mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-20 22:34:21 +02:00
Compare commits
224 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 9251db8f3a | |||
| f15e815c1a | |||
| 746026ae4f | |||
| fd67dc0bb1 | |||
| c1ee40fa59 | |||
| a64d01067d | |||
| f703316128 | |||
| 98565d490f | |||
| fcbd0bc34a | |||
| e50bc8669e | |||
| bbded45200 | |||
| 00d386e73f | |||
| 70788e772e | |||
| 793d494fc5 | |||
| 6b2eabd1ca | |||
| 0832d841f4 | |||
| c41c01cee0 | |||
| 6b68066c94 | |||
| 31c181ce89 | |||
| 33d8303270 | |||
| f9fad89d7c | |||
| e9ff60210e | |||
| b7560ab6d9 | |||
| 41094db7dd | |||
| ab30227843 | |||
| 5d619c80f8 | |||
| e842d455e6 | |||
| da4d82cca4 | |||
| f7931afbb4 | |||
| b18793014d | |||
| ef1c0dc62c | |||
| bc338198a0 | |||
| 2a08447b9c | |||
| 4088e5f8fa | |||
| 79b5bc3290 | |||
| 3b80de7def | |||
| 922c7d15cb | |||
| 4edf032d77 | |||
| 23ab8cb4d5 | |||
| 84fdef7cbf | |||
| 9b8f345cb2 | |||
| c0af7b2e6c | |||
| d9b92eba07 | |||
| 33b962725d | |||
| 9ec78928f1 | |||
| e9ec39005f | |||
| b3234a7077 | |||
| 735316cdab | |||
| d20a9a94d2 | |||
| a88f471a3c | |||
| def57f03ca | |||
| 8ac3c22fe7 | |||
| c7b5a07c62 | |||
| ed126c454a | |||
| 066e248350 | |||
| 9b05cf0220 | |||
| 872d564846 | |||
| fb0de84c01 | |||
| c151940735 | |||
| d66e588203 | |||
| 3b53968fe3 | |||
| a45a892dc7 | |||
| 6f1e28298d | |||
| 871f33f3bf | |||
| ffd5e558ff | |||
| 82f26310da | |||
| 5d935c4379 | |||
| 4a9d8da441 | |||
| 25490f76a3 | |||
| 7b77d9714e | |||
| 3fdc8600c6 | |||
| 3936b2bf8c | |||
| d420ce06ca | |||
| 6ec02ab3fc | |||
| cf61f5075f | |||
| 87f7e7eafa | |||
| 328a147225 | |||
| 54a4dcf7d8 | |||
| b7a5e7c9b5 | |||
| 54f04ed962 | |||
| 588040d9e6 | |||
| 2b88517167 | |||
| ffcf44cabb | |||
| d0049826f5 | |||
| 5a6b5f7dc4 | |||
| f485d120c8 | |||
| c6264013d9 | |||
| b4af765f4f | |||
| 9cdb9fe18c | |||
| 788b5db180 | |||
| c7e65f1d61 | |||
| 8c6fee0631 | |||
| 403288548c | |||
| 166d05c0e6 | |||
| 38ba45001a | |||
| 05f3f32f00 | |||
| d14f9a2999 | |||
| 18cce6377e | |||
| ee9d6b7ce9 | |||
| 42cc896ec5 | |||
| 091335dbc9 | |||
| 9c912d4cc7 | |||
| e7a35087bd | |||
| 8013246d3b | |||
| d0ac15f27b | |||
| 1dc680f5e2 | |||
| 0a82a9a96b | |||
| d9da258735 | |||
| 05a289ffea | |||
| ba780df597 | |||
| 7d9e6d2045 | |||
| b60efd0bbb | |||
| f6157ea548 | |||
| 3bbd5838ec | |||
| b101bbbce1 | |||
| 38b6af6720 | |||
| 6313ef2b77 | |||
| a154966e93 | |||
| f4213a7cf4 | |||
| 2fb40c444f | |||
| dedfd7a248 | |||
| ccd3fa5224 | |||
| 89b3834dc8 | |||
| 7a97ff622d | |||
| 1bc3b3b72f | |||
| b6dd5a9902 | |||
| 6f62d49407 | |||
| cc41bcd323 | |||
| 8086a78d79 | |||
| 22fc555f8e | |||
| a33d7d541d | |||
| fbcbab2eec | |||
| 43ae88673c | |||
| 927163f41d | |||
| cdd1b83367 | |||
| 5ba4ecd802 | |||
| 2e89c97c23 | |||
| d07c455b38 | |||
| cd1518de6e | |||
| 8603308693 | |||
| 7cbd5ad77e | |||
| ce6ca29479 | |||
| 327b78a105 | |||
| bbedaee3ac | |||
| b8e3f16d23 | |||
| 01629b219f | |||
| 42f3e1c889 | |||
| 9f4b721e3f | |||
| 56f33a0ee9 | |||
| 36fc60d5af | |||
| 3dd58736d7 | |||
| c19befe31a | |||
| d0e682f0a3 | |||
| 50cc7f16df | |||
| ac1c501fa4 | |||
| f67656c5aa | |||
| c419eac3de | |||
| 3f74494bed | |||
| a7493e1dcb | |||
| b3b8633574 | |||
| 06981a23fb | |||
| 4bd58b40fd | |||
| 096bce6e88 | |||
| ef4612f3a4 | |||
| 1eae4054ed | |||
| 9575dcee11 | |||
| 2d1cecfb10 | |||
| e717306400 | |||
| 1a1761bc4c | |||
| 97d0862a72 | |||
| 6e036b732e | |||
| 8b0ab13c30 | |||
| 88e8108ee1 | |||
| 8c61ce7e4d | |||
| eb38407868 | |||
| 7d7da78fd6 | |||
| 148c64f158 | |||
| 4bf6b33528 | |||
| cd70e8c1ec | |||
| c7aea8e3ab | |||
| fe990a6668 | |||
| 6f369735c3 | |||
| d462c84577 | |||
| 3ed648b01f | |||
| 2aca68c41c | |||
| 5f5ea0a752 | |||
| 1891bcc7f1 | |||
| 11592414a8 | |||
| 89d6f4834b | |||
| 6377e9a936 | |||
| 3654743456 | |||
| 378ac8b0f6 | |||
| 76a20e26fb | |||
| 443b62e9e6 | |||
| ecc8e11d13 | |||
| da2c027fee | |||
| 6425431496 | |||
| f3b9092777 | |||
| 8d188f4497 | |||
| f9092110ac | |||
| 0968613b02 | |||
| 95303380e7 | |||
| 174dbe0bed | |||
| d72ca57181 | |||
| 01160ff4b9 | |||
| 6fc2882a6e | |||
| c15a80443c | |||
| 415bfbba2b | |||
| 2addb0905e | |||
| fe55f94702 | |||
| 0693e5d20e | |||
| 9c5c701ca1 | |||
| 2a83fa962d | |||
| 2c01691bf5 | |||
| fad8c2c06a | |||
| 58eec3dc9c | |||
| a98c0b81b9 | |||
| 2471ca7282 | |||
| 4078722b29 | |||
| e782e101f5 | |||
| 8a73202fa3 | |||
| 0ad513d5cb | |||
| c9855b66ba | |||
| cad3a0cf38 |
@@ -4,3 +4,4 @@ scorch.lab
|
||||
scorch.lst
|
||||
textproc.lab
|
||||
textproc.lst
|
||||
artwork/talk.as_
|
||||
|
||||
+41
-25
@@ -8,27 +8,32 @@ On the first screen, you can configure gameplay options:
|
||||
* number of players (2 - 6) includes both human and computer-controlled players
|
||||
* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
|
||||
* gravity
|
||||
* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be)
|
||||
* maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be)
|
||||
* number of rounds in a game
|
||||
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
|
||||
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
|
||||
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
|
||||
* the way the walls (edges of the screen) work:
|
||||
* none - projectiles that flew off the screen do not return
|
||||
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
|
||||
* bump - the right and left walls deflect projectiles that want to fly through them
|
||||
* boxy - just like bump, except that the "ceiling" also reflects projectiles
|
||||
* none - projectiles that flew off the screen do not return (black color of the screen frame)
|
||||
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
|
||||
* bump - the right and left walls deflect projectiles that want to fly through them (dark blue color of the screen frame)
|
||||
* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
|
||||
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
|
||||
|
||||
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.
|
||||
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - dark blue, boxy - green.
|
||||
|
||||
Select options with cursor keys or a joystick.
|
||||
|
||||
The [TAB] or [SELECT] key, and on the Atari 5200 console, the [5] controller key change the color of the mountains (3 versions to choose from) or (if the cursor indicates the wind strength selection option "Wind") change the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the "?" sign next to the word "Wind".
|
||||
|
||||
The [RETURN] key or a joystick button moves to the next screen.
|
||||
|
||||
## 2. Entering the name of players and selecting the level of computer-controlled players
|
||||
|
||||
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). At the same time, you can enter the name of the selected player from the keyboard.
|
||||
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
|
||||
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
|
||||
The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
|
||||
At the same time, you can enter the name of the selected player from the keyboard.
|
||||
When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
|
||||
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
|
||||
|
||||
@@ -47,25 +52,32 @@ Another [RETURN] key or joystick button press switches to the next player's shop
|
||||
|
||||
The status line shows which player is currently allowed to take a shot and a set of other information:
|
||||
* player's tank name,
|
||||
* active joystick number
|
||||
* currently selected offensive weapon,
|
||||
* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
|
||||
* the angle and the direction of the barrel set by the player,
|
||||
* the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10 . This means that you can fire weaker shots only when having a small amount of energy,
|
||||
* the current round number,
|
||||
* wind speed and direction,
|
||||
* "computer" symbol if **Auto Defense** is active,
|
||||
* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
|
||||
|
||||
The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
|
||||
* [SPACE] or joystick button pressed briefly - firing a shot.
|
||||
* [TAB] or [SELECT] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
|
||||
* [I] or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon.
|
||||
* [A] or [OPTION] - go directly to the defensive weapons activation.
|
||||
* [M] key - disable/enable background music.
|
||||
* [S] key - disable/enable effect sounds.
|
||||
* [START] - speed up some game animations.
|
||||
* [O] - end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed.
|
||||
* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
|
||||
* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
|
||||
|
||||
| A800 | 5200 | function |
|
||||
| --- | --- | --- |
|
||||
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
|
||||
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). In the main menu it changes the mountain shading, indicated by the hill color change at the bottom of the screen. |
|
||||
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
|
||||
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
|
||||
| [M] | [PAUSE] | disable/enable background music. |
|
||||
| [S] | [RESET] | disable/enable effect sounds. |
|
||||
| [START] | N/A | speed up some game animations. |
|
||||
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
|
||||
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
|
||||
| [G] | N/A | changes the mountain shading |
|
||||
| [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
|
||||
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
|
||||
|
||||
## 5. Game mechanics - offensive weapons
|
||||
|
||||
@@ -73,15 +85,15 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
|
||||
- At the beginning of each round, each tank has 99 ash units of energy.
|
||||
- Tanks' energy is depleted in 3 ways:
|
||||
* one unit after each shot is fired
|
||||
* while falling (one pixel down 2 units).
|
||||
* while falling (one pixel down - 2 units).
|
||||
* when a projectile hits the tank or next to it - and here the amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
|
||||
|
||||
### How energy subtraction works (and earning money!).
|
||||
After each round the amount of money gained/lost is calculated this is done on the basis of two variables accumulated by each tank during the round. These variables are:
|
||||
After each round the amount of money gained/lost is calculated, this is done on the basis of two variables accumulated by each tank during the round. These variables are:
|
||||
|
||||
`gain` - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
|
||||
|
||||
`lose` - energy lost due to explosion/fall (and here it is important to count the total loss of energy even if the tank has less at the moment of hit).
|
||||
`lose` - energy lost due to explosion/fall (and here it is important - to count the total loss of energy even if the tank has less at the moment of hit).
|
||||
|
||||
In addition, the tank that won the round has a parameter gain (captured from hit tanks energy) increased by the remaining energy at the end of the round (because it did not die and should have it - although it also happens otherwise :) )
|
||||
|
||||
@@ -125,7 +137,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog| 136 120 104 |
|
||||
| LeapFrog| 136 112 112 |
|
||||
| Funky Bomb | 168 88 (* 5) |
|
||||
| MIRV | 136 (* 5) |
|
||||
| Death's Head | 240 (* 5) |
|
||||
@@ -135,7 +147,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
|
||||
| Riot Blast | 0 (as in Dirt Charge, but in a radius of 61 pixels) |
|
||||
| Riot Blast | 0 (as in Riot Charge, but in a radius of 61 pixels) |
|
||||
| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
|
||||
| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
|
||||
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
|
||||
@@ -156,7 +168,7 @@ Only these points determine the order in the summary
|
||||
## 6. And now for defensive weapons:
|
||||
|
||||
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
|
||||
* **Battery** - when activated, it recharges the tank's energy to full (99 units) and at the same time is the only defensive weapon that does not deactivate other defensive weapons when used.
|
||||
* **Battery** - when activated, it recharges the tank's energy to full (99 units). It is one of three defensive weapons that does not deactivate other defensive weapons when used.
|
||||
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
|
||||
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
|
||||
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether tis but a scratch or a direct hit with a nuke), and deactivates immediately afterward.
|
||||
@@ -166,8 +178,12 @@ Only these points determine the order in the summary
|
||||
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
|
||||
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
|
||||
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
|
||||
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
|
||||
* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
|
||||
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
|
||||
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
|
||||
|
||||
Due to the different operations of **MIRV**, defensive weapons **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons. In addition, **MIRV** heads do not bounce or fly through sidewalls during descent!
|
||||
Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
|
||||
|
||||
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
|
||||
|
||||
@@ -179,7 +195,7 @@ And of course, activating a weapon when you already have some other weapon activ
|
||||
|
||||
## 7. "Other" weapons:
|
||||
|
||||
* **Buy me!** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Buy Me!** price) but also gain. You can get a weapon otherwise not affordable at all!
|
||||
* **Best F...g Gifts** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Best F...g Gifts** price) but also gain. You can get a weapon otherwise not affordable at all! There is a small probability of drawing by **Best F...g Gifts** itself :). You can then try to use it in battle.
|
||||
|
||||
## 8. difficulty levels of computer-controlled opponents:
|
||||
|
||||
|
||||
+58
-43
@@ -3,31 +3,36 @@
|
||||
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
|
||||
|
||||
## 1. Wybór opcji gry.
|
||||
Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
|
||||
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
|
||||
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
|
||||
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, jecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||
* grawitacja
|
||||
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
|
||||
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być)
|
||||
* liczba rozgrywanych rund
|
||||
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
|
||||
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
|
||||
* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
|
||||
* sposób działania ścian (krawędzi ekranu):
|
||||
* none - pociski, które wyleciały poza ekran nie wracają
|
||||
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony (i odwrotnie)
|
||||
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć
|
||||
* boxy - tak jak bump, tyle że "sufit" także odbija pociski
|
||||
* none - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu)
|
||||
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu)
|
||||
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu)
|
||||
* boxy - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
|
||||
* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
|
||||
|
||||
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - niebieski, boxy - zielony.
|
||||
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony.
|
||||
|
||||
Wybór opcji klawiszami kursora lub joystickiem.
|
||||
|
||||
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru) lub (leśli kursor wskazuje opcję wyboru siły wiatru "Wind") zmieniają sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie "Wind".
|
||||
|
||||
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
|
||||
|
||||
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
|
||||
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joysticjiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też kompute (pozostałe opcje). Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla każdego z nich.
|
||||
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje).
|
||||
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
|
||||
Klawisz [INVERSE] lub [OPTION] umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Na konsoli Atari 5200 uzyskuje się to poprzez cykliczne wybieranie kolejnych portów joysticka klawiszem [5].
|
||||
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
|
||||
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
|
||||
|
||||
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
|
||||
@@ -46,41 +51,48 @@ Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następneg
|
||||
|
||||
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||
* nazwa czołgu gracza
|
||||
* numer aktywnego joysticka
|
||||
* wybrana aktualnie broń ofensywna
|
||||
* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
|
||||
* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
|
||||
* ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
|
||||
* numer aktualnej rundy rozgrywki
|
||||
* prędkość i kierunek wiatru
|
||||
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracz
|
||||
* symbol "komputera" jeśli aktywna jest **Auto Defense**
|
||||
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
|
||||
|
||||
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
||||
* [SPACJA] lub przycisk joysticka naciśnięte krótko - oddanie strzału
|
||||
* [TAB] lub [SELECT]- wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
|
||||
* Klawisz [I] lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną.
|
||||
* Klawisz [A] lub [OPTION]- bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
|
||||
* Klawisz [M] - wyłączenie/włączenie muzyki w tle
|
||||
* Klawisz [S] - wyłączenie/włączenie dźwięków efektów.
|
||||
* [START] - przyspiesza/pomimja niektóre animacje w grze
|
||||
* Klawisz [O] - wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy.
|
||||
* [START] + [OPTION] - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia.
|
||||
* [ESC] - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
|
||||
|
||||
| A800 | 5200 | funkcja |
|
||||
| --- | --- | --- |
|
||||
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
|
||||
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. |
|
||||
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
|
||||
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
|
||||
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
|
||||
| [S] | [RESET] | wyłączenie/włączenie dźwięków efektów. |
|
||||
| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
|
||||
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
|
||||
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
|
||||
| [G] | brak | zmienia cieniowanie gór |
|
||||
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
|
||||
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
|
||||
|
||||
## 5. Zasady gry - bronie ofensywne
|
||||
|
||||
### Energia czołgów
|
||||
- Na początku każdej rundy każdy czołg ma 99 jesnostek energii.
|
||||
- Na początku każdej rundy każdy czołg ma 99 jednostek energii.
|
||||
- Energii czołgom ubywa na 3 sposoby:
|
||||
* jedna jednostka po oddaniu każdego strzału
|
||||
* w czasie spadania (jeden piksel w dół 2 jednostki)
|
||||
* w czasie spadania (jeden piksel w dół - 2 jednostki)
|
||||
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
|
||||
|
||||
### Jak działa odejmowanie energii (i zarabianie kasy!)
|
||||
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||
|
||||
`gain` - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
|
||||
|
||||
`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||
`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||
|
||||
Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
|
||||
|
||||
@@ -91,7 +103,7 @@ Konkretnie:
|
||||
|
||||
`money = money - (10 * lose)`
|
||||
|
||||
`if money <0 then money=0`
|
||||
`jeśli money <0 to money=0`
|
||||
|
||||
(na starcie każdej rundy `gain` i `lose` mają wartość 0)
|
||||
|
||||
@@ -111,10 +123,10 @@ Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
|
||||
|
||||
Po eksplozji każdy czołg w jej zasięgu traci energię.
|
||||
|
||||
Działa to tak, że jeśli trafienie jst dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a za każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
|
||||
Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
|
||||
|
||||
Przykładowo jeśli strał oddany za pomocą broni Baby Missile trafi idelanie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
|
||||
W przypadku tafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynośiła już tyko 8 jednostek.
|
||||
Przykładowo jeśli strzał oddany za pomocą broni Baby Missile trafi idealnie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
|
||||
W przypadku trafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
|
||||
|
||||
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
|
||||
|
||||
@@ -124,7 +136,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog| 136 120 104 |
|
||||
| LeapFrog| 136 112 112 |
|
||||
| Funky Bomb | 168 88 (* 5) |
|
||||
| MIRV | 136 (* 5) |
|
||||
| Death's Head | 240 (* 5) |
|
||||
@@ -134,7 +146,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
|
||||
| Riot Blast | 0 (jak w Dirt Charge, tyle że w promieniu 61 pikseli) |
|
||||
| Riot Blast | 0 (jak w Riot Charge, tyle że w promieniu 61 pikseli) |
|
||||
| Riot Bomb | 0 (nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku Missile. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika) |
|
||||
| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
|
||||
| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
|
||||
@@ -154,22 +166,26 @@ Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcze
|
||||
Tylko te punkty decydują o kolejności w podsumowaniu
|
||||
|
||||
## 6. A teraz bronie defensywne:
|
||||
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można deaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek) i jednocześnie jest to jedyna broń defensywna, która nie deaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. Po jej użyciu czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję a [SPACJA] lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), jeśli paliwo się skończy czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
|
||||
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku deaktywuje się i trzeba aktywować nowy spadochron.
|
||||
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron deaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednoski na jeden pikxel).
|
||||
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej deaktywuje się.
|
||||
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona deaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
|
||||
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden pikxel).
|
||||
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
|
||||
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield tyle że połączona z Parachute. Co ważne w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
|
||||
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu deaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
|
||||
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
|
||||
* **Mag Deflector** - druga broń agresywna :) . W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie i tutaj trzeba będzie przemyśleć tę wartość i dać mniejszą).
|
||||
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
|
||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fanie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej deaktywować).
|
||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
|
||||
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
|
||||
* **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
|
||||
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
|
||||
|
||||
Żadna z osłon nie chroni przed **Napalm**. **Auto Defense** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||
|
||||
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
|
||||
|
||||
@@ -179,8 +195,7 @@ Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną
|
||||
|
||||
## 7. Bronie 'inne' :) :
|
||||
|
||||
* **Buy me!** - tej 'broni' nie można używać w rozgrywce. Jej zakup powoduje wylosowanie jesdnej z broni ofensywnych lub (żadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Buy Me!** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać!
|
||||
|
||||
* **Best F...g Gifts** - tej 'broni' nie używa śię w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
|
||||
|
||||
## 8. Poziomy trudności przeciwników sterowanych przez komputer:
|
||||
|
||||
@@ -190,7 +205,7 @@ Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A w
|
||||
|
||||
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
|
||||
|
||||
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), jeżeli energia spadniej poniżej 5 i nie ma **Battery** poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
|
||||
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), jeżeli energia spadnie poniżej 5 i nie ma **Battery** poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
|
||||
|
||||
* **Tosser** - Atakując działa dokładnie tak jak **Poolshark** jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych.
|
||||
|
||||
|
||||
@@ -8,14 +8,17 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
|
||||
|
||||
Contributors:
|
||||
- Miker (@mikerro) - in-game music and sfx, ideas, QA
|
||||
- Kaz - splash screen, ideas
|
||||
- Miker (@mikerro) - game sfx, ideas, QA
|
||||
- Adam (@6502adam) - font, ideas, QA
|
||||
- Adam (@6502adam) - font, design, QA
|
||||
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
||||
- Emkay - splash screen music
|
||||
- Fox (@pfusik) - plot and point optimization
|
||||
|
||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800, Shaggy the Atarian
|
||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800,
|
||||
Shaggy the Atarian, x=usr(1536), Aking, Kenshi
|
||||
|
||||
Special thanks to tebe (@tebe6502), JAC! (@peterdell) and phaeron for their fantastic tools and support.
|
||||
|
||||
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
||||
|
||||
@@ -30,7 +33,7 @@ Game source code is split into 5+4 parts:
|
||||
- textproc.asm - text routines like list of weapons and shop
|
||||
- variables.asm - all non-zero page variables
|
||||
- constants.asm - various tables of constants
|
||||
- display.asm - display lists and text screen definitions
|
||||
- display_*.asm - display lists and text screen definitions
|
||||
- ai.asm - artificial stupidity of computer opponents
|
||||
- weapons.asm - general arsenal of tankies
|
||||
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
||||
@@ -46,7 +49,169 @@ 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 1.27
|
||||
2023-02-07
|
||||
|
||||
Late evening edition. It is 2:11 am and I am writing this instead of dreaming of electric sheep.
|
||||
Our Senior Executive Art Director @+Adam+ ordered us to stop procrastinating and finally release the version with colorized mountains. So here it is. Enjoy :)
|
||||
Please note you can still press [Tab] or [5] in the main menu and revert to the classic or classy look of the "Polish rainbow" (it's a reference to a strangely accurate Wulffmorgenthaler comic strip: https://i.imgur.com/HMctP.jpg)
|
||||
Other changes:
|
||||
- nicer Lazy targeting and "visual Debug" for Lazy Boys
|
||||
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son"
|
||||
- fix for [G] key bug when turn wind changes were selected
|
||||
- fix for Lazy Boys deactivation bug
|
||||
- PAL mode now has got the full-color table, so it is possible to adjust colors better
|
||||
- the x-position of tanks was always adjusted to even X values, this is no more, which saves some hassle and unnecessary tank shakes left and right. As tanks are painted with sprites of a lower resolution, a rare artifact might appear here and there.
|
||||
- improved tank shapes
|
||||
|
||||
###### Version 1.26
|
||||
2023-01-23
|
||||
|
||||
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
|
||||
For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
|
||||
- tanks talk to each other again
|
||||
- better stochastic non-blocking wait one frame
|
||||
- rare distance measurement bug fixed (rarely a tank survived a direct hit)
|
||||
- 5200: second fire (by RB5200)
|
||||
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
|
||||
|
||||
|
||||
###### Version 1.25
|
||||
2023-01-17
|
||||
|
||||
Y2K Compliance Edition
|
||||
This version is 5200 SuperSystem focused.
|
||||
- the correct production year in the splash screens!!!
|
||||
- very rare hangups when accessing the inventory seemingly eliminated, thanks @RB5200 for testing!
|
||||
- a new feature - pressing [Tab] (atari800) or [5] (5200) when selecting the wind power switches wind mode to changing with each turn, which makes aiming arguably more challenging! It is indicated by "?" next to the "Wind" in the main menu.
|
||||
- pressing [G] during the game changes the color scheme (classic, Polish rainbow, Xmas).
|
||||
- all these changes were made possible thanks to the extensive code size optimization by @Pecus
|
||||
|
||||
|
||||
###### Version 1.23
|
||||
2023-01-01
|
||||
|
||||
New year edition! Who could imagine?
|
||||
The new feature is that pressing [Tab] in the main menu now changes colors of the small tank area down the screen and makes it clear what color version you are going to run (classic/ Polish rainbow/ Christmas colors).
|
||||
Also a small gradient optimization.
|
||||
|
||||
|
||||
###### Version 1.22
|
||||
2022-12-24
|
||||
|
||||
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
|
||||
Press [TAB] twice in the main menu to switch to a screen with colors.
|
||||
Other (dubious) improvements:
|
||||
- New Lazy Darwin, it is spectacular, check it out!!!
|
||||
- Smoke Tracer does not smoke when targeting with Lazy Darwin
|
||||
- Lazy Boy works well with joystick
|
||||
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
|
||||
- New, better tank shapes by Adam
|
||||
- Barrel start point correction fixes very rare aiming issues
|
||||
- Soil slide after Hovercraft usage optimized
|
||||
|
||||
|
||||
|
||||
###### Version 1.21
|
||||
2022-12-10
|
||||
|
||||
We couldn't resist! This is the Senior Executive Director's Cut.
|
||||
By virtue of byte misering we squeezed in a few new features:
|
||||
* new selectable tank shapes - change the controller enough times to get a different tank model
|
||||
* lonely bad pixel after Liquid Dirt fixed
|
||||
* mountain colors (or shades) possible, switch with [Tab] in the main menu
|
||||
* active controller number display in the game, store, and inventory screens
|
||||
* a very special terminator mode for Moron
|
||||
|
||||
|
||||
###### Version 1.20
|
||||
2022-11-23
|
||||
|
||||
It's the final cut. Director's Cut.
|
||||
We squeezed the code and saved some bytes to add the joystick/controller selection. No more fights for the stick, up to 4 players can have fun with their own manipulators. And the fifth one can still use the keyboard :).
|
||||
Our most prolific testers Arek and Alex called for a number of fixes. Thank you, guys!
|
||||
* Players can select their controllers.
|
||||
* Better Auto Defense symbol in the status line.
|
||||
* Battery performance in AI and Auto Defense fixed.
|
||||
* More accurate and faster Laser.
|
||||
* Boost For Gifts includes a secret, quite powerful weapon.
|
||||
* Points counting fix-up (edge cases eliminated).
|
||||
* Long lists in inventory and shop were pointing to a weapon outside the screen. Fixed.
|
||||
* Lazy Boys now remember the last weapon used.
|
||||
* Especially for XEGS - SELECT key changes the joystick similarly to TAB.
|
||||
* Rare P/M glitches fixed.
|
||||
* ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed.
|
||||
* Bouncy Castle was bouncing the laser from inside. Fixed.
|
||||
* Shielded tanks were autodestructing when shooting with angle 0. Fixed.
|
||||
* Physics of bouncing off the walls was incorrect for some weapons. Fixed.
|
||||
|
||||
|
||||
###### Version 1.19
|
||||
2022-11-04
|
||||
|
||||
This is the final round of weapon additions! Also. our beloved testers and players found a number of issues and we were extremely happy to address them.
|
||||
* New defensive weapon "Lazy Boy" - aims at the closest enemy.
|
||||
* New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean.
|
||||
* New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available)
|
||||
* New defensive weapon "Spy Hard" - quickly view energies, weapons and shields of your opponents.
|
||||
* New SFXes, improvements in SFX, and music by @mikerro
|
||||
* Shooting with angle 0 caused the sudden death of the operator. Fixed.
|
||||
* Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy.
|
||||
* Drawing a barrel when a tank was on the edge of X==256 pixels caused a lonely pixel to appear randomly. Fixed.
|
||||
* Liquid Dirt was overflowing from the right edge of the screen to the left. Fixed.
|
||||
* Liquid Dirt volume increased significantly, it is now a formidable attack!
|
||||
* A single pixel was erroneously plotted when measuring distance (was visible in e.g., Death's Head). Fixed.
|
||||
* Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
|
||||
* Soil sedimentation speed after Funky Bomb improved.
|
||||
* Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
|
||||
* A bug in MADS optimization was causing parts of SEPPUKU message to stay on screen.
|
||||
* BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;)
|
||||
|
||||
|
||||
###### Version 1.18
|
||||
2022-11-07
|
||||
|
||||
Possibly the final single-player version of the game, unless our dear players find another breaking issue!
|
||||
* 5200 keypad works as it should. You can now press these finicky foils to your heart's desire.
|
||||
* "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed!
|
||||
* One of the variables was declared as a byte but used as a word that might cause some rare instabilities.
|
||||
* Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations.
|
||||
* The new version of music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
|
||||
* You can now wrap around inventory and shop to faster access these options far down below.
|
||||
* Visual improvement of the main menu and fixed some color issues with the title headers.
|
||||
* Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains!
|
||||
* The main menu does not blink now when changing options. This was a very minor thing but it bothered me to some extent. Fixing it required a complete rewrite of this portion of the menu.
|
||||
|
||||
|
||||
###### Version 1.17
|
||||
2022-10-31
|
||||
|
||||
Mostly 5200 console port and NTSC improvements.
|
||||
* Updated songs from Miker do not require skipping frames on NTSC machines. Crucial for the next point.
|
||||
* Bouncy Castle bouncing of Funky Bomb fixed https://github.com/pkali/scorch_src/issues/129
|
||||
* 5200 version had various graphical and sound glitches. Although mostly harmless, it hurt our sense of aesthetics. First of all the flickering credits roll is all good now.
|
||||
* Rare hang-ups on NTSC machines fixed
|
||||
* Screen lowered down by 7 scan lines to help top status line on NTSC CRTs.
|
||||
* 5200 ATTRACT mode not going away fixed
|
||||
* Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller.
|
||||
* DLI interrupts optimized, few cycles saved.
|
||||
* 5200 keypad sort-of-works. Please refer to manual for key bindings.
|
||||
|
||||
|
||||
###### Version 1.16
|
||||
2022-10-16
|
||||
|
||||
The official release of our game for the Atari 5200 SuperSystem. Grab the `scorch.bin` file and burn a cart!
|
||||
This is all thanks to @miker who supported us all this time of uncertainty and despair.
|
||||
Cramming the game into a 32KiB cart and 16KiB RAM was a big task - it required a rewrite of the RMT player, a crazy number of size optimizations, and counting each byte.
|
||||
|
||||
The release is not perfect - we have a number of glitches and improvements to the 5200 controller procedures to work on, but the game is playable.
|
||||
|
||||
Changes:
|
||||
* numerous, but not very visible
|
||||
|
||||
|
||||
###### Version 1.14
|
||||
2022-09-05
|
||||
@@ -60,7 +225,7 @@ 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
|
||||
@@ -521,4 +686,5 @@ For the first time Scorched Earth for Atari XL/XE (build 103) published.
|
||||
Together with Pecus we were working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I was translating source code comments and labels to English to let other people work on this project with us. In other words Scorched Earth becomes an open source project :)
|
||||
Now it's your turn to help this idea happen!
|
||||
|
||||
...transmission error...former history missing...
|
||||
...transmission error...former history missing...
|
||||
|
||||
|
||||
@@ -22,9 +22,12 @@
|
||||
pha
|
||||
lda AIRoutines,y
|
||||
pha
|
||||
|
||||
; it's no necessary - PrepareAIShoot is next proc :)
|
||||
; jsr PrepareAIShoot
|
||||
; rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
;.proc MakeLowResDistances
|
||||
.proc PrepareAIShoot
|
||||
; create low precision table of positions
|
||||
; by dividing positions by 4
|
||||
ldy #MaxPlayers-1
|
||||
@@ -39,11 +42,10 @@ loop
|
||||
sta LowResDistances,y
|
||||
dey
|
||||
bpl loop
|
||||
; rts
|
||||
;.endp
|
||||
|
||||
; common values used in AI routines
|
||||
; address of weapons table (for future use)
|
||||
WepTableToTemp
|
||||
lda TanksWeaponsTableL,x
|
||||
sta temp
|
||||
lda TanksWeaponsTableH,x
|
||||
@@ -80,7 +82,10 @@ AIRoutines
|
||||
mwa #80 RandBoundaryLow
|
||||
mwa #800 RandBoundaryHigh
|
||||
jsr RandomizeForce
|
||||
rts
|
||||
; choose the best weapon
|
||||
ldy #ind_Buy_me_________+1 ; if the cheat is active it will fire the BFG :)
|
||||
jmp ChooseBestOffensive.NotFromAll
|
||||
;rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Shooter
|
||||
@@ -154,8 +159,8 @@ endo
|
||||
|
||||
; choose the best weapon
|
||||
|
||||
jsr ChooseBestOffensive
|
||||
rts
|
||||
jmp ChooseBestOffensive
|
||||
;rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Poolshark
|
||||
@@ -195,9 +200,7 @@ forceNow
|
||||
ldx TankNr
|
||||
jsr RandomizeForce
|
||||
|
||||
endo
|
||||
;ldx TankNr ;this is possibly not necessary
|
||||
|
||||
endo
|
||||
; choose the best weapon
|
||||
|
||||
jsr ChooseBestOffensive
|
||||
@@ -210,6 +213,19 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc UseBatteryOrFlag
|
||||
jsr UseBattery ; as subroutine for reuse in AutoDefense
|
||||
; if very low energy and no battery then use White Flag
|
||||
lda Energy,x
|
||||
cmp #5
|
||||
bcs EnoughEnergy
|
||||
; lower than 5 units - white flag
|
||||
lda #ind_White_Flag_____
|
||||
sta ActiveDefenceWeapon,x
|
||||
EnoughEnergy
|
||||
rts
|
||||
.endp
|
||||
;
|
||||
.proc UseBattery
|
||||
; if low energy ten use battery
|
||||
lda Energy,x
|
||||
cmp #30
|
||||
@@ -219,20 +235,14 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq NoBatteries
|
||||
; we have batteries - use one
|
||||
clc
|
||||
sec
|
||||
sbc #1
|
||||
sta (temp),y
|
||||
lda #99
|
||||
sta Energy,x
|
||||
NoBatteries
|
||||
; if very low energy and no battery then use White Flag
|
||||
lda Energy,x
|
||||
cmp #5
|
||||
bcs EnoughEnergy
|
||||
; lower than 5 units - white flag
|
||||
lda #ind_White_Flag_____
|
||||
sta ActiveDefenceWeapon,x
|
||||
jsr MaxForceCalculate
|
||||
EnoughEnergy
|
||||
NoBatteries
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
@@ -245,15 +255,15 @@ EnoughEnergy
|
||||
; first check check if any is in use
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne DefensiveInUse
|
||||
ldy #last_defensive_____+1 ;the last defensive weapon
|
||||
ldy #last_real_defensive+1 ;the last defensive weapon
|
||||
@
|
||||
dey
|
||||
cpy #ind_Battery________ ;first defensive weapon (White Flag and Battery - never use)
|
||||
cpy #ind_Hovercraft_____ ;first defensive weapon (White Flag, Battery and Hovercraft - never use)
|
||||
beq NoUseDefensive
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq @-
|
||||
; decrease in inventory
|
||||
clc
|
||||
sec
|
||||
sbc #1
|
||||
sta (temp),y ; has address of TanksWeaponsTable
|
||||
; activate defensive weapon
|
||||
@@ -280,15 +290,15 @@ DefensiveInUse
|
||||
; first check check if any is in use
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne DefensiveInUse
|
||||
ldy #last_defensive_____+1 ;the last defensive weapon
|
||||
ldy #last_real_defensive+1 ;the last defensive weapon
|
||||
@
|
||||
dey
|
||||
cpy #ind_Battery________ ;first defensive weapon (White Flag and Battery - never use)
|
||||
cpy #ind_Hovercraft_____ ;first defensive weapon (White Flag, Battery and Hovercraft - never use)
|
||||
beq NoUseDefensive
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq @-
|
||||
; decrease in inventory
|
||||
clc
|
||||
sec
|
||||
sbc #1
|
||||
sta (temp),y ; has address of TanksWeaponsTable
|
||||
; activate defensive weapon
|
||||
@@ -504,64 +514,7 @@ skipThisPlayer
|
||||
lda tempor2
|
||||
rts
|
||||
.endp
|
||||
/*
|
||||
;----------------------------------------------
|
||||
.proc FindBestTarget1
|
||||
; find farthest tank neighbour
|
||||
; X - shooting tank number
|
||||
; returns target tank number in Y and
|
||||
; direcion of shoot in A (0 - left, >0 - right)
|
||||
;----------------------------------------------
|
||||
jsr MakeLowResDistances
|
||||
lda #$00
|
||||
sta temp2 ; max possible distance
|
||||
sta tempor2 ; direction of shoot
|
||||
;ldx TankNr
|
||||
ldy NumberOfPlayers
|
||||
dey
|
||||
|
||||
loop01
|
||||
cpy TankNr
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
|
||||
lda LowResDistances,x
|
||||
cmp LowResDistances,y
|
||||
bcs EnemyOnTheLeft
|
||||
;enemy on the right
|
||||
sec
|
||||
lda LowResDistances,y
|
||||
sbc LowResDistances,x
|
||||
cmp temp2 ; bigest
|
||||
bcc bigestIsBigger
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the farthest tank
|
||||
inc tempor2 ; set direction to right
|
||||
bne bigestIsBigger
|
||||
|
||||
EnemyOnTheLeft
|
||||
sec
|
||||
lda LowResDistances,x
|
||||
sbc LowResDistances,y
|
||||
cmp temp2 ; lowest
|
||||
bcc bigestIsBigger
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the farthest tank
|
||||
|
||||
bigestIsBigger
|
||||
skipThisPlayer
|
||||
dey
|
||||
bpl loop01
|
||||
; now we have number of the farthest tank in temp2+1
|
||||
; and direction (0 - left, >0 - right) in tempor2
|
||||
; let's move them to registers
|
||||
; in temp2 we have x distance divided by 8
|
||||
ldy temp2+1
|
||||
lda tempor2
|
||||
rts
|
||||
.endp
|
||||
*/
|
||||
;----------------------------------------------
|
||||
.proc TakeAim
|
||||
; targeting the tank number TargetTankNr (and Y)
|
||||
@@ -569,13 +522,15 @@ skipThisPlayer
|
||||
; returns angle and power of shoot tank X (TankNr)
|
||||
; in the appropriate variables (Angle and Force)
|
||||
;----------------------------------------------
|
||||
lda ActiveWeapon,x
|
||||
pha ; store active weapon
|
||||
mva #$ff SecondTryFlag
|
||||
; set initial Angle and Force values
|
||||
lda OptionsTable+2 ; selected gravity
|
||||
asl
|
||||
tay
|
||||
; force correction - lower tank Y position - higher possible force
|
||||
clc
|
||||
sec
|
||||
lda #screenheight
|
||||
sbc Ytankstable,x
|
||||
sta temp2
|
||||
@@ -590,10 +545,7 @@ skipThisPlayer
|
||||
sta RandBoundaryHigh+1
|
||||
jsr RandomizeForce
|
||||
RepeatAim
|
||||
lda ForceTableL,x
|
||||
sta Force
|
||||
lda ForceTableH,x
|
||||
sta Force+1
|
||||
jsr Table2Force
|
||||
; wind correction 90+(wind/8)
|
||||
mwa Wind temp2
|
||||
:7 lsrw temp2
|
||||
@@ -605,7 +557,7 @@ RepeatAim
|
||||
lda #ind_Baby_Missile___
|
||||
sta ActiveWeapon,x
|
||||
; now we have initial valuses
|
||||
mva #$ff TestFlightFlag
|
||||
mva #%11000000 TestFlightFlag
|
||||
; check targeting direction
|
||||
lda tempor2
|
||||
jne AimingLeft
|
||||
@@ -688,6 +640,8 @@ NoHitInSecondLoopR
|
||||
inc NewAngle
|
||||
EndOfSecondLoopR
|
||||
EndOfAim
|
||||
pla ; and restore active weapon
|
||||
sta ActiveWeapon,x
|
||||
rts
|
||||
|
||||
AimSecondTry
|
||||
@@ -779,8 +733,7 @@ NoHitInSecondLoopL
|
||||
; Angle 1 deg to left and end loop
|
||||
dec NewAngle
|
||||
EndOfSecondLoopL
|
||||
|
||||
rts
|
||||
jmp EndOfAim
|
||||
|
||||
SetStartAndFlight ; set start point (virtual barrel end :) ) and make test flight
|
||||
; xtraj+1 and ytraj+1 set
|
||||
@@ -1015,7 +968,7 @@ SorryNoPurchase
|
||||
; choose the best weapon
|
||||
; X - TankNr
|
||||
;----------------------------------------------
|
||||
ldy #last_offensive_____+1 ;the last weapon to choose +1
|
||||
ldy #ind_Dirt_Charge____+1 ;the last weapon to choose +1 (not BFG or Laser :) )
|
||||
NotFromAll
|
||||
; Y - the last offensive weapon to use + 1
|
||||
lda TanksWeaponsTableL,x
|
||||
|
||||
@@ -760,7 +760,7 @@ quit
|
||||
ini main
|
||||
; ---
|
||||
|
||||
opt l-
|
||||
;opt l- ; this stops the listing
|
||||
|
||||
.MACRO SPRITES
|
||||
missiles
|
||||
|
||||
@@ -0,0 +1,643 @@
|
||||
;
|
||||
; Raster Music Tracker, RMT Atari routine version 1.20090108
|
||||
; (c) Radek Sterba, Raster/C.P.U., 2002 - 2009
|
||||
; http://raster.atari.org
|
||||
;
|
||||
; Warnings:
|
||||
;
|
||||
; 1. RMT player routine needs 19 itself reserved bytes in zero page (no accessed
|
||||
; from any other routines) as well as cca 1KB of memory before the "PLAYER"
|
||||
; address for frequency tables and functionary variables. It's:
|
||||
; a) from PLAYER-$03c0 to PLAYER for stereo RMTplayer
|
||||
; b) from PLAYER-$0320 to PLAYER for mono RMTplayer
|
||||
;
|
||||
; 2. RMT player routine MUST (!!!) be compiled from the begin of the memory page.
|
||||
; i.e. "PLAYER" address can be $..00 only!
|
||||
;
|
||||
; 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time.
|
||||
;
|
||||
; STEREOMODE equ 0..3 ;0 => compile RMTplayer for 4 tracks mono
|
||||
; ;1 => compile RMTplayer for 8 tracks stereo
|
||||
; ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4
|
||||
; ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4
|
||||
|
||||
TRACKS equ 4
|
||||
; RMT FEATures definitions file
|
||||
; For optimizations of RMT player routine to concrete RMT modul only!
|
||||
icl "feat.txt"
|
||||
;FEAT_EFFECTS equ FEAT_EFFECTVIBRATO||FEAT_EFFECTFSHIFT
|
||||
;
|
||||
; RMT ZeroPage addresses
|
||||
.zpvar p_tis .word
|
||||
p_instrstable = p_tis
|
||||
.zpvar p_trackslbstable .word
|
||||
.zpvar p_trackshbstable .word
|
||||
.zpvar p_song .word
|
||||
.zpvar ns .word
|
||||
.zpvar nr .word
|
||||
.zpvar nt .byte
|
||||
.zpvar reg1 .byte
|
||||
.zpvar reg2 .byte
|
||||
.zpvar reg3 .byte
|
||||
.zpvar tmp .byte
|
||||
.zpvar v_audctl .byte ; de-self-modification vars
|
||||
.zpvar v_ainstrspeed .byte
|
||||
.zpvar v_maxtracklen .byte
|
||||
.zpvar v_abeat .byte
|
||||
.zpvar v_bspeed .byte
|
||||
.zpvar v_speed .byte
|
||||
.zpvar RMTSFXVOLUME .byte
|
||||
|
||||
; MOVED TO variables.asm
|
||||
; org PLAYER-$400+$e0
|
||||
;track_variables
|
||||
;trackn_db .ds TRACKS
|
||||
;trackn_hb .ds TRACKS
|
||||
;trackn_idx .ds TRACKS
|
||||
;trackn_pause .ds TRACKS
|
||||
;trackn_note .ds TRACKS
|
||||
;trackn_volume .ds TRACKS
|
||||
;trackn_distor .ds TRACKS
|
||||
;trackn_shiftfrq .ds TRACKS
|
||||
;trackn_instrx2 .ds TRACKS
|
||||
;trackn_instrdb .ds TRACKS
|
||||
;trackn_instrhb .ds TRACKS
|
||||
;trackn_instridx .ds TRACKS
|
||||
;trackn_instrlen .ds TRACKS
|
||||
;trackn_instrlop .ds TRACKS
|
||||
;trackn_instrreachend .ds TRACKS
|
||||
;trackn_volumeslidedepth .ds TRACKS
|
||||
;trackn_volumeslidevalue .ds TRACKS
|
||||
;trackn_effdelay .ds TRACKS
|
||||
;trackn_effvibratoa .ds TRACKS
|
||||
;trackn_effshift .ds TRACKS
|
||||
;trackn_tabletypespeed .ds TRACKS
|
||||
;trackn_tablenote .ds TRACKS
|
||||
;trackn_tablea .ds TRACKS
|
||||
;trackn_tableend .ds TRACKS
|
||||
;trackn_tablelop .ds TRACKS
|
||||
;trackn_tablespeeda .ds TRACKS
|
||||
;trackn_command .ds TRACKS
|
||||
;trackn_filter .ds TRACKS
|
||||
;trackn_audf .ds TRACKS
|
||||
;trackn_audc .ds TRACKS
|
||||
;trackn_audctl .ds TRACKS
|
||||
;v_aspeed .ds 1
|
||||
;track_endvariables
|
||||
|
||||
INSTRPAR equ 12
|
||||
tabbeganddistor
|
||||
dta frqtabpure-frqtab,$00
|
||||
dta frqtabpure-frqtab,$20
|
||||
dta frqtabpure-frqtab,$40
|
||||
dta frqtabbass1-frqtab,$c0
|
||||
dta frqtabpure-frqtab,$80
|
||||
dta frqtabpure-frqtab,$a0
|
||||
dta frqtabbass1-frqtab,$c0
|
||||
dta frqtabbass2-frqtab,$c0
|
||||
vibtabbeg dta 0,vib1-vib0,vib2-vib0,vib3-vib0
|
||||
vib0 dta 0
|
||||
vib1 dta 1,-1,-1,1
|
||||
vib2 dta 1,0,-1,-1,0,1
|
||||
vib3 dta 1,1,0,-1,-1,-1,-1,0,1,1
|
||||
vibtabnext
|
||||
dta vib0-vib0+0
|
||||
dta vib1-vib0+1,vib1-vib0+2,vib1-vib0+3,vib1-vib0+0
|
||||
dta vib2-vib0+1,vib2-vib0+2,vib2-vib0+3,vib2-vib0+4,vib2-vib0+5,vib2-vib0+0
|
||||
dta vib3-vib0+1,vib3-vib0+2,vib3-vib0+3,vib3-vib0+4,vib3-vib0+5,vib3-vib0+6,vib3-vib0+7,vib3-vib0+8,vib3-vib0+9,vib3-vib0+0
|
||||
.align $100
|
||||
frqtab
|
||||
ERT [<frqtab]!=0 ;* frqtab must begin at the memory page bound! (i.e. $..00 address)
|
||||
frqtabbass1
|
||||
dta $BF,$B6,$AA,$A1,$98,$8F,$89,$80,$F2,$E6,$DA,$CE,$BF,$B6,$AA,$A1
|
||||
dta $98,$8F,$89,$80,$7A,$71,$6B,$65,$5F,$5C,$56,$50,$4D,$47,$44,$3E
|
||||
dta $3C,$38,$35,$32,$2F,$2D,$2A,$28,$25,$23,$21,$1F,$1D,$1C,$1A,$18
|
||||
dta $17,$16,$14,$13,$12,$11,$10,$0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07
|
||||
frqtabbass2
|
||||
dta $FF,$F1,$E4,$D8,$CA,$C0,$B5,$AB,$A2,$99,$8E,$87,$7F,$79,$73,$70
|
||||
dta $66,$61,$5A,$55,$52,$4B,$48,$43,$3F,$3C,$39,$37,$33,$30,$2D,$2A
|
||||
dta $28,$25,$24,$21,$1F,$1E,$1C,$1B,$19,$17,$16,$15,$13,$12,$11,$10
|
||||
dta $0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00
|
||||
frqtabpure
|
||||
dta $F3,$E6,$D9,$CC,$C1,$B5,$AD,$A2,$99,$90,$88,$80,$79,$72,$6C,$66
|
||||
dta $60,$5B,$55,$51,$4C,$48,$44,$40,$3C,$39,$35,$32,$2F,$2D,$2A,$28
|
||||
dta $25,$23,$21,$1F,$1D,$1C,$1A,$18,$17,$16,$14,$13,$12,$11,$10,$0F
|
||||
dta $0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00,$00
|
||||
|
||||
.align $100
|
||||
volumetab
|
||||
dta $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
|
||||
dta $00,$00,$00,$00,$00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01
|
||||
dta $00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01,$02,$02,$02,$02
|
||||
dta $00,$00,$00,$01,$01,$01,$01,$01,$02,$02,$02,$02,$02,$03,$03,$03
|
||||
dta $00,$00,$01,$01,$01,$01,$02,$02,$02,$02,$03,$03,$03,$03,$04,$04
|
||||
dta $00,$00,$01,$01,$01,$02,$02,$02,$03,$03,$03,$04,$04,$04,$05,$05
|
||||
dta $00,$00,$01,$01,$02,$02,$02,$03,$03,$04,$04,$04,$05,$05,$06,$06
|
||||
dta $00,$00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07
|
||||
dta $00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07,$08
|
||||
dta $00,$01,$01,$02,$02,$03,$04,$04,$05,$05,$06,$07,$07,$08,$08,$09
|
||||
dta $00,$01,$01,$02,$03,$03,$04,$05,$05,$06,$07,$07,$08,$09,$09,$0A
|
||||
dta $00,$01,$01,$02,$03,$04,$04,$05,$06,$07,$07,$08,$09,$0A,$0A,$0B
|
||||
dta $00,$01,$02,$02,$03,$04,$05,$06,$06,$07,$08,$09,$0A,$0A,$0B,$0C
|
||||
dta $00,$01,$02,$03,$03,$04,$05,$06,$07,$08,$09,$0A,$0A,$0B,$0C,$0D
|
||||
dta $00,$01,$02,$03,$04,$05,$06,$07,$07,$08,$09,$0A,$0B,$0C,$0D,$0E
|
||||
dta $00,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0A,$0B,$0C,$0D,$0E,$0F
|
||||
;*
|
||||
;* Set of RMT main vectors:
|
||||
;*
|
||||
RASTERMUSICTRACKER
|
||||
jmp rmt_init
|
||||
jmp rmt_play
|
||||
jmp rmt_p3
|
||||
jmp rmt_silence
|
||||
jmp SetPokey
|
||||
jmp rmt_sfx ;* A=note(0,..,60),X=channel(0,..,3 or 0,..,7),Y=instrument*2(0,2,4,..,126)
|
||||
rmt_init
|
||||
stx ns
|
||||
sty ns+1
|
||||
pha
|
||||
; IFT track_endvariables-track_variables>255
|
||||
; ldy #0
|
||||
; tya
|
||||
;ri0 sta track_variables,y
|
||||
; sta track_endvariables-$100,y
|
||||
; iny
|
||||
; bne ri0
|
||||
; ELS
|
||||
ldy #track_endvariables-track_variables
|
||||
lda #0
|
||||
ri0 sta track_variables-1,y
|
||||
dey
|
||||
bne ri0
|
||||
; EIF
|
||||
ldy #4
|
||||
lda (ns),y
|
||||
sta v_maxtracklen
|
||||
iny
|
||||
lda (ns),y
|
||||
sta v_speed
|
||||
ldy #8
|
||||
ri1 lda (ns),y
|
||||
sta p_tis-8,y
|
||||
iny
|
||||
cpy #8+8
|
||||
bne ri1
|
||||
pla
|
||||
pha
|
||||
asl @
|
||||
asl @
|
||||
clc
|
||||
adc p_song
|
||||
sta p_song
|
||||
pla
|
||||
php
|
||||
and #$c0
|
||||
asl @
|
||||
rol @
|
||||
rol @
|
||||
plp
|
||||
adc p_song+1
|
||||
sta p_song+1
|
||||
jsr GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
rmt_silence
|
||||
lda #0
|
||||
sta $d208
|
||||
ldy #3
|
||||
sty $d20f
|
||||
ldy #8
|
||||
si1 sta $d200,y
|
||||
dey
|
||||
bpl si1
|
||||
lda #FEAT_INSTRSPEED
|
||||
rts
|
||||
GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
GetSongLine
|
||||
ldx #0
|
||||
stx v_abeat
|
||||
nn0
|
||||
nn1 txa
|
||||
tay
|
||||
lda (p_song),y
|
||||
cmp #$fe
|
||||
bcs nn2
|
||||
tay
|
||||
lda (p_trackslbstable),y
|
||||
sta trackn_db,x
|
||||
lda (p_trackshbstable),y
|
||||
nn1a sta trackn_hb,x
|
||||
lda #0
|
||||
sta trackn_idx,x
|
||||
lda #1
|
||||
nn1a2 sta trackn_pause,x
|
||||
lda #$80
|
||||
sta trackn_instrx2,x
|
||||
inx
|
||||
xtracks01 cpx #TRACKS
|
||||
bne nn1
|
||||
lda p_song
|
||||
clc
|
||||
xtracks02 adc #TRACKS
|
||||
sta p_song
|
||||
bcc GetTrackLine
|
||||
inc p_song+1
|
||||
nn1b
|
||||
jmp GetTrackLine
|
||||
nn2
|
||||
beq nn3
|
||||
nn2a
|
||||
lda #0
|
||||
beq nn1a2
|
||||
nn3
|
||||
ldy #2
|
||||
lda (p_song),y
|
||||
tax
|
||||
iny
|
||||
lda (p_song),y
|
||||
sta p_song+1
|
||||
stx p_song
|
||||
ldx #0
|
||||
beq nn0
|
||||
GetTrackLine
|
||||
oo0
|
||||
oo0a
|
||||
lda v_speed
|
||||
|
||||
sta v_bspeed
|
||||
ldx #-1
|
||||
oo1
|
||||
inx
|
||||
dec trackn_pause,x
|
||||
bne oo1x
|
||||
oo1b
|
||||
lda trackn_db,x
|
||||
sta ns
|
||||
lda trackn_hb,x
|
||||
sta ns+1
|
||||
oo1i
|
||||
ldy trackn_idx,x
|
||||
inc trackn_idx,x
|
||||
lda (ns),y
|
||||
sta reg1
|
||||
and #$3f
|
||||
cmp #61
|
||||
beq oo1a
|
||||
bcs oo2
|
||||
sta trackn_note,x
|
||||
iny
|
||||
lda (ns),y
|
||||
lsr @
|
||||
and #$3f*2
|
||||
sta trackn_instrx2,x
|
||||
oo1a
|
||||
lda #1
|
||||
sta trackn_pause,x
|
||||
ldy trackn_idx,x
|
||||
inc trackn_idx,x
|
||||
lda (ns),y
|
||||
lsr @
|
||||
ror reg1
|
||||
lsr @
|
||||
ror reg1
|
||||
lda reg1
|
||||
and #$f0
|
||||
sta trackn_volume,x
|
||||
oo1x
|
||||
xtracks03sub1 cpx #TRACKS-1
|
||||
bne oo1
|
||||
lda v_bspeed
|
||||
|
||||
sta v_speed
|
||||
sta v_aspeed
|
||||
jmp InitOfNewSetInstrumentsOnly
|
||||
oo2
|
||||
cmp #63
|
||||
beq oo63
|
||||
lda reg1
|
||||
and #$c0
|
||||
beq oo62_b
|
||||
asl @
|
||||
rol @
|
||||
rol @
|
||||
sta trackn_pause,x
|
||||
jmp oo1x
|
||||
oo62_b
|
||||
iny
|
||||
lda (ns),y
|
||||
sta trackn_pause,x
|
||||
inc trackn_idx,x
|
||||
jmp oo1x
|
||||
oo63
|
||||
lda reg1
|
||||
bmi oo63_1X
|
||||
iny
|
||||
lda (ns),y
|
||||
sta v_bspeed
|
||||
inc trackn_idx,x
|
||||
jmp oo1i
|
||||
oo63_1X
|
||||
cmp #255
|
||||
beq oo63_11
|
||||
iny
|
||||
lda (ns),y
|
||||
sta trackn_idx,x
|
||||
jmp oo1i
|
||||
oo63_11
|
||||
jmp GetSongLine
|
||||
p2xrmtp3 jmp rmt_p3
|
||||
p2x0 dex
|
||||
bmi p2xrmtp3
|
||||
InitOfNewSetInstrumentsOnly
|
||||
p2x1 ldy trackn_instrx2,x
|
||||
bmi p2x0
|
||||
jsr SetUpInstrumentY2
|
||||
jmp p2x0
|
||||
rmt_sfx
|
||||
sta trackn_note,x
|
||||
lda RMTSFXVOLUME ;* sfx note volume*16
|
||||
;* label for sfx note volume parameter overwriting
|
||||
sta trackn_volume,x
|
||||
SetUpInstrumentY2
|
||||
lda (p_instrstable),y
|
||||
sta trackn_instrdb,x
|
||||
sta nt
|
||||
iny
|
||||
lda (p_instrstable),y
|
||||
sta trackn_instrhb,x
|
||||
sta nt+1
|
||||
lda #1
|
||||
sta trackn_filter,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tablelop,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_instrlen,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_instrlop,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_tabletypespeed,x
|
||||
sta trackn_tablespeeda,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_audctl,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_volumeslidedepth,x
|
||||
ldy #8
|
||||
lda (nt),y
|
||||
sta trackn_effdelay,x
|
||||
iny
|
||||
lda (nt),y
|
||||
tay
|
||||
lda vibtabbeg,y
|
||||
sta trackn_effvibratoa,x
|
||||
ldy #10
|
||||
lda (nt),y
|
||||
sta trackn_effshift,x
|
||||
lda #128
|
||||
sta trackn_volumeslidevalue,x
|
||||
sta trackn_instrx2,x
|
||||
asl @
|
||||
sta trackn_instrreachend,x
|
||||
sta trackn_shiftfrq,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tableend,x
|
||||
adc #0
|
||||
sta trackn_instridx,x
|
||||
lda #INSTRPAR
|
||||
sta trackn_tablea,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tablenote,x
|
||||
xata_rtshere
|
||||
rts
|
||||
rmt_play
|
||||
rmt_p0
|
||||
jsr SetPokey
|
||||
rmt_p1
|
||||
rmt_p2
|
||||
dec v_aspeed
|
||||
bne rmt_p3
|
||||
inc v_abeat
|
||||
lda v_abeat
|
||||
|
||||
cmp v_maxtracklen
|
||||
|
||||
beq p2o3
|
||||
jmp GetTrackLine
|
||||
p2o3
|
||||
jmp GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
go_ppnext jmp ppnext
|
||||
rmt_p3
|
||||
lda #>frqtab
|
||||
sta nr+1
|
||||
xtracks05sub1 ldx #TRACKS-1
|
||||
pp1
|
||||
lda trackn_instrhb,x
|
||||
beq go_ppnext
|
||||
sta ns+1
|
||||
lda trackn_instrdb,x
|
||||
sta ns
|
||||
ldy trackn_instridx,x
|
||||
lda (ns),y
|
||||
sta reg1
|
||||
iny
|
||||
lda (ns),y
|
||||
sta reg2
|
||||
iny
|
||||
lda (ns),y
|
||||
sta reg3
|
||||
iny
|
||||
tya
|
||||
cmp trackn_instrlen,x
|
||||
bcc pp2
|
||||
beq pp2
|
||||
lda #$80
|
||||
sta trackn_instrreachend,x
|
||||
pp1b
|
||||
lda trackn_instrlop,x
|
||||
pp2 sta trackn_instridx,x
|
||||
lda reg1
|
||||
and #$0f
|
||||
ora trackn_volume,x
|
||||
tay
|
||||
lda volumetab,y
|
||||
sta tmp
|
||||
lda reg2
|
||||
and #$0e
|
||||
tay
|
||||
lda tabbeganddistor,y
|
||||
sta nr
|
||||
lda tmp
|
||||
ora tabbeganddistor+1,y
|
||||
sta trackn_audc,x
|
||||
InstrumentsEffects
|
||||
lda trackn_effdelay,x
|
||||
beq ei2
|
||||
cmp #1
|
||||
bne ei1
|
||||
lda trackn_shiftfrq,x
|
||||
clc
|
||||
adc trackn_effshift,x
|
||||
clc
|
||||
ldy trackn_effvibratoa,x
|
||||
adc vib0,y
|
||||
sta trackn_shiftfrq,x
|
||||
lda vibtabnext,y
|
||||
sta trackn_effvibratoa,x
|
||||
jmp ei2
|
||||
ei1
|
||||
dec trackn_effdelay,x
|
||||
ei2
|
||||
ldy trackn_tableend,x
|
||||
cpy #INSTRPAR+1
|
||||
bcc ei3
|
||||
lda trackn_tablespeeda,x
|
||||
bpl ei2f
|
||||
ei2c
|
||||
tya
|
||||
cmp trackn_tablea,x
|
||||
bne ei2c2
|
||||
lda trackn_tablelop,x
|
||||
sta trackn_tablea,x
|
||||
bne ei2a
|
||||
ei2c2
|
||||
inc trackn_tablea,x
|
||||
ei2a
|
||||
lda trackn_instrdb,x
|
||||
sta nt
|
||||
lda trackn_instrhb,x
|
||||
sta nt+1
|
||||
ldy trackn_tablea,x
|
||||
lda (nt),y
|
||||
sta trackn_tablenote,x
|
||||
lda trackn_tabletypespeed,x
|
||||
ei2f
|
||||
sec
|
||||
sbc #1
|
||||
sta trackn_tablespeeda,x
|
||||
ei3
|
||||
lda trackn_instrreachend,x
|
||||
bpl ei4
|
||||
lda trackn_volume,x
|
||||
beq ei4
|
||||
tay
|
||||
lda trackn_volumeslidevalue,x
|
||||
clc
|
||||
adc trackn_volumeslidedepth,x
|
||||
sta trackn_volumeslidevalue,x
|
||||
bcc ei4
|
||||
tya
|
||||
sbc #16
|
||||
sta trackn_volume,x
|
||||
ei4
|
||||
lda reg2
|
||||
sta trackn_command,x
|
||||
and #$70
|
||||
beq cmd0
|
||||
cmd1
|
||||
lda reg3
|
||||
jmp cmd0c
|
||||
cmd2
|
||||
cmd3
|
||||
cmd4
|
||||
cmd5
|
||||
cmd6
|
||||
cmd7
|
||||
cmd0
|
||||
lda trackn_note,x
|
||||
clc
|
||||
adc reg3
|
||||
cmd0a
|
||||
clc
|
||||
adc trackn_tablenote,x
|
||||
cmp #61
|
||||
bcc cmd0a1
|
||||
lda #0
|
||||
sta trackn_audc,x
|
||||
lda #63
|
||||
cmd0a1
|
||||
tay
|
||||
lda (nr),y
|
||||
clc
|
||||
adc trackn_shiftfrq,x
|
||||
cmd0c
|
||||
sta trackn_audf,x
|
||||
pp9
|
||||
ppnext
|
||||
dex
|
||||
bmi rmt_p4
|
||||
jmp pp1
|
||||
rmt_p4
|
||||
lda trackn_audctl+0
|
||||
ora trackn_audctl+1
|
||||
ora trackn_audctl+2
|
||||
ora trackn_audctl+3
|
||||
tax
|
||||
qq1
|
||||
stx v_audctl
|
||||
lda trackn_command+0
|
||||
bpl qq2
|
||||
lda trackn_audc+0
|
||||
and #$0f
|
||||
beq qq2
|
||||
lda trackn_audf+0
|
||||
clc
|
||||
adc trackn_filter+0
|
||||
sta trackn_audf+2
|
||||
lda #0
|
||||
sta trackn_audc+2
|
||||
qq1a
|
||||
txa
|
||||
ora #4
|
||||
tax
|
||||
qq2
|
||||
lda trackn_command+1
|
||||
bpl qq3
|
||||
lda trackn_audc+1
|
||||
and #$0f
|
||||
beq qq3
|
||||
lda trackn_audf+1
|
||||
clc
|
||||
adc trackn_filter+1
|
||||
sta trackn_audf+3
|
||||
lda #0
|
||||
sta trackn_audc+3
|
||||
qq2a
|
||||
txa
|
||||
ora #2
|
||||
tax
|
||||
qq3
|
||||
cpx v_audctl
|
||||
bne qq5
|
||||
qq5
|
||||
stx v_audctl
|
||||
rmt_p5
|
||||
lda v_ainstrspeed
|
||||
|
||||
rts
|
||||
SetPokey
|
||||
ldy v_audctl
|
||||
|
||||
lda trackn_audf+0
|
||||
ldx trackn_audc+0
|
||||
sta AUDF1
|
||||
stx AUDC1
|
||||
lda trackn_audf+1
|
||||
ldx trackn_audc+1
|
||||
sta AUDF2
|
||||
stx AUDC2
|
||||
lda trackn_audf+2
|
||||
ldx trackn_audc+2
|
||||
sta AUDF3
|
||||
stx AUDC3
|
||||
lda trackn_audf+3
|
||||
ldx trackn_audc+3
|
||||
sta AUDF4
|
||||
stx AUDC4
|
||||
sty AUDCTL
|
||||
rts
|
||||
RMTPLAYEREND
|
||||
@@ -0,0 +1,40 @@
|
||||
;* --------BEGIN--------
|
||||
;* C:\Atari\rmt\rmt128\scorch_SFX-only-str.rmt
|
||||
FEAT_SFX equ 1
|
||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||
FEAT_NOSTARTINGSONGLINE equ 0
|
||||
FEAT_INSTRSPEED equ 1
|
||||
FEAT_CONSTANTSPEED equ 16 ;(0 times)
|
||||
FEAT_COMMAND1 equ 1 ;(8 times)
|
||||
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||
FEAT_COMMAND4 equ 0 ;(0 times)
|
||||
FEAT_COMMAND5 equ 0 ;(0 times)
|
||||
FEAT_COMMAND6 equ 0 ;(0 times)
|
||||
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
||||
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
||||
FEAT_PORTAMENTO equ 0 ;(0 times)
|
||||
FEAT_FILTER equ 1 ;(22 times)
|
||||
FEAT_FILTERG0L equ 0 ;(0 times)
|
||||
FEAT_FILTERG1L equ 0 ;(0 times)
|
||||
FEAT_FILTERG0R equ 0 ;(0 times)
|
||||
FEAT_FILTERG1R equ 0 ;(0 times)
|
||||
FEAT_BASS16 equ 0 ;(0 times)
|
||||
FEAT_BASS16G1L equ 0 ;(0 times)
|
||||
FEAT_BASS16G3L equ 0 ;(0 times)
|
||||
FEAT_BASS16G1R equ 0 ;(0 times)
|
||||
FEAT_BASS16G3R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
||||
FEAT_TABLETYPE equ 0 ;(0 times)
|
||||
FEAT_TABLEMODE equ 0 ;(0 times)
|
||||
FEAT_TABLEGO equ 1 ;(2 times)
|
||||
FEAT_AUDCTLMANUALSET equ 1 ;(6 times)
|
||||
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
||||
FEAT_EFFECTVIBRATO equ 1 ;(1 times)
|
||||
FEAT_EFFECTFSHIFT equ 1 ;(11 times)
|
||||
;* --------END--------
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+72
-70
@@ -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!"
|
||||
@@ -47,87 +47,89 @@ 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!"
|
||||
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
||||
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
||||
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
|
||||
;--------------------------------
|
||||
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
||||
L54 dta d"UGH!"
|
||||
L55 dta d"AARGH!"
|
||||
L56 dta d"AAAGGHHH!"
|
||||
L57 dta d"I'M MELTING!"
|
||||
L58 dta d"OOF.."
|
||||
L59 dta d"OH!"
|
||||
L60 dta d"EEEK!"
|
||||
L61 dta d"AACCH!"
|
||||
L62 dta d"I HATE IT WHEN THAT HAPPENS."
|
||||
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
||||
L64 dta d"OH NO!"
|
||||
L65 dta d"NOT ME!"
|
||||
L66 dta d"OUCH."
|
||||
L67 dta d"OH NO, NOT AGAIN."
|
||||
L68 dta d"ANOTHER ONE BITES THE DUST."
|
||||
L69 dta d"GOODBYE."
|
||||
L70 dta d"HELP ME!"
|
||||
L71 dta d"FAREWELL, CRUEL WORLD."
|
||||
L72 dta d"REMEMBER THE ALAMO!"
|
||||
L73 dta d"OH MAN!"
|
||||
L74 dta d"DOOUGH!"
|
||||
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||
L77 dta d"IT'S ALL OVER."
|
||||
L78 dta d"THE FAT LADY SANG."
|
||||
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||
L80 dta d"I'M GOING DOWN."
|
||||
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
||||
L82 dta d"CRAPOLA."
|
||||
L83 dta d"POW!"
|
||||
L84 dta d"BIF!"
|
||||
L85 dta d"BAM!"
|
||||
L86 dta d"ZONK!"
|
||||
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||
L88 dta d"NO... A BUD LIGHT!"
|
||||
L89 dta d"WHAT WAS THAT NOISE?"
|
||||
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||
L92 dta d"I SEE A BRIGHT LIGHT..."
|
||||
L93 dta d"MOMMY? IS THAT YOU?"
|
||||
L94 dta d"I LET YOU HIT ME!"
|
||||
L95 dta d"SUCKER SHOT!"
|
||||
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
||||
L97 dta d"-<SOB>-"
|
||||
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
||||
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."
|
||||
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."
|
||||
L107 dta d"GEE... THANKS."
|
||||
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
||||
L109 dta d"911?"
|
||||
L110 dta d"OH NO! HERE I BLOW AGAIN!"
|
||||
L111 dta d"I'LL BE BACK..."
|
||||
L112 dta d"HEY - I'VE GOT LAWYERS."
|
||||
L113 dta d"TIME TO CALL 1-900-SUE-TANK."
|
||||
L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
||||
L55 dta d"UGH!"
|
||||
L56 dta d"AARGH!"
|
||||
L57 dta d"AAAGGHHH!"
|
||||
L58 dta d"I'M MELTING!"
|
||||
L59 dta d"OOF.."
|
||||
L60 dta d"OH!"
|
||||
L61 dta d"EEEK!"
|
||||
L62 dta d"AACCH!"
|
||||
L63 dta d"I HATE IT WHEN THAT HAPPENS."
|
||||
L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
||||
L65 dta d"OH NO!"
|
||||
L66 dta d"NOT ME!"
|
||||
L67 dta d"OUCH."
|
||||
L68 dta d"OH NO, NOT AGAIN."
|
||||
L69 dta d"ANOTHER ONE BITES THE DUST."
|
||||
L70 dta d"GOODBYE."
|
||||
L71 dta d"HELP ME!"
|
||||
L72 dta d"FAREWELL, CRUEL WORLD."
|
||||
L73 dta d"REMEMBER THE ALAMO!"
|
||||
L74 dta d"OH MAN!"
|
||||
L75 dta d"DOOUGH!"
|
||||
L76 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||
L77 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||
L78 dta d"VERY FUNNY."
|
||||
L79 dta d"THE FAT LADY SANG."
|
||||
L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||
L81 dta d"I'M GOING DOWN."
|
||||
L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
||||
L83 dta d"CRAPOLA."
|
||||
L84 dta d"POW!"
|
||||
L85 dta d"BIF!"
|
||||
L86 dta d"BAM!"
|
||||
L87 dta d"ZONK!"
|
||||
L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||
L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
||||
L90 dta d"WHAT WAS THAT NOISE?"
|
||||
L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||
L92 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||
L93 dta d"I SEE A BRIGHT LIGHT..."
|
||||
L94 dta d"MOMMY? IS THAT YOU?"
|
||||
L95 dta d"I LET YOU HIT ME!"
|
||||
L96 dta d"SUCKER SHOT!"
|
||||
L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
||||
L98 dta d"-<SOB>-"
|
||||
L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
||||
L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||
L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||
L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||
L103 dta d"I THOUGHT YOU LIKED ME?"
|
||||
L104 dta d"CTO XYEB"
|
||||
L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||
L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||
L107 dta d"HEY! KILLIN' AIN'T COOL."
|
||||
L108 dta d"GEE... THANKS."
|
||||
L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
||||
L110 dta d"911?"
|
||||
L111 dta d"OH NO! HERE I BLOW AGAIN!"
|
||||
L112 dta d"I'LL BE BACK..."
|
||||
L113 dta d"HEY - I'VE GOT LAWYERS."
|
||||
L114 dta d"TIME TO CALL 1-900-SUE-TANK."
|
||||
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
|
||||
LEND
|
||||
OffensiveTextTableL
|
||||
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52
|
||||
dta <L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113
|
||||
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
|
||||
dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
|
||||
dta <LEND
|
||||
OffensiveTextTableH
|
||||
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52
|
||||
dta >L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113
|
||||
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
|
||||
dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
|
||||
dta >LEND
|
||||
NumberOfOffensiveTexts=54
|
||||
NumberOfDeffensiveTexts=60
|
||||
NumberOfDeffensiveTexts=62
|
||||
.endp
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!", $ff
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
||||
hoverFullEnd
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS", $ff
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS"
|
||||
hoverEmptyEnd
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+122
-56
@@ -18,27 +18,7 @@ initialvaluesCount = *-initialvaluesstart ; MAX 128 bytes !
|
||||
;===================================================================================
|
||||
;==========================CONSTANT TABLES, do not erase!===========================
|
||||
;===================================================================================
|
||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||
.BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||
dliColorsBack
|
||||
:10 .by $02,$00
|
||||
dliColorsFore
|
||||
.by $0a
|
||||
CashOptionL ;(one zero less than on the screen)
|
||||
.by 0,<200,<800,<1200,<2000
|
||||
CashOptionH
|
||||
.by 0,>200,>800,>1200,>2000
|
||||
GravityTable .by 10,20,25,30,40
|
||||
MaxWindTable .by 5,20,40,70,99
|
||||
RoundsTable .by 10,20,30,40,50
|
||||
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
|
||||
flyDelayTable .by 255,150,75,35,1
|
||||
seppukuTable .by 255, 45,25,15,9
|
||||
|
||||
mountainsDeltaTableH .by 0,1,3,5,7
|
||||
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
|
||||
;------------------------------------------------
|
||||
@@ -62,22 +42,39 @@ XtankOffsetGO_H
|
||||
.by 0,0,0,0,0,1
|
||||
;-----4x4 texts-----
|
||||
LineTop
|
||||
dta d"(%%%%%%%%%%%%)", $ff
|
||||
dta d"(%%%%%%%%%%%%)"
|
||||
;# - vertical, () * +, % - horizontal
|
||||
LineBottom
|
||||
dta d"*%%%%%%%%%%%%+", $ff
|
||||
dta d"*%%%%%%%%%%%%+"
|
||||
LineEmpty
|
||||
dta d"# #", $ff
|
||||
dta d"# #"
|
||||
LineHeader2
|
||||
dta d"# RESULTS #", $ff
|
||||
dta d"# RESULTS #"
|
||||
LineGameOver
|
||||
dta d"# GAME OVER #", $ff
|
||||
dta d"# GAME OVER #"
|
||||
seppukuText
|
||||
dta d"# SEPPUKU! #", $ff
|
||||
dta d"# SEPPUKU! #"
|
||||
areYouSureText
|
||||
dta d"# SURE? Y/N #", $ff
|
||||
dta d"# SURE? Y/N #"
|
||||
lineClear
|
||||
dta d" ", $ff
|
||||
dta d" "
|
||||
|
||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||
;-----------
|
||||
GradientAddrL
|
||||
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
|
||||
GradientAddrH
|
||||
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
|
||||
dliColorsFore2 ; colors for NTSC
|
||||
.by $0a ; one mountains color
|
||||
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
|
||||
dliColorsFore2PAL ; colors for PAL
|
||||
.by $0a ; one mountains color
|
||||
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||
.by $3a,$16,$18,$e6,$e8,$c4,$c6,$a4,$a6,$a6
|
||||
|
||||
;-----------
|
||||
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||
@@ -96,7 +93,7 @@ pmtableH
|
||||
.by >(pmgraph+$300)
|
||||
;-----------
|
||||
sintable
|
||||
.by 0
|
||||
.by 1
|
||||
.by 4
|
||||
.by 8
|
||||
.by 13
|
||||
@@ -228,7 +225,12 @@ TanksNamesDefault
|
||||
dta d"4th.Tank"
|
||||
dta d"5th.Tank"
|
||||
dta d"6th.Tank"
|
||||
|
||||
;-------------------------------------------------
|
||||
TankShapesTable .BYTE char_tank1___________
|
||||
.BYTE char_tank2___________
|
||||
.BYTE char_tank3___________
|
||||
.BYTE char_tank4___________
|
||||
;-------------------------------------------------
|
||||
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Baby_Missile___
|
||||
.by >price_Missile________
|
||||
@@ -274,7 +276,10 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Bouncy_Castle__
|
||||
.by >price_Long_Barrel____
|
||||
.by >price_Nuclear_Winter_
|
||||
|
||||
.by >price_Lazy_Boy_______
|
||||
.by >price_Lazy_Darwin____
|
||||
.by >price_Auto_Defense___
|
||||
.by >price_Spy_Hard_______
|
||||
WeaponPriceL
|
||||
.by <price_Baby_Missile___
|
||||
.by <price_Missile________
|
||||
@@ -320,6 +325,10 @@ WeaponPriceL
|
||||
.by <price_Bouncy_Castle__
|
||||
.by <price_Long_Barrel____
|
||||
.by <price_Nuclear_Winter_
|
||||
.by <price_Lazy_Boy_______
|
||||
.by <price_Lazy_Darwin____
|
||||
.by <price_Auto_Defense___
|
||||
.by <price_Spy_Hard_______
|
||||
|
||||
;-------------------------------------------------
|
||||
; how many units (bulletd) of a given weapon we get for a given price
|
||||
@@ -372,6 +381,10 @@ WeaponUnits
|
||||
.by 1 ;Auto_Defense___;_41
|
||||
.by 2 ;Long_Barrel____;_42
|
||||
.by 1 ;Nuclear_Winter_;_43
|
||||
.by 2 ;Lazy_Boy_______;_44
|
||||
.by 2 ;Lazy_Darwin____;_45
|
||||
.by 2 ;Auto_Defense___;_46
|
||||
.by 4 ;Spy_Hard_______;_47
|
||||
|
||||
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
;the comment is an index in the tables
|
||||
@@ -391,6 +404,7 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
.by %01011111
|
||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||
.by %11000000
|
||||
|
||||
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||
@@ -411,6 +425,7 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
.by %01001101
|
||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||
.by %11000000
|
||||
|
||||
;-------------------------------------------------
|
||||
@@ -460,6 +475,10 @@ WeaponSymbols
|
||||
.by $3f ;ind_Bouncy_Castle__ ;_41
|
||||
.by $1d ;ind_Long_Barrel____ ;_42
|
||||
.by $7d ;ind_Nuclear_Winter_ ;_43
|
||||
.by $02 ;ind_Lazy_Boy_______ ;_44
|
||||
.by $03 ;ind_Lazy_Darwin____ ;_45
|
||||
.by $5e ;ind_Auto_Defense___ ;_46
|
||||
.by $7c ;ind_Spy_Hard_______ ;_47
|
||||
|
||||
; Names of weapons (16 chars long)
|
||||
NamesOfWeapons ;the comment is an index in the tables
|
||||
@@ -493,7 +512,7 @@ NamesOfWeapons ;the comment is an index in the tables
|
||||
dta d"Ton of Dirt " ; 27
|
||||
dta d"Liquid Dirt " ; 28
|
||||
dta d"Dirt Charge " ; 29
|
||||
dta d"Buy me! " ; 30
|
||||
dta d"Best F...g Gifts" ; 30
|
||||
dta d"Laser " ; 31
|
||||
;------defensives
|
||||
dta d"White Flag " ; 32
|
||||
@@ -508,6 +527,11 @@ NamesOfWeapons ;the comment is an index in the tables
|
||||
dta d"Bouncy Castle " ; 41 - with shield and energy
|
||||
dta d"Long Schlong " ; 42
|
||||
dta d"Nuclear Winter " ; 43
|
||||
dta d"Lazy Boy " ; 44
|
||||
dta d"Lazy Darwin " ; 45
|
||||
dta d"Auto Defense " ; 46
|
||||
dta d"Spy Hard " ; 47
|
||||
|
||||
DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake the table for ALL weapons
|
||||
.by 00 ; White Flag
|
||||
.by 00 ; Heat Guidance
|
||||
@@ -521,45 +545,65 @@ DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake th
|
||||
.by 99 ; Bouncy Castle
|
||||
.by 00 ; Long Barrel
|
||||
.by 00 ; Nuclear Winter
|
||||
.by 00 ; Lazy Boy
|
||||
.by 00 ; Lazy Darwin
|
||||
.by 00 ; Auto Defense
|
||||
.by 00 ; Spy Hard
|
||||
weaponsOfDeath ; weapons used in tank death animations
|
||||
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
||||
weaponsOfDeathEnd
|
||||
joyToKeyTable
|
||||
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
|
||||
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
|
||||
.by $ff ;00
|
||||
.by $ff ;01
|
||||
.by $ff ;02
|
||||
.by $ff ;03
|
||||
.by $ff ;04
|
||||
.by $ff ;05
|
||||
.by $ff ;06
|
||||
.by @kbcode._right ;07
|
||||
.by $ff ;08
|
||||
.by $ff ;09
|
||||
.by $ff ;0a
|
||||
.by @kbcode._left ;0b
|
||||
.by $ff ;0c
|
||||
.by @kbcode._down ;0d
|
||||
.by @kbcode._up ;0e
|
||||
.by $ff ;0f
|
||||
|
||||
;-----------------------------------
|
||||
keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
|
||||
.by $3f,$15,$12,$3a,$2a,$38,$3d,$39
|
||||
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
||||
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
||||
.by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b
|
||||
.by $33,$35,$30,$32,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
||||
.by $2b,$17
|
||||
.by $32,$1f,$1e,$1a,$18,$1d,$1b
|
||||
.by $33,$35,$30,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
||||
keycodesEnd
|
||||
scrcodes
|
||||
dta d"abcdefgh"
|
||||
dta d"ijklmnop"
|
||||
dta d"qrstuvwx"
|
||||
dta d"yz123456"
|
||||
dta d"7890. " ; "-"
|
||||
dta d"yz"
|
||||
zero
|
||||
digits ; decimal constans
|
||||
dta d"0123456"
|
||||
dta d"789. " ; "-"
|
||||
;-------decimal constans
|
||||
;zero
|
||||
;digits dta d"0123456789"
|
||||
|
||||
;-----------------------------------
|
||||
gameOverSpritesTop
|
||||
; end of the Gover sprites by number of players
|
||||
; 1 2 3 4 5 6
|
||||
.by 130,130,136,142,148,154
|
||||
;-------decimal constans
|
||||
zero
|
||||
digits dta d"0123456789"
|
||||
|
||||
.by 130+7,130+7,136+7,142+7,148+7,154+7
|
||||
;------credits
|
||||
CreditsStart
|
||||
dta d" "*
|
||||
dta d"You were playin",d"g"*
|
||||
dta d"Scorc",d"h"*
|
||||
dta d"Warsaw, Miam",d"i"*
|
||||
dta d"2000-202",d"2"*
|
||||
dta d" "*
|
||||
dta d"B",d"y"*
|
||||
dta d"2000-202",d"3"*
|
||||
dta d" "*
|
||||
dta d"Programmin",d"g"*
|
||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||
@@ -568,27 +612,49 @@ CreditsStart
|
||||
dta d"SFX, Music and Suppor",d"t"*
|
||||
dta d"Michal 'Miker' Szpilowsk",d"i"*
|
||||
dta d" "*
|
||||
dta d"Additional Musi",d"c"*
|
||||
dta d"Mario 'Emkay' Kri",d"x"*
|
||||
dta d" "*
|
||||
.IF target != 5200
|
||||
dta d"Additional Musi",d"c"*
|
||||
dta d"Mario 'Emkay' Kri",d"x"*
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
dta d"Code Optimizatio",d"n"*
|
||||
dta d"Piotr '0xF' Fusi",d"k"*
|
||||
dta d" "*
|
||||
dta d"Ar",d"t"*
|
||||
dta d"Adam Wachowsk",d"i"*
|
||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||
.IF target != 5200
|
||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Ideas and Q",d"A"*
|
||||
dta d"Ideas, help and Q",d"A"*
|
||||
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
|
||||
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
|
||||
dta d"brad-colbert, archon800, nowy80",d","*
|
||||
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
||||
dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
|
||||
.IF target = 5200
|
||||
dta d","*
|
||||
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
|
||||
dta d"RB520",d"0"*
|
||||
.ELSE
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Additional testin",d"g"*
|
||||
dta d"Arek and Alex Peck",d"o"*
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||
.IF target != 5200
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
CreditsEnd
|
||||
CreditsLines=44
|
||||
.IF target = 5200
|
||||
CreditsLines=38
|
||||
.ELSE
|
||||
CreditsLines=42 ; 34 in reality. add 7?
|
||||
.ENDIF
|
||||
.IF target = 5200
|
||||
; Atari 5200 splash
|
||||
NewSplashText=*
|
||||
dta d"copyright 2023 atari"
|
||||
.ENDIF
|
||||
.endif
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
dliColorsBack
|
||||
:10 .by $02,$00
|
||||
dliColorsFore
|
||||
.by $0a ; one mountains color
|
||||
; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
|
||||
; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
|
||||
.by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new
|
||||
.by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04
|
||||
CashOptionL ;(one zero less than on the screen)
|
||||
.by 0,<200,<800,<1200,<2000
|
||||
CashOptionH
|
||||
.by 0,>200,>800,>1200,>2000
|
||||
GravityTable .by 10,20,25,30,40
|
||||
MaxWindTable .by 5,20,40,70,99
|
||||
RoundsTable .by 10,20,30,40,50
|
||||
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
|
||||
flyDelayTable .by 255,150,75,35,1
|
||||
seppukuTable .by 255, 45,25,15,9
|
||||
.endif
|
||||
+20
-10
@@ -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
|
||||
@@ -39,7 +37,8 @@ char_sandhog_________ = $0c
|
||||
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
||||
char_tank1___________ = $20
|
||||
char_tank2___________ = $24
|
||||
char_tank3___________ = $28
|
||||
char_tank3___________ = $2c
|
||||
char_tank4___________ = $28 ; robotank shape
|
||||
|
||||
;Weapon prices (*10 on screen)
|
||||
price_Baby_Missile___ = 0 ;_00
|
||||
@@ -86,6 +85,10 @@ price_Force_Shield___ = 1100 ;_40
|
||||
price_Bouncy_Castle__ = 512 ;_41
|
||||
price_Long_Barrel____ = 2100 ;_42
|
||||
price_Nuclear_Winter_ = 1000 ;_43
|
||||
price_Lazy_Boy_______ = 500 ;_44
|
||||
price_Lazy_Darwin____ = 730 ;_45
|
||||
price_Auto_Defense___ = 250 ;_46
|
||||
price_Spy_Hard_______ = 83 ;_47
|
||||
;Weapon indexes (numbers)
|
||||
ind_Baby_Missile___ = 0
|
||||
first_offensive____ = ind_Baby_Missile___
|
||||
@@ -134,7 +137,12 @@ ind_Force_Shield___ = 40
|
||||
ind_Bouncy_Castle__ = 41
|
||||
ind_Long_Barrel____ = 42
|
||||
ind_Nuclear_Winter_ = 43
|
||||
last_defensive_____ = ind_Nuclear_Winter_
|
||||
ind_Lazy_Boy_______ = 44
|
||||
ind_Lazy_Darwin____ = 45
|
||||
ind_Auto_Defense___ = 46
|
||||
ind_Spy_Hard_______ = 47
|
||||
last_defensive_____ = ind_Spy_Hard_______
|
||||
last_real_defensive = ind_Bouncy_Castle__
|
||||
number_of_offensives = last_offensive_____ - first_offensive____+1
|
||||
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
||||
;--------------------------------
|
||||
@@ -172,6 +180,8 @@ sfx_battery = $1c ;3
|
||||
sfx_white_flag = $1d ;4
|
||||
sfx_long_barrel = $1e
|
||||
sfx_tank_move = $1f
|
||||
sfx_auto_defense= $2b
|
||||
sfx_lazy_boys = $2c
|
||||
;--------------------------------
|
||||
; RMT songs (lines)
|
||||
;--------------------------------
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
;-----------------------------------------------
|
||||
; start of "variables" (RAM)
|
||||
;-----------------------------------------------
|
||||
OptionsHere
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Players : 2 3 4 5 6 "
|
||||
dta d"Cash : none 2K 8K 12K 20K "
|
||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||
dta d"Rounds : 10 20 30 40 50 "
|
||||
dta d"Missiles : slug slow norm fast hare "
|
||||
dta d"Seppuku : nevr rare norm oftn alws "
|
||||
dta d"Mountains: NL BE CZ CH NP "
|
||||
dta d"Walls : none wrap bump boxy rand "
|
||||
;; 01234567890123456789012345678901
|
||||
; dta d"Players: 2 3 4 5 6 "
|
||||
; dta d"Cash :none 2K 8K 12K 20K"
|
||||
; dta d"Gravity:0.2G 0.5G 1G 2G 4G "
|
||||
; dta d"Wind : 1B 3B 5B 7B 9B "
|
||||
; dta d"Rounds : 10 20 30 40 50 "
|
||||
; dta d"Missile:slug slow norm fast hare"
|
||||
; dta d"Seppuku:nevr rare norm oftn alws"
|
||||
; dta d"Hills : NL BE CZ CH NP "
|
||||
; dta d"Walls :none wrap bump boxy rand"
|
||||
OptionsScreenEnd
|
||||
|
||||
;-----------------------------------------------
|
||||
NameScreen2
|
||||
dta d" Tank 1 *1 +1 Name:"
|
||||
NameAdr
|
||||
dta d" "
|
||||
NameScreen4
|
||||
dta d" "
|
||||
NamesOfLevels
|
||||
dta d" HUMAN Moron Shooter "
|
||||
dta d" Poolshark Tosser Chooser "
|
||||
dta d" Spoiler Cyborg Unknown "
|
||||
;------------------------
|
||||
; end of "variables" (RAM)
|
||||
;------------------------
|
||||
|
||||
.endif
|
||||
@@ -0,0 +1,46 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
;---------------------------------------------------
|
||||
purchaseTextBuffer
|
||||
dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
|
||||
; DLs fragments (modified by game code)
|
||||
; all Purchase DL :)
|
||||
PurchaseDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
DLPurTitleAddr
|
||||
.word PurchaseTitle
|
||||
.byte $50
|
||||
.byte $42
|
||||
.word purchaseTextBuffer
|
||||
.byte $00+$80
|
||||
.byte $20+$80,$10+$80,$42
|
||||
MoreUpdl
|
||||
.word EmptyLine
|
||||
.byte $10+$80,$42
|
||||
WeaponsListDL
|
||||
.word ListOfWeapons
|
||||
:15 .byte 0,2
|
||||
.byte $10+$80, $42
|
||||
MoreDownDL
|
||||
.word EmptyLine
|
||||
.byte $40+$80,$42
|
||||
.word WeaponsDescription
|
||||
.byte $0,$42
|
||||
PurActDescAddr
|
||||
.word PurchaseDescription
|
||||
.byte $41
|
||||
.word PurchaseDL
|
||||
;------------------------
|
||||
DLCreditsFragm
|
||||
.byte $60+$80
|
||||
.byte $42+$20 ; VSCRL
|
||||
DLCreditsAddr
|
||||
.word Credits
|
||||
:6 .byte $02+$20
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word GameOverDL
|
||||
.endif
|
||||
+103
-125
@@ -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)
|
||||
;-----------------------------------------------
|
||||
@@ -110,9 +9,48 @@ DLCreditsAddr
|
||||
OptionsScreen
|
||||
dta d"Welcome to Scorch v. "
|
||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||
dta d" (un)2000-2022"
|
||||
dta d" (un)2000-2023"
|
||||
|
||||
.IF TARGET = 800
|
||||
dta d" Please select option with cursor keys "
|
||||
dta d" and press (Return) to proceed "
|
||||
.ELIF TARGET = 5200
|
||||
dta d" Please select option with joystick one "
|
||||
dta d" and press FIRE to proceed "
|
||||
.ENDIF
|
||||
; 0123456789012345678901234567890123456789
|
||||
;-----------------------------------------------
|
||||
NameScreen
|
||||
.IF TARGET = 800
|
||||
dta d" Enter names of players "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Hold "
|
||||
dta d "FIRE"*
|
||||
dta d " to enter player names "
|
||||
.ENDIF
|
||||
NameScreen3
|
||||
dta d" Human/Atari (difficulty level) "
|
||||
NameScreen5
|
||||
.IF TARGET = 800
|
||||
dta d" "
|
||||
dta d"TAB"*
|
||||
dta d" - Port nr "
|
||||
dta d"Joy"*
|
||||
dta d" - Difficulty "
|
||||
dta d" "
|
||||
dta d"Return"*
|
||||
dta d" - Proceed "
|
||||
.ELIF TARGET = 5200
|
||||
dta d" "
|
||||
dta d"(5)"*
|
||||
dta d" - Port nr "
|
||||
dta d"Joy"*
|
||||
dta d" - Difficulty "
|
||||
dta d" "
|
||||
dta d"FIRE"*
|
||||
dta d" - Proceed "
|
||||
.ENDIF
|
||||
;-----------------------------------------------
|
||||
MoreUp
|
||||
dta d" "
|
||||
dta 92,92,92
|
||||
@@ -127,25 +65,53 @@ MoreDown
|
||||
dta d" "
|
||||
WeaponsDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Tab"*
|
||||
dta d ": Defensive/Offensive weapon "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Left"*
|
||||
dta d ": Defensive/Offensive weapon"
|
||||
.ENDIF
|
||||
PurchaseDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Purchase "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Purchase "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
.ENDIF
|
||||
ActivateDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Activate "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Activate "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
.ENDIF
|
||||
EmptyLine
|
||||
dta d" "
|
||||
;---------------------------------------------------
|
||||
OptionsTitle
|
||||
.IF TARGET = 800
|
||||
dta d" scorch "*
|
||||
.ELIF TARGET = 5200
|
||||
dta d" scorch supersystem "*
|
||||
; dta d" scorch "*
|
||||
; dta d"5"
|
||||
; dta d"k"*
|
||||
; dta d"2"
|
||||
; dta d" "*
|
||||
.ENDIF
|
||||
DifficultyTitle
|
||||
dta d" difficulty "*
|
||||
PurchaseTitle
|
||||
@@ -161,45 +127,45 @@ 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
|
||||
:76 .by $0f ;76
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:13 .by $0f ;13
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
:12 .by $0f ;12
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:8 .by $0f ;8
|
||||
:7 .by $0f ;7
|
||||
.by $4f ;1
|
||||
.wo display+$0ff0
|
||||
:2 .by $0f ;2
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:9 .by $0f ;9
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:8 .by $0f ;8
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:7 .by $0f ;7
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:6 .by $0f ;6
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:5 .by $0f ;5
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:4 .by $0f ;4
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:3 .by $0f ;3
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:2 .by $0f ;2
|
||||
.by $0f+$80 ; DLI (black to end);1
|
||||
:38 .byte $0f ;35 ..... = 200
|
||||
.by $4f
|
||||
@@ -207,7 +173,6 @@ 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 +187,7 @@ OptionsDL
|
||||
:maxOptions-1 .by $02,$10
|
||||
:(9-maxOptions) .by $70,$10
|
||||
.byte $80
|
||||
.byte $60 ; to match moved sprites
|
||||
.byte $4f
|
||||
.word (display+140*40)
|
||||
:21 .by $0f ;76
|
||||
@@ -233,12 +199,23 @@ 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 +226,13 @@ GameOverDL
|
||||
.byte $70,$40
|
||||
.byte $47 ; 16 gr8 lines
|
||||
.word GameOverTitle
|
||||
; .byte $60 ; 7 lines down to match new sprite position
|
||||
.byte $4f ; 1 line
|
||||
.word display+(40*72)
|
||||
:28 .byte $0f ; 28 lines
|
||||
.byte $0f+$80
|
||||
.byte $4f ; 1 line
|
||||
.word display+(40*32)
|
||||
.word display+(40*(32-7)) ;7 lines up to match new sprite position
|
||||
:30 .byte $0f ; 30 lines
|
||||
.byte $0f+$80 ; 1 line
|
||||
.byte $4f ; 1 line
|
||||
@@ -0,0 +1,11 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
statusBuffer
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Player: * "
|
||||
dta d"Energy: Angle: Force: "
|
||||
dta d"Round: Wind: "
|
||||
|
||||
.ENDIF
|
||||
+401
-31
@@ -140,8 +140,13 @@ LineParametersReady
|
||||
ora DX+1
|
||||
ora DY
|
||||
ora DY+1
|
||||
jeq EndOfDraw
|
||||
bne NotOnePoint
|
||||
; length=0
|
||||
sta LineLength
|
||||
sta LineLength+1
|
||||
jmp EndOfDraw
|
||||
|
||||
NotOnePoint
|
||||
; here we have DX,DY,XK and we know which operations
|
||||
; are to be performed with these factors when doing PLOT
|
||||
; (accordingly to given bits of 'HowToDraw')
|
||||
@@ -219,7 +224,9 @@ PutPixelinDraw
|
||||
bit drawFunction
|
||||
bpl @+
|
||||
inw LineLength
|
||||
bne ContinueDraw ; ==jmp
|
||||
bit Vdebug
|
||||
bmi MeasureVisualisation
|
||||
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
|
||||
@
|
||||
bvc @+
|
||||
DrawCheck
|
||||
@@ -266,6 +273,7 @@ CheckCollisionDraw
|
||||
StopHitChecking
|
||||
jmp ContinueDraw
|
||||
@
|
||||
MeasureVisualisation
|
||||
jsr plot
|
||||
|
||||
ContinueDraw
|
||||
@@ -543,16 +551,20 @@ NotHigherByte02
|
||||
sec
|
||||
lda xtankstableL,x
|
||||
sbc #$0f
|
||||
; and clear lowest bit to be sure that the X coordinate is even
|
||||
; (this is to have P/M background look nice)
|
||||
; "AND" does not change "Carry" bit.
|
||||
; x correction for P/M
|
||||
; --
|
||||
.IF XCORRECTION_FOR_PM = 1
|
||||
and #$fe
|
||||
.ENDIF
|
||||
; --
|
||||
sta xtankstableL,x
|
||||
bcs NotHigherByte01
|
||||
dec xtankstableH,x
|
||||
NotHigherByte01
|
||||
|
||||
; and clear lowest bit to be sure that the X coordinate is even
|
||||
; (this is to have P/M background look nice)
|
||||
lda xtankstableL,x
|
||||
and #$fe
|
||||
sta xtankstableL,x
|
||||
inx
|
||||
Cpx NumberOfPlayers
|
||||
bne StillRandomize02
|
||||
@@ -638,8 +650,10 @@ No6thTankHide
|
||||
jmp DoNotDrawTankNr
|
||||
SkipHidingPM
|
||||
|
||||
|
||||
lda TankShape,x
|
||||
tax
|
||||
ldy TankShapesTable,x
|
||||
ldx TankNr
|
||||
lda AngleTable,x
|
||||
cmp #91 ; left or right tank shape
|
||||
bcs LeftTank
|
||||
@@ -1198,7 +1212,10 @@ DoNotDrawParachute
|
||||
; If it is odd then it must be corrected because otherwise
|
||||
; P/M graphics background would not look OK
|
||||
; ldx TankNr
|
||||
lda XtanksTableL,x
|
||||
; x correction for P/M
|
||||
; --
|
||||
.IF XCORRECTION_FOR_PM = 1
|
||||
lda XtanksTableL,x
|
||||
and #$01
|
||||
beq EndOfFall ; if it is even then it is the end
|
||||
; and if not, we push it one pixel the way it was falling before
|
||||
@@ -1212,6 +1229,8 @@ ForceFallLeft
|
||||
sta UnderTank1
|
||||
sty UnderTank2
|
||||
jmp TankFallsX
|
||||
.ENDIF
|
||||
; --
|
||||
EndOfFall
|
||||
mva #1 Erase
|
||||
; ldx TankNr
|
||||
@@ -1344,6 +1363,15 @@ drawmountainspixelloop
|
||||
jsr ClearTanks
|
||||
NoClearTanks
|
||||
|
||||
; Fix for lonely pixel after nuclear winter :) #103
|
||||
lda #0
|
||||
sta xdraw
|
||||
sta xdraw+1
|
||||
sta ydraw
|
||||
sta ydraw+1
|
||||
sta color
|
||||
jsr plot
|
||||
|
||||
; First we look for highest pixels and fill with their coordinates
|
||||
; both tables
|
||||
|
||||
@@ -1351,6 +1379,9 @@ NoClearTanks
|
||||
adw RangeLeft #mountaintable temp
|
||||
adw RangeLeft #mountaintable2 tempor2
|
||||
|
||||
cpw xdraw RangeRight
|
||||
jcs NothingToFall
|
||||
|
||||
NextColumn1
|
||||
mwa #0 ydraw
|
||||
NextPoint1
|
||||
@@ -1439,6 +1470,7 @@ ColumnIsReady
|
||||
jeq MainFallout2
|
||||
; now correct heights are in the mountaintable
|
||||
sta color ; Pozor! :) we know - now A=1
|
||||
NothingToFall
|
||||
mva #sfx_silencer sfx_effect
|
||||
jsr DrawTanks
|
||||
rts
|
||||
@@ -1597,7 +1629,6 @@ NotHigher
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
; -----------------------------------------
|
||||
.proc unPlot
|
||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||
@@ -1895,7 +1926,7 @@ EndPutChar
|
||||
rts
|
||||
.endp
|
||||
|
||||
; ------------------------------------------
|
||||
;--------------------------------------------------
|
||||
.proc PutChar4x4
|
||||
; puts 4x4 pixels char on the graphics screen
|
||||
; in: dx, dy (LOWER left corner of the char)
|
||||
@@ -1904,7 +1935,6 @@ EndPutChar
|
||||
; all pixels are being drawn
|
||||
; (empty and not empty)
|
||||
;--------------------------------------------------
|
||||
; rts
|
||||
cpw dy #(screenheight-1)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dy #(4)
|
||||
@@ -2012,9 +2042,314 @@ EndPut4x4
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc DisplayOffensiveTextNr ;
|
||||
ldx TextNumberOff
|
||||
lda talk.OffensiveTextTableL,x
|
||||
sta LineAddress4x4
|
||||
lda talk.OffensiveTextTableH,x
|
||||
sta LineAddress4x4+1
|
||||
inx ; the next text
|
||||
lda talk.OffensiveTextTableH,x
|
||||
sta temp+1
|
||||
lda talk.OffensiveTextTableL,x
|
||||
sta temp ; opty possible
|
||||
; substract address of the next text from previous to get text length
|
||||
sbw temp LineAddress4x4 temp2
|
||||
mva temp2 fx
|
||||
|
||||
;jsr Display4x4AboveTank
|
||||
;rts
|
||||
; POZOR !!!
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc Display4x4AboveTank ;
|
||||
; Displays texts using PutChar4x4 above tank and mountains.
|
||||
; Pretty cool, eh!
|
||||
;parameters are:
|
||||
;Y - number of tank above which text is displayed
|
||||
;fx - length of text
|
||||
;LineAddress4x4 - address of the text
|
||||
|
||||
;lets calculate position of the text first!
|
||||
;that's easy because we have number of tank
|
||||
;and xtankstableL and H keep X position of a given tank
|
||||
|
||||
lda xtankstableL,y
|
||||
sta temp
|
||||
lda xtankstableH,y
|
||||
sta temp+1
|
||||
;now we should substract length of the text-1
|
||||
;temp2 = (fx-1)*2
|
||||
ldy fx
|
||||
dey
|
||||
tya
|
||||
asl
|
||||
sta temp2
|
||||
mva #0 temp2+1
|
||||
;now we have HALF length in pixels
|
||||
;stored in temp2
|
||||
|
||||
;here we assume max length of text
|
||||
;to display is 127 chars, but later it turns out it must be max 63!
|
||||
|
||||
sbw temp temp2 ; here begin of the text is in TEMP !!!!
|
||||
;now we should check overflows
|
||||
;lda temp+1 ; opty
|
||||
bpl DOTNnotLessThanZero
|
||||
;less than zero, so should be zero
|
||||
mwa #0 temp
|
||||
beq DOTNnoOverflow
|
||||
|
||||
DOTNnotLessThanZero
|
||||
;so check if end larger than screenwidth
|
||||
|
||||
|
||||
lda fx
|
||||
asl
|
||||
asl
|
||||
;length in pixels -
|
||||
;text length max 63 chars !!!!!!!!
|
||||
|
||||
|
||||
clc
|
||||
adc temp
|
||||
sta temp2
|
||||
lda #0
|
||||
adc temp+1
|
||||
sta temp2+1
|
||||
;now in temp2 is end of the text in pixels
|
||||
;so check if not greater than screenwitdth
|
||||
cpw temp2 #screenwidth
|
||||
bcc DOTNnoOverflow
|
||||
|
||||
;if end is greater than screenwidth
|
||||
;then screenwidth - length is fine
|
||||
lda fx
|
||||
asl
|
||||
asl
|
||||
sta temp
|
||||
mva #0 temp+1
|
||||
|
||||
sec
|
||||
lda #<(screenwidth-1)
|
||||
sbc temp
|
||||
sta temp
|
||||
lda #>(screenwidth-1)
|
||||
sbc temp+1
|
||||
sta temp+1
|
||||
DOTNnoOverflow
|
||||
;here in temp we have really good x position of text
|
||||
|
||||
mwa temp LineXdraw
|
||||
|
||||
;now let's get y position
|
||||
;we will try to put text as low as possible
|
||||
;just above mountains (so mountaintable will be checked)
|
||||
lda fx
|
||||
asl
|
||||
asl
|
||||
tay
|
||||
;in temp there still is X position of text
|
||||
;if we add temp and Y we will get end of the text
|
||||
;so, lets go through mountaintable and look for
|
||||
;the lowest value within
|
||||
;Mountaitable+temp and Mountaitable+temp+Y
|
||||
|
||||
adw temp #MountainTable
|
||||
|
||||
mva #screenheight temp2 ;initialisation of the lowest value
|
||||
|
||||
DOTLowestMountainValueLoop
|
||||
lda (temp),y
|
||||
cmp temp2
|
||||
bcs DOTOldLowestValue ;old lowest value
|
||||
;new lowest value
|
||||
sta temp2
|
||||
DOTOldLowestValue
|
||||
dey
|
||||
cpy #$ff
|
||||
bne DOTLowestMountainValueLoop
|
||||
|
||||
sec
|
||||
lda temp2
|
||||
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
||||
sta LineYdraw
|
||||
|
||||
jmp TypeLine4x4.noLengthNoColor ; rts
|
||||
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc DisplayTankNameAbove ;
|
||||
lda tankNr
|
||||
:3 asl ; *8
|
||||
clc
|
||||
adc #<TanksNames
|
||||
sta temp ; TextAddress
|
||||
lda #0
|
||||
adc #>Tanksnames
|
||||
sta temp+1 ; TextAddress+1
|
||||
mwa temp LineAddress4x4
|
||||
|
||||
;find length of the tank's name
|
||||
ldy #7
|
||||
@
|
||||
lda (temp),y
|
||||
bne end_found
|
||||
dey
|
||||
bne @-
|
||||
|
||||
end_found
|
||||
iny
|
||||
sty fx
|
||||
ldy tankNr
|
||||
jsr Display4x4AboveTank
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------
|
||||
.proc TypeLine4x4 ;
|
||||
;-------------------------------
|
||||
;this routine prints line of length `fx`
|
||||
;address in LineAddress4x4
|
||||
;starting from LineXdraw, LineYdraw
|
||||
|
||||
lda #14 ; default length of 4x4 texts
|
||||
sta fx
|
||||
|
||||
variableLength
|
||||
lda #$ff ; $ff - visible characters, $00 - clearing
|
||||
|
||||
staplot4x4color
|
||||
sta plot4x4color
|
||||
noLengthNoColor
|
||||
|
||||
ldy #0
|
||||
sty LineCharNr
|
||||
|
||||
TypeLine4x4Loop
|
||||
ldy LineCharNr
|
||||
|
||||
lda (LineAddress4x4),y
|
||||
and #$3f ;always CAPITAL letters
|
||||
sta CharCode4x4
|
||||
mwa LineXdraw dx
|
||||
mva LineYdraw dy
|
||||
mva #0 dy+1 ; dy is 2 bytes value
|
||||
jsr PutChar4x4 ;type empty pixels as well!
|
||||
adw LineXdraw #4
|
||||
inc:lda LineCharNr
|
||||
cmp fx
|
||||
bne TypeLine4x4Loop
|
||||
|
||||
EndOfTypeLine4x4
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
;--------------------------------
|
||||
.proc AreYouSure
|
||||
;using 4x4 font
|
||||
|
||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||
|
||||
;top frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_top
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
;sure?
|
||||
mwa #areYouSureText LineAddress4x4
|
||||
jsr _sep_opty
|
||||
;bottom frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_bottom
|
||||
|
||||
|
||||
jsr GetKey
|
||||
cmp #@kbcode._Y ; $2b ; "Y"
|
||||
bne @+
|
||||
mva #$80 escFlag
|
||||
bne skip01
|
||||
@ mva #0 escFlag
|
||||
skip01
|
||||
jsr WaitForKeyRelease
|
||||
|
||||
;clean
|
||||
mva #3 di
|
||||
mva #4 ResultY
|
||||
@
|
||||
mva #$ff plot4x4color
|
||||
mwa #lineClear LineAddress4x4
|
||||
jsr _sep_opty
|
||||
dec di
|
||||
bne @-
|
||||
|
||||
quit_areyousure
|
||||
rts
|
||||
.endp
|
||||
|
||||
.proc _sep_opty
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
adb ResultY #4 ;next line
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------
|
||||
.proc DisplaySeppuku
|
||||
;using 4x4 font
|
||||
|
||||
|
||||
mva #20 fs ; temp, how many times blink the billboard
|
||||
seppuku_loop
|
||||
lda CONSOL ; turbo mode
|
||||
and #%00000001 ; START KEY
|
||||
sne:mva #1 fs ; finish it
|
||||
|
||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||
|
||||
;top frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_top
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
;seppuku
|
||||
mwa #seppukuText LineAddress4x4
|
||||
jsr _sep_opty
|
||||
|
||||
;bottom frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_bottom ; just go
|
||||
|
||||
;clean seppuku
|
||||
|
||||
mva #3 di
|
||||
;mva #4 ResultY
|
||||
lda #4
|
||||
sta ResultY
|
||||
loplop ;@
|
||||
mwa #lineClear LineAddress4x4
|
||||
jsr _sep_opty
|
||||
|
||||
dec di
|
||||
bne loplop ;@-
|
||||
|
||||
dec fs
|
||||
jne seppuku_loop
|
||||
|
||||
quit_seppuku
|
||||
rts
|
||||
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc SetMainScreen
|
||||
; mva #0 dmactls
|
||||
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||
lda #%00111110
|
||||
; and #$fc
|
||||
@@ -2075,7 +2410,7 @@ X lda XtanksTableL,x
|
||||
sbc #90
|
||||
tax
|
||||
; barrel start offset over 90deg
|
||||
adw xdraw #5 xdraw
|
||||
adw xdraw #4 xdraw
|
||||
mva #1 goleft
|
||||
bpl @+ ; jmp @+
|
||||
|
||||
@@ -2112,9 +2447,10 @@ YangleUnder90
|
||||
lda #0 ; all arithmetic to zero
|
||||
sta vx+1
|
||||
sta vy+1
|
||||
lda #128 ; ; add 0.5 to fx and fy (not vx and vx) for better rounding - it's my opinion (Pecus)
|
||||
sta fx
|
||||
sta fy
|
||||
|
||||
|
||||
; draw by vx vy
|
||||
; in each step
|
||||
; 1. plot(xdraw, ydraw)
|
||||
@@ -2125,42 +2461,43 @@ YangleUnder90
|
||||
barrelLoop
|
||||
|
||||
lda goleft
|
||||
bne @+
|
||||
bne goright
|
||||
clc
|
||||
lda fx
|
||||
adc vx
|
||||
sta fx
|
||||
bcc @+
|
||||
lda xdraw
|
||||
adc #0
|
||||
adc vx+1
|
||||
sta xdraw
|
||||
lda xdraw+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
jmp ybarrel
|
||||
bcc @+
|
||||
inc xdraw+1
|
||||
@
|
||||
jmp ybarrel
|
||||
goright
|
||||
sec
|
||||
lda fx
|
||||
sbc vx
|
||||
sta fx
|
||||
bcs @+
|
||||
lda xdraw
|
||||
sbc #0
|
||||
sbc vx+1
|
||||
sta xdraw
|
||||
lda xdraw+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
|
||||
bcs @+
|
||||
dec xdraw+1
|
||||
@
|
||||
ybarrel
|
||||
sec
|
||||
lda fy
|
||||
sbc vy
|
||||
sta fy
|
||||
bcs @+
|
||||
lda ydraw
|
||||
sbc #0
|
||||
sbc vy+1
|
||||
sta ydraw
|
||||
lda ydraw+1
|
||||
sbc #0
|
||||
sta ydraw+1
|
||||
|
||||
bcs @+
|
||||
dec ydraw+1
|
||||
@
|
||||
jsr plot ;.MakePlot
|
||||
|
||||
dec yc
|
||||
@@ -2171,5 +2508,38 @@ ybarrel
|
||||
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc PMoutofScreen
|
||||
;--------------------------------------------------
|
||||
lda #$00 ; let all P/M disappear
|
||||
ldy #7
|
||||
@ sta hposp0,y
|
||||
dey
|
||||
bpl @-
|
||||
;:8 sta hposp0+# ; optimized... but Y!
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ColorsOfSprites
|
||||
ldy #3
|
||||
@ lda TankColoursTable,y ; colours of sprites under tanks
|
||||
sta PCOLR0,y
|
||||
dey
|
||||
bpl @-
|
||||
LDA TankColoursTable+4
|
||||
STA COLOR3 ; joined missiles (5th tank)
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetPMWidth
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
lda #$00
|
||||
sta sizep0 ; P0-P3 widths
|
||||
sta sizep0+1
|
||||
sta sizep0+2
|
||||
sta sizep0+3
|
||||
rts
|
||||
.endp
|
||||
|
||||
.endif
|
||||
+267
@@ -0,0 +1,267 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGraph
|
||||
pha
|
||||
phy
|
||||
ldy dliCounter
|
||||
lda dliColorsBack,y
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop
|
||||
nop
|
||||
.ENDIF
|
||||
nop
|
||||
nop
|
||||
sta COLPF1
|
||||
lda GradientNr
|
||||
bne GoGradient
|
||||
ldy #$ff ; one mauntain color
|
||||
GoGradient
|
||||
iny
|
||||
lda (GradientColors),y ; mountains colors array
|
||||
sta COLPF2
|
||||
inc dliCounter
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptOptions
|
||||
pha
|
||||
phy
|
||||
lda #0 ; background color
|
||||
sta COLPF1
|
||||
ldy GradientNr
|
||||
beq @+
|
||||
ldy #1
|
||||
@ lda (GradientColors),y ; mountains colors array
|
||||
sta COLPF2
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGameOver
|
||||
pha
|
||||
phy
|
||||
lda dliCounter
|
||||
bne EndofPMG
|
||||
lda #%00100001 ; playfield after P/M - prior=1
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
EndofPMG
|
||||
cmp #1
|
||||
bne ColoredLines
|
||||
lda #%00100100 ; playfield before P/M
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
ColoredLines
|
||||
cmp #9
|
||||
beq CreditsScroll
|
||||
tay
|
||||
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
|
||||
ldy #$0a ; text colour (brightnes)
|
||||
;STA WSYNC
|
||||
sta COLPF2
|
||||
sty COLPF1
|
||||
bne EndOfDLI_GO
|
||||
CreditsScroll
|
||||
lda #$00
|
||||
sta COLPF2
|
||||
EndOfDLI_GO
|
||||
inc dliCounter
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptText
|
||||
pha
|
||||
lda dliCounter
|
||||
bne MoreBarsColorChange
|
||||
lda #TextBackgroundColor
|
||||
;sta WSYNC
|
||||
sta COLPF2
|
||||
mva #TextForegroundColor COLPF3
|
||||
bne EndOfDLI_Text
|
||||
MoreBarsColorChange
|
||||
and #%00000001
|
||||
rol
|
||||
sta COLPF2
|
||||
EndOfDLI_Text
|
||||
inc dliCounter
|
||||
pla
|
||||
DLIinterruptNone
|
||||
rti
|
||||
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc VBLinterrupt
|
||||
mva #0 dliCounter
|
||||
mva #$02 DliColorBack
|
||||
|
||||
lda PAL
|
||||
and #%00001110
|
||||
beq itsPAL
|
||||
;it is NTSC here
|
||||
dec NTSCcounter
|
||||
bne itsPAL
|
||||
mva #6 NTSCcounter
|
||||
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
|
||||
; We're all living in Amerika, Coca Cola, Wonderbra
|
||||
|
||||
itsPAL
|
||||
; pressTimer is trigger tick counter. always 50 ticks / s
|
||||
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||
|
||||
SkippedIfNTSC
|
||||
|
||||
bit RMT_blocked
|
||||
bmi SkipRMTVBL
|
||||
; ------- RMT -------
|
||||
lda sfx_effect
|
||||
bmi lab2
|
||||
asl @ ; * 2
|
||||
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
|
||||
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
|
||||
lda #0 ;A = 0 note (0..60)
|
||||
bit noSfx
|
||||
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
|
||||
|
||||
lda #$ff
|
||||
sta sfx_effect ;reinit value
|
||||
lab2
|
||||
jsr RASTERMUSICTRACKER+3 ;1 play
|
||||
; ------- RMT -------
|
||||
SkipRMTVBL
|
||||
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
|
||||
lda SkStatSimulator
|
||||
bmi @+
|
||||
inc SkStatSimulator
|
||||
@
|
||||
lda JoystickNumber ; select port
|
||||
ora #%00000100 ; Speaker off, Pots enabled
|
||||
sta CONSOL5200
|
||||
|
||||
center = 114 ;Read analog stick and make it look like a digital stick
|
||||
threshold = 60
|
||||
|
||||
lda JoystickNumber
|
||||
asl
|
||||
tax
|
||||
lda paddl0,x ;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,x ;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 #$0f
|
||||
sta stick0
|
||||
|
||||
ldx JoystickNumber
|
||||
; check shift key (5200 second fire button)
|
||||
lda SKSTAT
|
||||
:3 lsr ; third bit
|
||||
and trig0,x ; and first button
|
||||
;lda trig0,x
|
||||
sta strig0 ;Move hardware to shadow
|
||||
|
||||
mva chbas chbase
|
||||
|
||||
lda skstat ;Reset consol key shadow is no key is pressed anymore
|
||||
and #4
|
||||
beq @+
|
||||
mva #consol_reset consol
|
||||
mva #@kbcode._none kbcode
|
||||
@
|
||||
|
||||
pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.ELSE
|
||||
; support for joysticks :)
|
||||
ldx JoystickNumber
|
||||
lda STICK0,x
|
||||
sta STICK0
|
||||
lda STRIG0,x
|
||||
sta STRIG0
|
||||
jmp XITVBV
|
||||
.ENDIF
|
||||
.endp
|
||||
.IF TARGET = 5200
|
||||
.proc kb_continue
|
||||
sta kbcode ;Store key code in shadow.
|
||||
mva #0 SkStatSimulator
|
||||
exit pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
.ENDIF
|
||||
|
||||
;--------------------------------------------------
|
||||
.macro SetDLI
|
||||
; SetDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
jsr _SetDLIproc
|
||||
.endm
|
||||
.proc _SetDLIproc
|
||||
LDA #$C0
|
||||
STY VDSLST
|
||||
STX VDSLST+1
|
||||
STA NMIEN
|
||||
rts
|
||||
.endp
|
||||
|
||||
.ENDIF
|
||||
@@ -35,21 +35,29 @@
|
||||
; 9 - TIMVEC2
|
||||
; Initialises Vertical Blank Interrupts
|
||||
; (works only with system interrupts ON)
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
LDA #:2
|
||||
JSR SETVBV
|
||||
;----------
|
||||
; 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 #$40 nmien
|
||||
;Enable IRQ interrupts
|
||||
sta pokmsk
|
||||
sta irqen
|
||||
cli
|
||||
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO VDLI
|
||||
; VDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
LDA #$C0
|
||||
STY $0200
|
||||
STX $0201
|
||||
STA NMIEN
|
||||
mwa #:1 VDSLST
|
||||
mva #$C0 NMIEN
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO halt
|
||||
@@ -63,31 +71,27 @@
|
||||
.MACRO KEY
|
||||
; KEY
|
||||
; waits for releasing and pressing "any key"
|
||||
PHA
|
||||
?CK1 LDA SKSTAT
|
||||
AND #$04
|
||||
BEQ ?CK1
|
||||
?CK LDA SKSTAT
|
||||
AND #$04
|
||||
BNE ?CK
|
||||
PLA
|
||||
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO WAIT
|
||||
.MACRO WAIT
|
||||
; WAIT
|
||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||
?zero LDA VCOUNT
|
||||
beq ?zero
|
||||
bpl ?WA
|
||||
sbc #10 ; last lines correction
|
||||
?WA cmp VCOUNT
|
||||
beq ?WA
|
||||
bcc ?WA
|
||||
?WFRAME cmp VCOUNT
|
||||
beq ?nowait
|
||||
bcs ?WFRAME
|
||||
?nowait
|
||||
.ENDM
|
||||
?ze LDA VCOUNT
|
||||
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
|
||||
bcc ?ze
|
||||
sbc #10 ; last lines correction
|
||||
?wa cmp VCOUNT
|
||||
bcc ?wa
|
||||
?wf cmp VCOUNT
|
||||
bcs ?wf
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.macro waitRTC
|
||||
lda RTCLOK+1
|
||||
?wa cmp RTCLOK+1
|
||||
beq ?wa
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro negw
|
||||
; negate the given word (0-a)
|
||||
+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
|
||||
+171
@@ -0,0 +1,171 @@
|
||||
;-------------------------------------
|
||||
.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)
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
LDA #:2
|
||||
JSR SETVBV
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO VDLI
|
||||
; VDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
LDA #$C0
|
||||
STY $0200
|
||||
STX $0201
|
||||
STA NMIEN
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO VDL
|
||||
; VDL #WORD
|
||||
; Changes Display List addres
|
||||
; and sets width of the screen
|
||||
; vdl dl,$01 - narrow screen (32 bytes)
|
||||
; vdl dl,$02 - normal screen (40 bytes)
|
||||
; vdl dl,$03 - wide screen (48 bytes)
|
||||
; (works only with system interrupts ON)
|
||||
|
||||
.if %0=2
|
||||
lda dmactls
|
||||
and #$fc
|
||||
ora #%2
|
||||
sta dmactls
|
||||
.endif
|
||||
|
||||
LDA # <%1
|
||||
STA DLPTRS
|
||||
LDA # >%1
|
||||
STA DLPTRS+1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO halt
|
||||
?stop
|
||||
lda RANDOM
|
||||
and #$05
|
||||
sta COLBAK
|
||||
jmp ?stop
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO KEY
|
||||
; KEY
|
||||
; waits for releasing and pressing "any key"
|
||||
PHA
|
||||
?CK1 LDA SKSTAT
|
||||
AND #$04
|
||||
BEQ ?CK1
|
||||
?CK LDA SKSTAT
|
||||
AND #$04
|
||||
BNE ?CK
|
||||
PLA
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO WAIT
|
||||
; WAIT
|
||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||
?ze LDA VCOUNT
|
||||
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
|
||||
bcc ?ze
|
||||
sbc #10 ; last lines correction
|
||||
?wa cmp VCOUNT
|
||||
bcc ?wa
|
||||
?wf cmp VCOUNT
|
||||
bcs ?wf
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.macro waitRTC
|
||||
lda RTCLOK+2
|
||||
?wa cmp RTCLOK+2
|
||||
beq ?wa
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro negw
|
||||
; negate the given word (0-a)
|
||||
;-------------------------------------
|
||||
sec
|
||||
lda #$00
|
||||
sbc :1
|
||||
sta :1
|
||||
lda #$00
|
||||
sbc :1+1
|
||||
sta :1+1
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro randomize
|
||||
;usage: randomize floor ceiling
|
||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||
.if :2 < :1
|
||||
.error "floor higher than ceiling"
|
||||
.endif
|
||||
?rand
|
||||
lda random
|
||||
cmp #:1 ;floor
|
||||
bcc ?rand
|
||||
cmp #:2+1 ;ceiling
|
||||
bcs ?rand
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phx
|
||||
txa
|
||||
pha
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phy
|
||||
tya
|
||||
pha
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro plx
|
||||
pla
|
||||
tax
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro ply
|
||||
pla
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro pause
|
||||
;waits :1 number (byte) of frames
|
||||
ldx #:1
|
||||
?PAUSELOOP
|
||||
wait
|
||||
dex
|
||||
bne ?PAUSELOOP
|
||||
.ENDM
|
||||
|
||||
+521
-379
File diff suppressed because it is too large
Load Diff
BIN
Binary file not shown.
BIN
Binary file not shown.
+312
-525
File diff suppressed because it is too large
Load Diff
+110
-67
@@ -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 5 ;dta d" #", $ff
|
||||
; 4x4 text buffer
|
||||
ResultLineBuffer
|
||||
dta d" ", $ff
|
||||
|
||||
.ds 14 ;dta d" ", $ff
|
||||
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
|
||||
.ds (screenHeight+1)
|
||||
linetableH ; = PMGraph + $0300 - (screenHeight+1)
|
||||
.ds (screenHeight+1)
|
||||
DisplayCopyPurchase
|
||||
.ds (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart +1)
|
||||
StatusBufferCopy
|
||||
.ds screenBytes*3
|
||||
;=====================================================
|
||||
variablesStart ; zeroing starts here
|
||||
;=====================================================
|
||||
@@ -56,69 +64,71 @@ OptionsY .ds 1 ;vertical position of cursor on Options screen
|
||||
flyDelay .ds 1
|
||||
;--------------
|
||||
;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
||||
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
|
||||
TankSequence .DS MaxPlayers ;sequence of shooting during the Round
|
||||
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
||||
;----------------------------------------------------
|
||||
moneyH ;we place zero at the end of prices and money
|
||||
;and have range from 0 to 99990 (not too much)
|
||||
;money players have (maybe one more byte is needed?)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
moneyL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
gainH ;how much money player gets after the round
|
||||
;it is gathered during the round basing on energy
|
||||
;opponents lose after player's shoots
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
gainL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
loseH ;how much player looses after the round
|
||||
;calculated from REAL energy loss
|
||||
;(not only to zero energy)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
loseL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
Energy
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ShieldEnergy
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EnergyDecrease .DS 1
|
||||
eXistenZ
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
LASTeXistenZ ; eXistenZ before shoot
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
|
||||
ResultsTable ;the results in the gameeeeee
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
TempResults
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
DirectHitsH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
DirectHitsL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EarnedMoneyH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EarnedMoneyL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
ForceTableL ;shooting Force of the tank during the round
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ForceTableH
|
||||
.DS [MaxPlayers] ;maxplayers=6
|
||||
.DS MaxPlayers ;maxplayers=6
|
||||
MaxForceTableL ;Energy of the tank during the round
|
||||
;(limes superior force of the Shoot)
|
||||
.DS [MaxPlayers] ;1000 is the default
|
||||
.DS MaxPlayers ;1000 is the default
|
||||
MaxForceTableH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round start!
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ActiveWeapon ;number of the selected weapon
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
AutoDefenseFlag ; 0 - not activated, >$7f - activated
|
||||
.DS MaxPlayers
|
||||
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
||||
;----------------------------------------------------
|
||||
|
||||
@@ -142,13 +152,17 @@ 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
|
||||
JoyNumber ; Joystick port number (from 0 to 3)
|
||||
.DS MaxPlayers
|
||||
TankShape ; Tank shape number (from 0 to 2)
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
TargetTankNr ; Target tank index (for AI routines)
|
||||
.DS 1
|
||||
@@ -204,7 +218,7 @@ FallingSoundBit .DS 1
|
||||
PreviousFall .DS 1
|
||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||
;Parachute .DS 1 ; are you insured with parachute?
|
||||
FloatingAlt .DS 1 ; floating tank altitude
|
||||
;FloatingAlt .DS 1 ; floating tank altitude
|
||||
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
||||
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
|
||||
;----------------------------------------------------
|
||||
@@ -245,7 +259,6 @@ oldplotL .DS [5]
|
||||
oldora .DS [5]
|
||||
oldply .DS [5]
|
||||
OldOraTemp .DS 1
|
||||
FunkyBombCounter .DS 1
|
||||
xtrajfb .DS 2
|
||||
ytrajfb .DS 2
|
||||
;
|
||||
@@ -267,6 +280,7 @@ UpNdown .DS 1
|
||||
|
||||
temptankX .DS 2
|
||||
temptankNr .DS 1
|
||||
AfterBFGflag .DS 1
|
||||
|
||||
;----------------------------------------------------
|
||||
;Variables from textproc.s65
|
||||
@@ -348,10 +362,6 @@ mountaintable2 ;table of mountains (size=screenwidth)
|
||||
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
||||
MountaintableEnd ;good for table clearing
|
||||
;----------------------------------------------------
|
||||
TextPositionX .DS 2
|
||||
TextPositionY .DS 1
|
||||
TextAddress .DS 2
|
||||
TextCounter .DS 1
|
||||
TextNumberOff .DS 1
|
||||
;--------------
|
||||
TankTempY
|
||||
@@ -367,24 +377,20 @@ CurrentResult
|
||||
.DS 1
|
||||
;--------------
|
||||
AngleTable ;Angle of the barrel of each tank during the round
|
||||
.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
|
||||
@@ -401,24 +407,61 @@ LineCharNr .DS 1
|
||||
;LineYdraw .DS 1
|
||||
|
||||
;-----------
|
||||
ResultX
|
||||
.DS 2
|
||||
;ResultY .DS 1
|
||||
ResultOfTankNr
|
||||
.DS 1
|
||||
|
||||
;----------------------------------------------------
|
||||
;PutChar4x4
|
||||
;----------------------------------------------------
|
||||
LoopCounter4x4 .DS 1
|
||||
y4x4 .DS 1
|
||||
StoreA4x4 .DS 1
|
||||
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
|
||||
;----------------------------------------------------
|
||||
|
||||
+515
-375
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user