQU $04 ; display list mode 4
|
||||
MODE8 EQU $08 ; display list mode 8
|
||||
MODEE EQU $0E ; display list mode E
|
||||
MODEF EQU $0F ; display list mode F
|
||||
; ---------------------------------------------------------------------------
|
||||
; ENUMS
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
.enum @dmactl
|
||||
blank = %00
|
||||
narrow = %01
|
||||
standard= %10
|
||||
wide = %11
|
||||
missiles= %100
|
||||
players = %1000
|
||||
lineX1 = %10000
|
||||
lineX2 = %00000
|
||||
dma = %100000
|
||||
.ende
|
||||
|
||||
scr48 = @dmactl(wide|dma|players|missiles|lineX1)
|
||||
scr40 = @dmactl(standard|dma|players|missiles|lineX1)
|
||||
scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
||||
|
||||
.enum @pmcntl
|
||||
missiles= %1
|
||||
players = %10
|
||||
trigs = %100
|
||||
.ende
|
||||
|
||||
.enum @gtictl
|
||||
prior0 = %0
|
||||
prior1 = %1
|
||||
prior2 = %10
|
||||
prior4 = %100
|
||||
prior8 = %1000
|
||||
ply5 = %10000 ; Fifth Player Enable
|
||||
mlc = %100000 ; Multiple Color Player Enable
|
||||
mode9 = %01000000
|
||||
mode10 = %10000000
|
||||
mode11 = %11000000
|
||||
.ende
|
||||
/*
|
||||
; commented out to be replaced by the application specific A800 --> 5200 keypad translation
|
||||
.enum @kbcode
|
||||
_0
|
||||
_1
|
||||
_2
|
||||
_3
|
||||
_4
|
||||
_5
|
||||
_6
|
||||
_7
|
||||
_8
|
||||
_9
|
||||
_asterisk = $0a
|
||||
_hash = $0b
|
||||
_start = $0c
|
||||
_pause = $0d
|
||||
_reset = $0e
|
||||
.ende
|
||||
*/
|
||||
@@ -652,3 +652,71 @@ scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
||||
mode10 = %10000000
|
||||
mode11 = %11000000
|
||||
.ende
|
||||
; ---------------------------------------------------------------------------
|
||||
; KBCODEs
|
||||
; ---------------------------------------------------------------------------
|
||||
.enum @kbcode
|
||||
_none = 255
|
||||
_esc = 28
|
||||
_1 = 31
|
||||
_2 = 30
|
||||
_3 = 26
|
||||
_4 = 24
|
||||
_5 = 29
|
||||
_6 = 27
|
||||
_7 = 51
|
||||
_8 = 53
|
||||
_9 = 48
|
||||
_0 = 50
|
||||
_lt = 54
|
||||
_gt = 55
|
||||
_del = 52
|
||||
_tab = 44
|
||||
_Q = 47
|
||||
_W = 46
|
||||
_E = 42
|
||||
_R = 40
|
||||
_T = 45
|
||||
_Y = 43
|
||||
_U = 11
|
||||
_I = 13
|
||||
_O = 8
|
||||
_P = 10
|
||||
_min = 14
|
||||
_up = 14 ; cursor function
|
||||
_eq = 15
|
||||
_down = 15 ; cursor function
|
||||
_ret = 12
|
||||
_A = 63
|
||||
_S = 62
|
||||
_D = 58
|
||||
_F = 56
|
||||
_G = 61
|
||||
_H = 57
|
||||
_J = 1
|
||||
_K = 5
|
||||
_L = 0
|
||||
_semicolon = 2
|
||||
_plus = 6
|
||||
_left = 6 ; cursor function
|
||||
_asterisk = 7
|
||||
_right = 7 ; cursor function
|
||||
_caps = 60
|
||||
_Z = 23
|
||||
_X = 22
|
||||
_C = 18
|
||||
_V = 16
|
||||
_B = 21
|
||||
_N = 36
|
||||
_M = 37
|
||||
_comma = 32
|
||||
_dot = 34
|
||||
_slash = 38
|
||||
_atari = 39
|
||||
_help = 17
|
||||
_F1 = 3
|
||||
_F2 = 4
|
||||
_F3 = 19
|
||||
_F4 = 20
|
||||
_space = 33
|
||||
.ende
|
||||
@@ -77,8 +77,10 @@
|
||||
; WAIT
|
||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||
?zero LDA VCOUNT
|
||||
beq ?zero
|
||||
bpl ?WA
|
||||
cmp #$05
|
||||
bcc ?zero
|
||||
cmp #$70
|
||||
bcc ?WA
|
||||
sbc #10 ; last lines correction
|
||||
?WA cmp VCOUNT
|
||||
beq ?WA
|
||||
@@ -101,7 +103,7 @@
|
||||
sta :1+1
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro randomize
|
||||
.macro randomizer
|
||||
;usage: randomize floor ceiling
|
||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||
.if :2 < :1
|
||||
+372
-200
@@ -4,44 +4,29 @@
|
||||
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
||||
;Miami & Warsaw 2022
|
||||
;you can contact us at pecus@poczta.fm or pirx@5oft.pl
|
||||
;home page of this project is https://github.com/pkali/scorch_src
|
||||
|
||||
;this source code was compiled under OMC65 crossassembler
|
||||
;(https://github.com/pkali/omc65)
|
||||
;and on 2012-06-21 translated to mads
|
||||
;
|
||||
;game source code is split into 5+2 parts:
|
||||
;scorch.asm is the main game code (with many assorted routines)
|
||||
;grafproc.asm - graphics routines like line or circle
|
||||
;textproc.asm - text routines like list of weapons and shop
|
||||
;variables.asm - all non-zero page variables and constans
|
||||
;display.asm - display lists and text screen definitions
|
||||
;ai.asm - artificial stupidity of computer opponents
|
||||
;weapons.asm - general arsenal of tankies
|
||||
;---------------------------------------------------
|
||||
.def TARGET = 800; 5200 ; or 800
|
||||
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
||||
;atari800 -run ${outputFilePath}
|
||||
;---------------------------------------------------
|
||||
|
||||
;we were trying to use as much macros and pseudoops as possible
|
||||
;they are defined in atari.hea and macro.hea files together with many
|
||||
;atari constans. This way it shoud be relatively easy to
|
||||
;port this code to e.g. C64
|
||||
;
|
||||
;After those N years of working on this piece of code
|
||||
;we are sure it would be much wiser to write it in C, Action!
|
||||
;or MadPascal but on the other hand it is so much fun to type 150 chars
|
||||
;where you want to have y=ax+b :)
|
||||
;
|
||||
;originally most variables were in Polish, comments were sparse
|
||||
;but we wanted to release this piece of code to public
|
||||
;and due to being always short of time/energy (to finish the game)
|
||||
;we decided it must go in 'English' to let other people work on it
|
||||
OPT r+ ; saves 12 bytes :O
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.14" ; number of this build (3 bytes)
|
||||
dta d"1.17" ; number of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
lda #:1
|
||||
jsr RMTSongSelect
|
||||
.endm
|
||||
|
||||
;---------------------------------------------------
|
||||
icl 'definitions.asm'
|
||||
|
||||
|
||||
;---------------------------------------------------
|
||||
.zpvar DliColorBack .byte = $63
|
||||
.zpvar xdraw .word = $64 ;variable X for plot
|
||||
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||
.zpvar xbyte .word
|
||||
@@ -83,11 +68,9 @@
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
||||
;.zpvar dliA .byte
|
||||
;.zpvar dliX .byte
|
||||
;.zpvar dliY .byte
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
@@ -103,7 +86,6 @@
|
||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
|
||||
.zpvar ResultY .byte
|
||||
; .zpvar FallDown2 .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
|
||||
@@ -134,7 +116,6 @@
|
||||
.zpvar HowToDraw .byte
|
||||
.zpvar gravity .byte
|
||||
.zpvar LineLength .word
|
||||
;.zpvar LineAddress4x4 .word
|
||||
.zpvar tracerflag .byte
|
||||
.zpvar isInventory .byte
|
||||
.zpvar DifficultyLevel .byte
|
||||
@@ -143,28 +124,97 @@
|
||||
.zpvar L1 .byte
|
||||
|
||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||
.zpvar RMT_Zero_Page_V .byte
|
||||
|
||||
displayposition = modify
|
||||
LineAddress4x4 = temp
|
||||
|
||||
;-------------------------------
|
||||
;-----------------------------------------------
|
||||
; libraries
|
||||
;-----------------------------------------------
|
||||
.IF TARGET = 5200
|
||||
OPT h-f+ ; no headers, single block --> cart bin file
|
||||
icl 'lib/5200SYS.ASM'
|
||||
icl 'lib/5200MACRO.ASM'
|
||||
.enum @kbcode
|
||||
/*
|
||||
_0
|
||||
_1
|
||||
_2
|
||||
_3
|
||||
_4
|
||||
_5
|
||||
_6
|
||||
_7
|
||||
_8
|
||||
_9
|
||||
_asterisk = $0a
|
||||
_hash = $0b
|
||||
_start = $0c
|
||||
_pause = $0d
|
||||
_reset = $0e
|
||||
*/
|
||||
_space = $00
|
||||
_Y = $01
|
||||
_up = $f2 ;02
|
||||
_O = $03
|
||||
_left = $f4 ;04
|
||||
_tab = $05
|
||||
_right = $f6 ;06
|
||||
_A = $07
|
||||
_down = $f8 ;08
|
||||
_I = $09
|
||||
_esc = $0a
|
||||
_ret = $fb ;$0b ;not used in 5200
|
||||
_del = $fc ;$0c ;not used in 5200
|
||||
_M = $0d
|
||||
_S = $0e
|
||||
_none = $0f
|
||||
|
||||
.ende */
|
||||
.ELSE
|
||||
icl 'lib/ATARISYS.ASM'
|
||||
icl 'lib/macro.hea'
|
||||
|
||||
;splash screen and musix
|
||||
icl 'artwork/Scorch50.asm'
|
||||
icl 'lib/MACRO.ASM'
|
||||
icl 'artwork/Scorch50.asm' ; splash screen and musix
|
||||
.ENDIF
|
||||
|
||||
;-----------------------------------------------
|
||||
; variable declarations in RAM (no code)
|
||||
;-----------------------------------------------
|
||||
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1)
|
||||
icl 'variables.asm'
|
||||
|
||||
; Game loading address
|
||||
ORG $3000
|
||||
ORG $4000
|
||||
|
||||
WeaponFont
|
||||
ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||
|
||||
;-----------------------------------------------
|
||||
;Screen displays go here to avoid crossing 4kb barrier
|
||||
;-----------------------------------------------
|
||||
icl 'display.asm'
|
||||
DisplayCopyRom = *
|
||||
org display, DisplayCopyRom
|
||||
DisplayCopyStart
|
||||
icl 'display_main_menu.asm'
|
||||
DisplayCopyEnd
|
||||
org DisplayCopyRom + (DisplayCopyEnd - DisplayCopyStart)
|
||||
|
||||
DisplayCopyPurchaseDlROM = *
|
||||
org DisplayCopyPurchase, DisplayCopyPurchaseDlROM
|
||||
DisplayCopyPurchaseStart
|
||||
icl 'display_purchasedl.asm'
|
||||
DisplayCopyPurchaseEnd
|
||||
org DisplayCopyPurchaseDlROM + (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart)
|
||||
|
||||
StatusBufferROM = *
|
||||
org StatusBufferCopy, StatusBufferROM
|
||||
StatusBufferCopyStart
|
||||
icl 'display_status.asm'
|
||||
StatusBufferCopyEnd
|
||||
org StatusBufferROM + (StatusBufferCopyEnd - StatusBufferCopyStart)
|
||||
|
||||
|
||||
icl 'display_static.asm'
|
||||
;----------------------------------------------
|
||||
|
||||
;--------------------------------------------------
|
||||
@@ -202,6 +252,23 @@ FirstSTART
|
||||
cpy #screenheight+1
|
||||
bne @-
|
||||
|
||||
.IF TARGET = 800
|
||||
lda PAL
|
||||
and #%00001110
|
||||
bne NoRMT_PALchange
|
||||
;it is PAL here
|
||||
; Change RMT to PAL version
|
||||
; 5 values in RMT file
|
||||
; not elegant :(
|
||||
mva #$06 MODUL-6+$941
|
||||
mva #$10 MODUL-6+$a43
|
||||
mva #$06 MODUL-6+$b9d
|
||||
mva #$04 MODUL-6+$bd2
|
||||
mva #$08 MODUL-6+$e17
|
||||
mva #$06 MODUL-6+$e3d
|
||||
NoRMT_PALchange
|
||||
.ENDIF
|
||||
|
||||
|
||||
; RMT INIT
|
||||
lda #$f0 ;initial value
|
||||
@@ -210,20 +277,24 @@ FirstSTART
|
||||
lda #$ff ;initial value
|
||||
sta sfx_effect
|
||||
|
||||
lda #0
|
||||
jsr RmtSongSelect
|
||||
RMTSong 0
|
||||
|
||||
.IF TARGET = 5200
|
||||
mva #$0f STICK0
|
||||
mva #$04 CONSOL5200 ;Speaker off, Pots enabled, port #1 selected
|
||||
mwa #kb_continue VKEYCNT ;Keyboard handler
|
||||
.ENDIF
|
||||
VMAIN VBLinterrupt,7 ;jsr SetVBL
|
||||
|
||||
mva #2 chactl ; necessary for 5200
|
||||
|
||||
START
|
||||
; Startup sequence
|
||||
jsr Initialize
|
||||
|
||||
;jsr GameOverScreen ; only for test !!!
|
||||
|
||||
lda #song_main_menu
|
||||
jsr RmtSongSelect
|
||||
|
||||
RMTSong song_main_menu
|
||||
|
||||
jsr Options ;startup screen
|
||||
jsr MakeDarkScreen
|
||||
@@ -242,12 +313,7 @@ MainGameLoop
|
||||
jsr SetWallsType
|
||||
; first set default barrel lengths (fix for Long Schlong activation :) )
|
||||
; we must do it before purchase/activate
|
||||
ldx #(MaxPlayers-1)
|
||||
SettingBarrel
|
||||
lda #StandardBarrel ; standard barrel length
|
||||
sta BarrelLength,x
|
||||
dex
|
||||
bpl SettingBarrel
|
||||
jsr SetStandardBarrels
|
||||
|
||||
jsr CallPurchaseForEveryTank
|
||||
|
||||
@@ -281,8 +347,7 @@ SettingBarrel
|
||||
; Results are number of other deaths
|
||||
; before the player dies itself
|
||||
|
||||
lda #song_round_over
|
||||
jsr RmtSongSelect
|
||||
RmtSong song_round_over
|
||||
jsr DisplayResults
|
||||
|
||||
jsr DemoModeOrKey
|
||||
@@ -385,7 +450,7 @@ GoGameOver
|
||||
NoGameOverYet
|
||||
inc CurrentRoundNr
|
||||
jsr MakeDarkScreen ; issue #72
|
||||
jsr RmtSongSelect
|
||||
; jsr RmtSongSelect ; ?????
|
||||
mva #sfx_silencer sfx_effect
|
||||
jsr PMoutofscreen
|
||||
|
||||
@@ -402,8 +467,7 @@ NoGameOverYet
|
||||
; the shooting angle is randomized
|
||||
; of course gains an loses are zeroed
|
||||
|
||||
lda #song_ingame
|
||||
jsr RmtSongSelect
|
||||
RmtSong song_ingame
|
||||
|
||||
jsr SetPMWidth
|
||||
lda #0
|
||||
@@ -457,16 +521,15 @@ SettingEnergies
|
||||
jsr calculatemountains ;let mountains be easy for the eye
|
||||
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
|
||||
|
||||
|
||||
mwa #StatusBufferROM temp
|
||||
mwa #StatusBufferCopy temp2
|
||||
mwa #StatusBufferCopyEnd+1 modify
|
||||
jsr CopyFromROM
|
||||
|
||||
jsr SetMainScreen
|
||||
jsr ColorsOfSprites
|
||||
|
||||
; lda #90 ; barrel fully erect
|
||||
; ldx #MaxPlayers-1
|
||||
;@ sta previousBarrelAngle,x
|
||||
; dex
|
||||
; bpl @-
|
||||
|
||||
|
||||
jsr drawmountains ;draw them
|
||||
jsr drawtanks ;finally draw tanks
|
||||
|
||||
@@ -570,7 +633,7 @@ RoboTanks
|
||||
jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) )
|
||||
jsr MoveBarrelToNewPosition
|
||||
lda kbcode
|
||||
cmp #28 ; ESC
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
@ lda escFlag
|
||||
@@ -632,16 +695,9 @@ ShootNow
|
||||
lda HitFlag ;0 if missed
|
||||
beq missed
|
||||
|
||||
lda #0
|
||||
; sta FallDown2
|
||||
jsr Explosion
|
||||
|
||||
continueMainRoundLoopAfterSeppuku
|
||||
;here we clear offensive text (after a shoot)
|
||||
;ldy TankNr
|
||||
;mva #0 plot4x4color
|
||||
;jsr DisplayOffensiveTextNr
|
||||
|
||||
|
||||
AfterExplode
|
||||
jsr SoilDown2 ; allways
|
||||
@@ -659,9 +715,8 @@ NoExistNoFall
|
||||
dex
|
||||
bpl TanksFallDown
|
||||
mvx tempor2 TankNr
|
||||
missed
|
||||
|
||||
; TODO: IS IT OK??? possibly a fix here needed for #56
|
||||
missed
|
||||
ldy WeaponDepleted
|
||||
bne @+
|
||||
ldx TankNr
|
||||
@@ -670,7 +725,6 @@ missed
|
||||
@
|
||||
|
||||
;here we clear offensive text (after a shoot)
|
||||
;shit -- it's second time, but it must be like this
|
||||
ldy TankNr
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
@@ -742,7 +796,6 @@ NoPlayerNoDeath
|
||||
;clear NoDeathCounter here
|
||||
sta noDeathCounter
|
||||
|
||||
|
||||
; display defensive text here (well, defensive
|
||||
; is not the real meaning, it should be pre-death,
|
||||
; but I am too lazy to change names of variables)
|
||||
@@ -794,7 +847,6 @@ NoPlayerNoDeath
|
||||
;cleanup of the soil fall down ranges (left and right)
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
; sta FallDown2
|
||||
mwa #screenwidth RangeLeft
|
||||
|
||||
; We are randomizing the weapon now.
|
||||
@@ -901,11 +953,10 @@ NotNegativeShieldEnergy
|
||||
;---------------------------------
|
||||
.proc Seppuku
|
||||
lda #0
|
||||
;sta FallDown2
|
||||
sta ydraw+1
|
||||
; get position of the tank
|
||||
ldx TankNr
|
||||
lda #0 ; turn off defense weapons when hara-kiring
|
||||
; lda #0 ; turn off defense weapons when hara-kiring
|
||||
sta ActiveDefenceWeapon,x
|
||||
sta ShieldEnergy,x
|
||||
jsr SetupXYdraw
|
||||
@@ -973,27 +1024,6 @@ B0 DEY
|
||||
sta MaxForceTableL,x
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc PMoutofScreen
|
||||
;--------------------------------------------------
|
||||
lda #$00 ; let all P/M disappear
|
||||
:8 sta hposp0+#
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ColorsOfSprites
|
||||
lda TankColoursTable ; colours of sprites under tanks
|
||||
sta PCOLR0
|
||||
lda TankColoursTable+1
|
||||
sta PCOLR1
|
||||
lda TankColoursTable+2
|
||||
sta PCOLR2
|
||||
lda TankColoursTable+3
|
||||
sta PCOLR3
|
||||
LDA TankColoursTable+4
|
||||
STA COLOR3 ; joined missiles (5th tank)
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WeaponCleanup;
|
||||
@@ -1095,18 +1125,7 @@ MakeTanksVisible
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetPMWidth
|
||||
lda #$00
|
||||
sta sizep0 ; P0-P3 widths
|
||||
sta sizep0+1
|
||||
sta sizep0+2
|
||||
sta sizep0+3
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGraph
|
||||
/* .proc DLIinterruptGraph
|
||||
;sta dliA
|
||||
;sty dliY
|
||||
pha
|
||||
@@ -1114,9 +1133,10 @@ MakeTanksVisible
|
||||
ldy dliCounter
|
||||
lda dliColorsBack,y
|
||||
ldy dliColorsFore
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop
|
||||
nop
|
||||
nop
|
||||
.ENDIF
|
||||
sta COLPF1
|
||||
sty COLPF2
|
||||
inc dliCounter
|
||||
@@ -1125,6 +1145,26 @@ MakeTanksVisible
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp */
|
||||
|
||||
.proc DLIinterruptGraph
|
||||
pha
|
||||
lda dliColorsFore
|
||||
nop
|
||||
nop
|
||||
nop
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop
|
||||
|
||||
.ENDIF
|
||||
sta COLPF2
|
||||
lda DliColorBack
|
||||
sta COLPF1
|
||||
eor #$02
|
||||
sta DliColorBack
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptOptions
|
||||
@@ -1148,44 +1188,29 @@ MakeTanksVisible
|
||||
lda dliCounter
|
||||
bne EndofPMG
|
||||
lda #%00100001 ; playfield after P/M - prior=1
|
||||
STA WSYNC
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
EndofPMG
|
||||
cmp #1
|
||||
bne ColoredLines
|
||||
lda #%00100100 ; playfield before P/M
|
||||
STA WSYNC
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
ColoredLines
|
||||
cmp #9
|
||||
beq CreditsScroll
|
||||
tay
|
||||
lda GameOverColoursTable-3,y ; -2 becouse this is DLI nr 2 and -1 (labels line)
|
||||
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
|
||||
ldy #$0a ; text colour (brightnes)
|
||||
STA WSYNC
|
||||
;STA WSYNC
|
||||
sta COLPF2
|
||||
sty COLPF1
|
||||
bne EndOfDLI_GO
|
||||
CreditsScroll
|
||||
lda #$00
|
||||
sta COLPF2
|
||||
inc CreditsVScrol
|
||||
lda CreditsVScrol
|
||||
cmp #32 ;not too fast
|
||||
beq nextlinedisplay
|
||||
:2 lsr ;not too fast
|
||||
sta VSCROL
|
||||
jmp EndOfDLI_GO
|
||||
nextlinedisplay
|
||||
lda #0
|
||||
sta CreditsVScrol
|
||||
sta VSCROL
|
||||
adw DLCreditsAddr #40
|
||||
cpw DLCreditsAddr #CreditsLastLine
|
||||
bne EndOfDLI_GO
|
||||
mwa #Credits DLCreditsAddr
|
||||
EndOfDLI_GO
|
||||
inc dliCounter
|
||||
ply
|
||||
@@ -1196,8 +1221,9 @@ EndOfDLI_GO
|
||||
.proc DLIinterruptText
|
||||
;sta dliA
|
||||
pha
|
||||
sta WSYNC
|
||||
mva #TextBackgroundColor COLPF2
|
||||
lda #TextBackgroundColor
|
||||
;sta WSYNC
|
||||
sta COLPF2
|
||||
mva #TextForegroundColor COLPF3
|
||||
;lda dliA
|
||||
pla
|
||||
@@ -1206,10 +1232,8 @@ DLIinterruptNone
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc VBLinterrupt
|
||||
pha
|
||||
phx
|
||||
phy
|
||||
mva #0 dliCounter
|
||||
mva #$02 DliColorBack
|
||||
|
||||
lda PAL
|
||||
and #%00001110
|
||||
@@ -1218,13 +1242,15 @@ DLIinterruptNone
|
||||
dec NTSCcounter
|
||||
bne itsPAL
|
||||
mva #6 NTSCcounter
|
||||
bne exitVBL ; skip doing VBL things each 6 frames in Amerika, Amerika
|
||||
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
|
||||
; We're all living in Amerika, Coca Cola, Wonderbra
|
||||
|
||||
itsPAL
|
||||
; pressTimer is trigger tick counter. always 50 ticks / s
|
||||
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||
|
||||
SkippedIfNTSC
|
||||
|
||||
bit RMT_blocked
|
||||
bmi SkipRMTVBL
|
||||
; ------- RMT -------
|
||||
@@ -1243,12 +1269,90 @@ lab2
|
||||
jsr RASTERMUSICTRACKER+3 ;1 play
|
||||
; ------- RMT -------
|
||||
SkipRMTVBL
|
||||
exitVBL
|
||||
ply
|
||||
plx
|
||||
bit ScrollFlag
|
||||
bpl EndOfCreditsVBI
|
||||
CreditsVBI
|
||||
inc CreditsVScrol
|
||||
lda CreditsVScrol
|
||||
cmp #32 ;not too fast
|
||||
beq nextlinedisplay
|
||||
:2 lsr ;not too fast
|
||||
sta VSCROL
|
||||
jmp EndOfCreditsVBI
|
||||
nextlinedisplay
|
||||
lda #0
|
||||
sta CreditsVScrol
|
||||
sta VSCROL
|
||||
clc
|
||||
lda DLCreditsAddr
|
||||
adc #40
|
||||
sta DLCreditsAddr
|
||||
bcc @+
|
||||
inc DLCreditsAddr+1
|
||||
@
|
||||
cmp #<CreditsLastLine
|
||||
bne EndOfCreditsVBI
|
||||
lda DLCreditsAddr+1
|
||||
cmp #>CreditsLastLine
|
||||
bne EndOfCreditsVBI
|
||||
; adw DLCreditsAddr #40
|
||||
; cpw DLCreditsAddr #CreditsLastLine
|
||||
; bne EndOfCreditsVBI
|
||||
mwa #Credits DLCreditsAddr
|
||||
EndOfCreditsVBI
|
||||
.IF TARGET = 5200
|
||||
center = 114 ;Read analog stick and make it look like a digital stick
|
||||
threshold = 60
|
||||
|
||||
lda paddl0 ;Read POT0 value (horizontal position)
|
||||
cmp #center+threshold ;Compare with right threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with left threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda paddl1 ;Read POT1 value (vertical position)
|
||||
cmp #center+threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda stick0 ;0 indicates a press so the right/down values need to be inverted
|
||||
eor #2+8
|
||||
and #$0f
|
||||
sta stick0
|
||||
|
||||
mva trig0 strig0 ;Move hardware to shadow
|
||||
|
||||
mva chbas chbase
|
||||
|
||||
lda skstat ;Reset consol key shadow is no key is pressed anymore
|
||||
and #4
|
||||
beq @+
|
||||
mva #consol_reset consol
|
||||
mva #@kbcode._none kbcode
|
||||
@
|
||||
|
||||
pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.ELSE
|
||||
jmp XITVBV
|
||||
.ENDIF
|
||||
.endp
|
||||
.IF TARGET = 5200
|
||||
.proc kb_continue
|
||||
sta kbcode ;Store key code in shadow.
|
||||
exit pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
.ENDIF
|
||||
;----------------------------------------------
|
||||
.proc RandomizeSequence0
|
||||
ldx #0
|
||||
@@ -1466,7 +1570,7 @@ Bubble
|
||||
BubbleBobble
|
||||
lda TempResults,x
|
||||
cmp TempResults+1,x
|
||||
beq nextishigher ; this is to block hangs when 2 same values meet
|
||||
beq nextishigher ; this is to block hangs when 2 equal values meet
|
||||
bcc nextishigher
|
||||
;here we must swap values
|
||||
;because next is smaller than previous
|
||||
@@ -1518,15 +1622,18 @@ SetRandomWalls
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
@
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
beq checkJoyGetKey ; key not pressed, check Joy
|
||||
cmp #$f7 ; SHIFT
|
||||
beq checkJoyGetKey
|
||||
|
||||
.ENDIF
|
||||
lda kbcode
|
||||
cmp #@kbcode._none
|
||||
beq checkJoyGetKey
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
cmp #28 ; ESC
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne getkeyend
|
||||
mvx #$80 escFlag
|
||||
bne getkeyend
|
||||
@@ -1547,9 +1654,11 @@ notpressedJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
bne @-
|
||||
lda #$0c ;Return key
|
||||
lda #@kbcode._ret ;Return key
|
||||
|
||||
getkeyend
|
||||
ldx #0
|
||||
stx ATRACT ; reset atract mode
|
||||
mvx #sfx_keyclick sfx_effect
|
||||
rts
|
||||
.endp
|
||||
@@ -1566,19 +1675,26 @@ getkeyend
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
mva #128-KeyRepeatSpeed pressTimer ; tricky
|
||||
StillWait
|
||||
bit pressTimer
|
||||
bmi KeyReleased
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
bne WaitForKeyRelease
|
||||
bne StillWait
|
||||
lda STRIG0
|
||||
beq WaitForKeyRelease
|
||||
beq StillWait
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
bne WaitForKeyRelease
|
||||
bne StillWait
|
||||
lda CONSOL
|
||||
and #%00000110 ; Select and Option only
|
||||
cmp #%00000110
|
||||
bne WaitForKeyRelease
|
||||
bne StillWait
|
||||
.ENDIF
|
||||
KeyReleased
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -1606,26 +1722,25 @@ checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
|
||||
;pause 150
|
||||
ldy #75
|
||||
jsr PauseYFrames
|
||||
jmp noKey
|
||||
rts
|
||||
|
||||
peopleAreHere
|
||||
jsr getkey
|
||||
noKey
|
||||
rts
|
||||
jmp getkey ; jsr:rts
|
||||
.endp
|
||||
|
||||
MakeDarkScreen
|
||||
mva #0 dmactls ; dark screen
|
||||
sta dmactl
|
||||
; and wait one frame :)
|
||||
.proc WaitOneFrame
|
||||
lda CONSOL
|
||||
and #%00000101 ; Start + Option
|
||||
bne @+
|
||||
mva #$40 escFlag
|
||||
@ and #%00000001 ; START KEY
|
||||
beq @+
|
||||
wait
|
||||
@ rts
|
||||
sne:mva #$40 escFlag
|
||||
and #%00000001 ; START KEY
|
||||
seq:wait
|
||||
rts
|
||||
.endp
|
||||
|
||||
.proc PauseYFrames
|
||||
; Y - number of frames to wait (divided by 2)
|
||||
; pauses for maximally 510 frames (255 * 2)
|
||||
@@ -1641,7 +1756,7 @@ MakeDarkScreen
|
||||
;--------------------------------------------------
|
||||
; starting song line 0-255 to A reg
|
||||
cmp #song_ingame
|
||||
bne noingame ; noMusic blck onlu ingame song
|
||||
bne noingame ; noMusic blocks only ingame song
|
||||
bit noMusic
|
||||
spl:lda #song_silencio
|
||||
noingame
|
||||
@@ -1652,58 +1767,115 @@ noingame
|
||||
mva #0 RMT_blocked
|
||||
rts
|
||||
.endp
|
||||
;;--------------------------------------------------
|
||||
;.proc Randomizer
|
||||
;;--------------------------------------------------
|
||||
; ;usage: randomize floor ceiling
|
||||
; ;returns (in A) a random .byte between "floor" and "ceiling"
|
||||
;?rand
|
||||
; lda random
|
||||
; cmp #:1 ;floor
|
||||
; bcc ?rand
|
||||
; cmp #:2+1 ;ceiling
|
||||
; bcs ?rand
|
||||
; rts
|
||||
;.endp
|
||||
;-------------------------------------------------
|
||||
.proc CopyFromROM
|
||||
;-------------------------------------------------
|
||||
;copy from CART to RAM
|
||||
; trashes: Y
|
||||
; temp: source
|
||||
; temp2: destination
|
||||
; modify: destination-end
|
||||
;usage:
|
||||
; mwa #DisplayCopyRom temp
|
||||
; mwa #display temp2
|
||||
; mwa #DisplayCopyEnd+1 modify
|
||||
; jsr CopyFromROM
|
||||
|
||||
ldy #0
|
||||
@ lda (temp),y
|
||||
sta (temp2),y
|
||||
inw temp
|
||||
inw temp2
|
||||
cpw temp2 modify
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.macro randomize floor ceiling
|
||||
;--------------------------------------------------
|
||||
;usage: randomize floor ceiling
|
||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||
jsr _randomizator
|
||||
.byte :floor
|
||||
.byte :ceiling
|
||||
.endm
|
||||
|
||||
.proc _randomizator
|
||||
; private function that accompanies `randomize` macro
|
||||
; trashes: magic, temp, Y
|
||||
pla
|
||||
sta magic
|
||||
pla
|
||||
sta magic+1
|
||||
ldy #1 ; add 1 to the value got from the stack to point to the input parameters
|
||||
lda (magic),y
|
||||
sta temp
|
||||
iny
|
||||
lda (magic),y
|
||||
sta temp+1
|
||||
|
||||
?rand
|
||||
lda random
|
||||
cmp temp ;floor
|
||||
bcc ?rand
|
||||
cmp temp+1 ;ceiling
|
||||
bcs ?rand
|
||||
tay ; save the result
|
||||
|
||||
; point the PC to a byte after the parameters
|
||||
clc
|
||||
lda magic
|
||||
adc #2 ; length of the parameters in bytes
|
||||
sta magic
|
||||
lda magic+1
|
||||
adc #0
|
||||
pha
|
||||
lda magic
|
||||
pha
|
||||
tya ; retrieve the result
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
icl 'weapons.asm'
|
||||
icl 'constants.asm'
|
||||
;----------------------------------------------
|
||||
icl 'textproc.asm'
|
||||
;----------------------------------------------
|
||||
icl 'grafproc.asm'
|
||||
;----------------------------------------------
|
||||
icl 'ai.asm'
|
||||
icl 'weapons.asm'
|
||||
;----------------------------------------------
|
||||
icl 'constants.asm'
|
||||
icl 'ai.asm'
|
||||
;----------------------------------------------
|
||||
icl 'artwork/talk.asm'
|
||||
;----------------------------------------------
|
||||
TankFont
|
||||
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
||||
;----------------------------------------------
|
||||
icl 'variables.asm'
|
||||
;----------------------------------------------
|
||||
|
||||
; reserved space for RMT player
|
||||
.ds $0320
|
||||
.align $100
|
||||
PLAYER
|
||||
.ECHO 'PLAYER: ',*
|
||||
icl 'artwork/sfx/rmtplayr.a65'
|
||||
|
||||
MODUL equ $b000 ;address of RMT module
|
||||
opt h- ;RMT module is standard Atari binary file already
|
||||
ins "artwork/sfx/scorch_str6.rmt" ;include music RMT module
|
||||
opt h+
|
||||
;
|
||||
;RMT PLAYER and song loading shenaningans
|
||||
icl 'artwork/sfx/rmtplayr_modified.asm'
|
||||
org $b000
|
||||
MODUL ; equ $b000 ;address of RMT module
|
||||
;opt h- ;RMT module is standard Atari binary file already
|
||||
ins "artwork/sfx/scorch_str6-NTSC.rmt",+6 ;include music RMT module
|
||||
;opt h+
|
||||
MODULEND
|
||||
;----------------------------------------------
|
||||
org $bf80
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;----------------------------------------------
|
||||
.IF target = 5200
|
||||
.IF * > ROM_SETTINGS-1
|
||||
.ERROR 'Code too long to fit in 5200'
|
||||
.ENDIF
|
||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||
; "01234567890123456789"
|
||||
.byte " scorch 5200 v" ;20 characters title
|
||||
build ; " "
|
||||
.byte " "
|
||||
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
|
||||
.word FirstSTART
|
||||
.ELSE
|
||||
run FirstSTART
|
||||
.ENDIF
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+89
-76
@@ -18,11 +18,13 @@
|
||||
|
||||
jsr clearscreen ;let the screen be clean
|
||||
|
||||
mwa #DisplayCopyRom temp
|
||||
mwa #display temp2
|
||||
mwa #DisplayCopyEnd+1 modify
|
||||
jsr CopyFromROM
|
||||
|
||||
mwa #OptionsDL dlptrs
|
||||
; lda dmactls
|
||||
; and #$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
|
||||
@@ -276,6 +278,15 @@ 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 +295,8 @@ 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
|
||||
@@ -317,7 +330,7 @@ GoToActivation
|
||||
tax
|
||||
NextChar03
|
||||
lda tanksnames,x
|
||||
sta textbuffer2+8,y
|
||||
sta purchaseTextBuffer+8,y
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
@@ -335,7 +348,7 @@ 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
|
||||
@@ -385,19 +398,19 @@ ChoosingItemForPurchase
|
||||
jsr getkey
|
||||
bit escFlag
|
||||
spl:jmp WaitForKeyRelease ; like jsr ... : rts
|
||||
cmp #$2c ; Tab
|
||||
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
|
||||
|
||||
@@ -1057,7 +1070,7 @@ 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)
|
||||
|
||||
@@ -1124,20 +1137,20 @@ YesLetter
|
||||
@ stx PositionInName ; if not, we store
|
||||
jmp CheckKeys
|
||||
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
|
||||
@@ -1321,7 +1334,7 @@ JoyNotCentered
|
||||
bne NoRight
|
||||
; joy right
|
||||
cpy #7
|
||||
beq GoToMainLoop ; jast character
|
||||
beq GoToMainLoop ; the last character
|
||||
iny
|
||||
bne GoToMainLoop
|
||||
NoRight
|
||||
@@ -1340,7 +1353,7 @@ 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 +1363,7 @@ 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
|
||||
@@ -1754,7 +1767,7 @@ EndOfTypeLine4x4
|
||||
|
||||
|
||||
jsr GetKey
|
||||
cmp #$2b ; "Y"
|
||||
cmp #@kbcode._Y ; $2b ; "Y"
|
||||
bne @+
|
||||
mva #$80 escFlag
|
||||
bne skip01
|
||||
@@ -1864,8 +1877,7 @@ quit_seppuku
|
||||
beq @+ ;unconditional jump, because TypeLine4x4 ends with beq
|
||||
|
||||
GameOver4x4
|
||||
lda #song_round_over
|
||||
jsr RmtSongSelect
|
||||
RmtSong song_round_over
|
||||
mwa #LineGameOver LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||
mva ResultY LineYdraw
|
||||
@@ -2008,7 +2020,9 @@ FinishResultDisplay
|
||||
jsr ClearPMmemory
|
||||
jsr PrepareCredits
|
||||
jsr GameOverResultsClear
|
||||
jsr CopyFromPurchaseAndGameOver
|
||||
mwa #GameOverDL dlptrs
|
||||
mva #$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 +2127,7 @@ 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 +2140,7 @@ 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 +2155,9 @@ 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
|
||||
@@ -2161,11 +2174,12 @@ FastTank
|
||||
bpl AllTanksFloatingDown
|
||||
jsr IsKeyPressed
|
||||
bne MainTanksFloatingLoop ; neverending loop
|
||||
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
|
||||
@@ -2258,13 +2272,13 @@ 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
|
||||
@@ -2272,7 +2286,7 @@ EndOfCredits
|
||||
lda ActiveWeapon,x
|
||||
jsr HowManyBullets
|
||||
sta decimal
|
||||
mwa #textbuffer+20 displayposition
|
||||
mwa #statusBuffer+20 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;---------------------
|
||||
@@ -2293,7 +2307,7 @@ EndOfCredits
|
||||
ldy #15
|
||||
@
|
||||
lda (temp),y
|
||||
sta textbuffer+23,y
|
||||
sta statusBuffer+23,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
@@ -2301,15 +2315,15 @@ EndOfCredits
|
||||
;displaying name of the defence weapon (if active)
|
||||
;---------------------
|
||||
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
|
||||
@@ -2327,7 +2341,7 @@ ClearingOnly
|
||||
ldy #15
|
||||
@
|
||||
lda (temp),y
|
||||
sta textbuffer+40+40+23,y
|
||||
sta statusBuffer+40+40+23,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
@@ -2338,7 +2352,7 @@ ClearingOnly
|
||||
lda Energy,x
|
||||
|
||||
sta decimal
|
||||
mwa #textbuffer+48 displayposition
|
||||
mwa #statusBuffer+48 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;---------------------
|
||||
@@ -2346,10 +2360,10 @@ 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
|
||||
@@ -2358,11 +2372,11 @@ 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
|
||||
|
||||
@@ -2373,9 +2387,9 @@ 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
|
||||
@@ -2386,14 +2400,14 @@ 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
|
||||
|
||||
;=========================
|
||||
@@ -2401,7 +2415,7 @@ DisplayWindValue
|
||||
;=========================
|
||||
lda CurrentRoundNr
|
||||
sta decimal
|
||||
mwa #textbuffer+80+7 displayposition
|
||||
mwa #statusBuffer+80+7 displayposition
|
||||
jsr displaybyte ;decimal (byte), displayposition (word)
|
||||
|
||||
;=========================
|
||||
@@ -2412,7 +2426,7 @@ DisplayWindValue
|
||||
sta decimal
|
||||
lda ForceTableH,x
|
||||
sta decimal+1
|
||||
mwa #textbuffer+40+35 displayposition
|
||||
mwa #statusBuffer+40+35 displayposition
|
||||
jsr displaydec5
|
||||
|
||||
;=========================
|
||||
@@ -2428,9 +2442,9 @@ 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
|
||||
@@ -2439,19 +2453,19 @@ 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
|
||||
@@ -2467,7 +2481,7 @@ AngleDisplay
|
||||
tax
|
||||
NextChar02
|
||||
lda tanksnames,x
|
||||
sta textbuffer+7,y
|
||||
sta statusBuffer+7,y
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
@@ -2496,7 +2510,7 @@ NextChar02
|
||||
|
||||
; set background
|
||||
lda #$ff
|
||||
ldx #100 ; top of the sprites
|
||||
ldx #100+7 ; top of the sprites
|
||||
@ sta PMGraph+$400,x
|
||||
sta PMGraph+$500,x
|
||||
inx
|
||||
@@ -2511,6 +2525,5 @@ NextChar02
|
||||
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
|
||||
.endif
|
||||
+103
-51
@@ -14,35 +14,43 @@ OneTimeZeroVariablesCount = variablesToInitialize-OneTimeZeroVariables ; MAX 12
|
||||
.error "OneTimeZeroVariablesCount too large, ",OneTimeZeroVariablesCount
|
||||
.endif
|
||||
|
||||
noMusic .by 0 ; 0 - play music, $ff - do not play music
|
||||
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||
noMusic .ds 1 ;.by 0 ; 0 - play music, $ff - do not play music
|
||||
noSfx .ds 1 ;.by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||
;----------------------------------------------------
|
||||
; Color table for Game Over Screen (created in a gameover routine)
|
||||
.by $00 ; labels line color
|
||||
GameOverColoursTable .BYTE $80,$40,$c4,$20,$c0,$e4
|
||||
.ds 1 ;.by $00 ; labels line color
|
||||
GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
|
||||
;----------------------------------------------------
|
||||
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
|
||||
:6 dta d" "
|
||||
;:6 dta d" "
|
||||
.ds 6*8
|
||||
;----------------------------------------------------
|
||||
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
variablesToInitialize
|
||||
;Options DO NOT ZERO ON RESTART GAME - ticket #27
|
||||
OptionsTable .by 0,1,2,2,0,1,3,2,0
|
||||
RoundsInTheGame .by 10 ;how many rounds in the current game
|
||||
seppukuVal .by 75
|
||||
mountainDeltaH .by 3
|
||||
mountainDeltaL .by $ff
|
||||
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
|
||||
RoundsInTheGame .ds 1 ;.by 10 ;how many rounds in the current game
|
||||
seppukuVal .ds 1 ;.by 75
|
||||
mountainDeltaH .ds 1 ;.by 3
|
||||
mountainDeltaL .ds 1 ;.by $ff
|
||||
;----------------------------------------------------
|
||||
LineHeader1
|
||||
dta d"# ROUND: "
|
||||
.ds 9 ;dta d"# ROUND: "
|
||||
RoundNrDisplay
|
||||
dta d" #", $ff
|
||||
.ds 7 ;dta d" #", $ff
|
||||
; 4x4 text buffer
|
||||
ResultLineBuffer
|
||||
dta d" ", $ff
|
||||
|
||||
.ds 19 ;dta d" ", $ff
|
||||
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
|
||||
.ds (screenHeight+1)
|
||||
linetableH ; = PMGraph + $0300 - (screenHeight+1)
|
||||
.ds (screenHeight+1)
|
||||
DisplayCopyPurchase
|
||||
.ds (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart +1)
|
||||
StatusBufferCopy
|
||||
.ds screenBytes*3
|
||||
;=====================================================
|
||||
variablesStart ; zeroing starts here
|
||||
;=====================================================
|
||||
@@ -56,69 +64,69 @@ OptionsY .ds 1 ;vertical position of cursor on Options screen
|
||||
flyDelay .ds 1
|
||||
;--------------
|
||||
;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
||||
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
|
||||
TankSequence .DS MaxPlayers ;sequence of shooting during the Round
|
||||
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
||||
;----------------------------------------------------
|
||||
moneyH ;we place zero at the end of prices and money
|
||||
;and have range from 0 to 99990 (not too much)
|
||||
;money players have (maybe one more byte is needed?)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
moneyL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
gainH ;how much money player gets after the round
|
||||
;it is gathered during the round basing on energy
|
||||
;opponents lose after player's shoots
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
gainL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
loseH ;how much player looses after the round
|
||||
;calculated from REAL energy loss
|
||||
;(not only to zero energy)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
loseL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
Energy
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ShieldEnergy
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EnergyDecrease .DS 1
|
||||
eXistenZ
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
LASTeXistenZ ; eXistenZ before shoot
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
|
||||
ResultsTable ;the results in the gameeeeee
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
TempResults
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
DirectHitsH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
DirectHitsL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EarnedMoneyH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EarnedMoneyL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
ForceTableL ;shooting Force of the tank during the round
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ForceTableH
|
||||
.DS [MaxPlayers] ;maxplayers=6
|
||||
.DS MaxPlayers ;maxplayers=6
|
||||
MaxForceTableL ;Energy of the tank during the round
|
||||
;(limes superior force of the Shoot)
|
||||
.DS [MaxPlayers] ;1000 is the default
|
||||
.DS MaxPlayers ;1000 is the default
|
||||
MaxForceTableH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round start!
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ActiveWeapon ;number of the selected weapon
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
||||
;----------------------------------------------------
|
||||
|
||||
@@ -142,13 +150,13 @@ 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
|
||||
@@ -367,24 +375,24 @@ CurrentResult
|
||||
.DS 1
|
||||
;--------------
|
||||
AngleTable ;Angle of the barrel of each tank during the round
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;NewAngle ; used in AI
|
||||
.DS 1
|
||||
;previousBarrelAngle
|
||||
; .DS [MaxPlayers]
|
||||
; .DS MaxPlayers
|
||||
EndOfTheBarrelX
|
||||
.ds 2
|
||||
EndOfTheBarrelY
|
||||
.ds 1
|
||||
;----------------------------------------------------
|
||||
previousAngle
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
previousEnergyL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
previousLeftRange
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
previousEnergyH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
RandBoundaryLow
|
||||
.ds 2
|
||||
RandBoundaryHigh
|
||||
@@ -417,8 +425,52 @@ Xcounter4x4 .DS 1
|
||||
nibbler4x4 .DS 1
|
||||
CharCode4x4 .DS 1
|
||||
;plot4x4color .DS 1 ;1-white, 0-background
|
||||
|
||||
|
||||
; This is moved from display.asm to be easier to relocate
|
||||
ListOfWeapons
|
||||
; 0123456789012345678901234567890123456789
|
||||
; :number_of_offensives dta d" "
|
||||
;:32 dta d" "
|
||||
.ds 32*32
|
||||
ListOfWeapons1End
|
||||
ListOfDefensiveWeapons
|
||||
; :number_of_defensives dta d" "
|
||||
;:16 dta d" "
|
||||
.ds 16*32
|
||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||
track_variables
|
||||
trackn_db .ds TRACKS
|
||||
trackn_hb .ds TRACKS
|
||||
trackn_idx .ds TRACKS
|
||||
trackn_pause .ds TRACKS
|
||||
trackn_note .ds TRACKS
|
||||
trackn_volume .ds TRACKS
|
||||
trackn_distor .ds TRACKS
|
||||
trackn_shiftfrq .ds TRACKS
|
||||
trackn_instrx2 .ds TRACKS
|
||||
trackn_instrdb .ds TRACKS
|
||||
trackn_instrhb .ds TRACKS
|
||||
trackn_instridx .ds TRACKS
|
||||
trackn_instrlen .ds TRACKS
|
||||
trackn_instrlop .ds TRACKS
|
||||
trackn_instrreachend .ds TRACKS
|
||||
trackn_volumeslidedepth .ds TRACKS
|
||||
trackn_volumeslidevalue .ds TRACKS
|
||||
trackn_effdelay .ds TRACKS
|
||||
trackn_effvibratoa .ds TRACKS
|
||||
trackn_effshift .ds TRACKS
|
||||
trackn_tabletypespeed .ds TRACKS
|
||||
trackn_tablenote .ds TRACKS
|
||||
trackn_tablea .ds TRACKS
|
||||
trackn_tableend .ds TRACKS
|
||||
trackn_tablelop .ds TRACKS
|
||||
trackn_tablespeeda .ds TRACKS
|
||||
trackn_command .ds TRACKS
|
||||
trackn_filter .ds TRACKS
|
||||
trackn_audf .ds TRACKS
|
||||
trackn_audc .ds TRACKS
|
||||
trackn_audctl .ds TRACKS
|
||||
v_aspeed .ds 1
|
||||
track_endvariables
|
||||
|
||||
variablesEnd
|
||||
;----------------------------------------------------
|
||||
|
||||
+35
-57
@@ -17,7 +17,6 @@
|
||||
pha
|
||||
lda ExplosionRoutines,x
|
||||
pha
|
||||
; inc FallDown2
|
||||
rts
|
||||
ExplosionRoutines
|
||||
.word babymissile-1 ;Baby_Missile___;_00
|
||||
@@ -62,35 +61,30 @@ tracer
|
||||
; ------------------------
|
||||
.proc babymissile
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
; inc FallDown2
|
||||
mva #11 ExplosionRadius
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc missile ;
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
; inc FallDown2
|
||||
mva #17 ExplosionRadius
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babynuke
|
||||
mva #sfx_nuke sfx_effect
|
||||
; inc FallDown2
|
||||
mva #25 ExplosionRadius
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc nuke
|
||||
mva #sfx_nuke sfx_effect
|
||||
; inc FallDown2
|
||||
mva #30 ExplosionRadius
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc leapfrog
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
; inc FallDown2
|
||||
mva #17 ExplosionRadius
|
||||
jsr xmissile
|
||||
|
||||
@@ -143,7 +137,6 @@ EndOfLeapping
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc mirv ; the whole mirv is performed by Flight routine
|
||||
; inc FallDown2
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
@@ -151,7 +144,6 @@ 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
|
||||
@@ -198,7 +190,6 @@ NoWallsInFunky
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc deathshead
|
||||
; inc FallDown2
|
||||
mva #30 ExplosionRadius
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
@@ -250,7 +241,6 @@ NoLowerCircle
|
||||
; ------------------------
|
||||
.proc napalm
|
||||
mva #sfx_napalm sfx_effect
|
||||
; inc FallDown2
|
||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||
jsr CalculateExplosionRange
|
||||
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
@@ -259,7 +249,6 @@ NoLowerCircle
|
||||
; ------------------------
|
||||
.proc hotnapalm
|
||||
mva #sfx_napalm sfx_effect
|
||||
; inc FallDown2
|
||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||
jsr CalculateExplosionRange
|
||||
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
@@ -324,7 +313,6 @@ CharOffTheScreen
|
||||
dec magic
|
||||
jpl RepeatNapalm
|
||||
; after napalm
|
||||
; inc FallDown2
|
||||
;now we must check tanks in range
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
@@ -372,32 +360,27 @@ EndNurnedCheckLoop
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babyroller
|
||||
; inc FallDown2
|
||||
mva #11 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc roller ;
|
||||
; inc FallDown2
|
||||
mva #21 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavyroller
|
||||
; inc FallDown2
|
||||
mva #30 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc riotbomb
|
||||
; inc FallDown2
|
||||
mva #17 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xriotbomb
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavyriotbomb
|
||||
; inc FallDown2
|
||||
mva #29 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xriotbomb
|
||||
@@ -406,7 +389,6 @@ EndNurnedCheckLoop
|
||||
.proc babydigger
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -415,7 +397,6 @@ EndNurnedCheckLoop
|
||||
.proc digger ;
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -424,7 +405,6 @@ EndNurnedCheckLoop
|
||||
.proc heavydigger
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #7 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -548,7 +528,6 @@ DiggerCharacter
|
||||
.proc babysandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -557,7 +536,6 @@ DiggerCharacter
|
||||
.proc sandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -566,35 +544,30 @@ DiggerCharacter
|
||||
.proc heavysandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #5 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtclod
|
||||
; inc FallDown2
|
||||
mva #12 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtball
|
||||
; inc FallDown2
|
||||
mva #22 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc tonofdirt
|
||||
; inc FallDown2
|
||||
mva #31 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtcharge
|
||||
; inc FallDown2
|
||||
mva #61 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp ofdirt
|
||||
@@ -602,7 +575,6 @@ DiggerCharacter
|
||||
; ------------------------
|
||||
.proc riotcharge
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
; inc FallDown2
|
||||
mva #31 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp cleanDirt
|
||||
@@ -610,7 +582,6 @@ DiggerCharacter
|
||||
; ------------------------
|
||||
.proc riotblast
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
; inc FallDown2
|
||||
mva #61 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp cleanDirt
|
||||
@@ -1155,7 +1126,7 @@ notpressed
|
||||
lda kbcode
|
||||
and #%10111111 ; SHIFT elimination
|
||||
|
||||
cmp #$08 ; O
|
||||
cmp #@kbcode._O ; $08 ; O
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
@@ -1165,7 +1136,7 @@ QuitToGameover
|
||||
mva #$40 escFlag
|
||||
rts
|
||||
@
|
||||
cmp #28 ; ESC
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
@@ -1173,7 +1144,7 @@ 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
|
||||
@@ -1182,7 +1153,7 @@ callActivation
|
||||
jmp afterInventory
|
||||
|
||||
@
|
||||
cmp #$0d ; I
|
||||
cmp #@kbcode._I ; $0d ; I
|
||||
bne @+
|
||||
callInventory
|
||||
; Hide all tanks - after inventory they may have other shapes
|
||||
@@ -1192,8 +1163,7 @@ callInventory
|
||||
jsr Purchase
|
||||
afterInventory
|
||||
jsr MakeDarkScreen
|
||||
lda #song_ingame
|
||||
jsr RmtSongSelect
|
||||
RmtSong song_ingame
|
||||
mva #0 escFlag
|
||||
jsr DisplayStatus
|
||||
jsr SetMainScreen
|
||||
@@ -1202,30 +1172,30 @@ afterInventory
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
@
|
||||
cmp #$8e
|
||||
cmp #$80|@kbcode._up
|
||||
jeq CTRLPressedUp
|
||||
cmp #$8f
|
||||
cmp #$80|@kbcode._down
|
||||
jeq CTRLPressedDown
|
||||
cmp #$ac
|
||||
cmp #$80|@kbcode._tab
|
||||
jeq CTRLPressedTAB
|
||||
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
jumpFromStick
|
||||
cmp #$e
|
||||
cmp #@kbcode._up ; $e
|
||||
jeq pressedUp
|
||||
cmp #$f
|
||||
cmp #@kbcode._down ; $f
|
||||
jeq pressedDown
|
||||
cmp #$6
|
||||
cmp #@kbcode._left ; $6
|
||||
jeq pressedLeft
|
||||
cmp #$7
|
||||
cmp #@kbcode._right ; $7
|
||||
jeq pressedRight
|
||||
cmp #$21
|
||||
cmp #@kbcode._space ; $21
|
||||
jeq pressedSpace
|
||||
cmp #$2c
|
||||
cmp #@kbcode._tab ; $2c
|
||||
jeq pressedTAB
|
||||
cmp #$25 ; M
|
||||
cmp #@kbcode._M ; $25 ; M
|
||||
jeq pressedM
|
||||
cmp #$3e ; S
|
||||
cmp #@kbcode._S ; $3e ; S
|
||||
jeq pressedS
|
||||
jmp notpressed
|
||||
checkJoy
|
||||
@@ -1237,6 +1207,7 @@ checkJoy
|
||||
cmp #$0f
|
||||
beq notpressedJoy
|
||||
tay
|
||||
mva #0 ATRACT ; reset atract mode
|
||||
lda joyToKeyTable,y
|
||||
jmp jumpFromStick
|
||||
notpressedJoy
|
||||
@@ -1430,8 +1401,7 @@ pressedM
|
||||
; have you tried turning the music off and on again?
|
||||
lda #$ff
|
||||
eor:sta noMusic
|
||||
lda #song_ingame
|
||||
jsr RmtSongSelect
|
||||
RmtSong song_ingame
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
|
||||
@@ -1446,9 +1416,10 @@ 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
|
||||
@@ -1547,7 +1518,7 @@ 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-
|
||||
|
||||
|
||||
|
||||
@@ -1895,7 +1866,7 @@ 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 :)
|
||||
@@ -1926,6 +1897,13 @@ 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)!
|
||||
mva #1 Erase
|
||||
@@ -2579,7 +2557,7 @@ notpressed
|
||||
lda kbcode
|
||||
and #%00111111 ; CTRL and SHIFT elimination
|
||||
|
||||
cmp #28 ; ESC
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
@@ -2588,11 +2566,11 @@ 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
|
||||
|
||||
Reference in New Issue
Block a user