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+14
-11
@@ -20,7 +20,7 @@ On the first screen, you can configure gameplay options:
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* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
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* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
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* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
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* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
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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.
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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.
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Select options with cursor keys or a joystick.
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Select options with cursor keys or a joystick.
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@@ -28,7 +28,7 @@ The [RETURN] key or a joystick button moves to the next screen.
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## 2. Entering the name of players and selecting the level of computer-controlled players
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## 2. Entering the name of players and selecting the level of computer-controlled players
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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.
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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. At the same time, you can enter the name of the selected player from the keyboard.
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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.
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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.
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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.
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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.
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@@ -53,6 +53,7 @@ The status line shows which player is currently allowed to take a shot and a set
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* 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,
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* 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,
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* the current round number,
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* the current round number,
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* wind speed and direction,
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* wind speed and direction,
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* "computer" symbol if **Auto Defense** is active,
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* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
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* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
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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.
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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.
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@@ -64,7 +65,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
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| [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. |
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| [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. |
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| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
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| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
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| [M] | [PAUSE] | disable/enable background music. |
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| [M] | [PAUSE] | disable/enable background music. |
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| [S] key | [RESET] | disable/enable effect sounds. |
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| [S] | [RESET] | disable/enable effect sounds. |
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| [START] | N/A | speed up some game animations. |
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| [START] | N/A | speed up some game animations. |
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| [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. |
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| [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. |
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| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
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| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
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@@ -76,15 +77,15 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
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- At the beginning of each round, each tank has 99 ash units of energy.
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- At the beginning of each round, each tank has 99 ash units of energy.
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- Tanks' energy is depleted in 3 ways:
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- Tanks' energy is depleted in 3 ways:
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* one unit after each shot is fired
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* one unit after each shot is fired
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* while falling (one pixel down 2 units).
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* while falling (one pixel down - 2 units).
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* 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.
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* 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.
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### How energy subtraction works (and earning money!).
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### How energy subtraction works (and earning money!).
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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:
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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:
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`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!
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`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!
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`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).
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`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).
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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 :) )
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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 :) )
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@@ -138,7 +139,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap
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| Roller | 168 |
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| Roller | 168 |
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| Heavy Roller | 240 |
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| Heavy Roller | 240 |
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| 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) |
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| 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) |
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| Riot Blast | 0 (as in Dirt Charge, but in a radius of 61 pixels) |
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| Riot Blast | 0 (as in Riot Charge, but in a radius of 61 pixels) |
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| 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) |
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| 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) |
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| 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) |
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| 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) |
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| 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) |
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| 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) |
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@@ -159,7 +160,7 @@ Only these points determine the order in the summary
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## 6. And now for defensive weapons:
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## 6. And now for defensive weapons:
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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@@ -169,8 +170,10 @@ Only these points determine the order in the summary
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* **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).
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* **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).
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* **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.
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* **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.
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* **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).
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* **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).
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* **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.
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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!
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* **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent.
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* **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.
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* **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.
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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.
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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.
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@@ -182,7 +185,7 @@ And of course, activating a weapon when you already have some other weapon activ
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## 7. "Other" weapons:
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## 7. "Other" weapons:
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* **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!
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* **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.
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## 8. difficulty levels of computer-controlled opponents:
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## 8. difficulty levels of computer-controlled opponents:
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+44
-37
@@ -3,9 +3,9 @@
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Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
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Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
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## 1. Wybór opcji gry.
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## 1. Wybór opcji gry.
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Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
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Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
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* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
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* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, jecz przy krótkich rozgrywkach warto wybrać większą wartość)
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* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
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* grawitacja
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* grawitacja
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* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
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* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
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* liczba rozgrywanych rund
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* liczba rozgrywanych rund
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@@ -19,15 +19,15 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
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* boxy - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
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* boxy - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
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* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
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* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
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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.
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Wybór opcji klawiszami kursora lub joystickiem.
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Wybór opcji klawiszami kursora lub joystickiem.
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||||||
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|
||||||
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
|
||||||
|
|
||||||
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
|
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
|
||||||
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joysticjiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też kompute (pozostałe opcje). Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
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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. Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
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Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla każdego z nich.
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Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
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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.
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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.
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Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
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Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
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@@ -52,35 +52,39 @@ W linii statusowej widoczna jest informacja o tym który z graczy aktualnie moż
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* 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
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* 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
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* numer aktualnej rundy rozgrywki
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* numer aktualnej rundy rozgrywki
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* prędkość i kierunek wiatru
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* prędkość i kierunek wiatru
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* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracz
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* symbol "komputera" jeśli aktywna jest **Auto Defense**
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* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
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Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
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Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
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* [SPACJA] lub przycisk joysticka naciśnięte krótko - oddanie strzału
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* [TAB] lub [SELECT]- wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
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| A800 | 5200 | funkcja |
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* 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.
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| --- | --- | --- |
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* Klawisz [A] lub [OPTION]- bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
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| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
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* Klawisz [M] - wyłączenie/włączenie muzyki w tle
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| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory) |
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* Klawisz [S] - wyłączenie/włączenie dźwięków efektów.
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| [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. |
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* [START] - przyspiesza/pomimja niektóre animacje w grze
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| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
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* 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.
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| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
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* [START] + [OPTION] - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia.
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| [S] | [RESET] | wyłączenie/włączenie dźwięków efektów. |
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* [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).
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| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
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| [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. |
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| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
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| [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). |
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## 5. Zasady gry - bronie ofensywne
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## 5. Zasady gry - bronie ofensywne
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### Energia czołgów
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### Energia czołgów
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- Na początku każdej rundy każdy czołg ma 99 jesnostek energii.
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- Na początku każdej rundy każdy czołg ma 99 jednostek energii.
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- Energii czołgom ubywa na 3 sposoby:
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- Energii czołgom ubywa na 3 sposoby:
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* jedna jednostka po oddaniu każdego strzału
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* jedna jednostka po oddaniu każdego strzału
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* w czasie spadania (jeden piksel w dół 2 jednostki)
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* w czasie spadania (jeden piksel w dół - 2 jednostki)
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* 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.
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* 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.
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### Jak działa odejmowanie energii (i zarabianie kasy!)
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### Jak działa odejmowanie energii (i zarabianie kasy!)
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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:
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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:
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`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!
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`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!
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`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
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`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
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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 :) )
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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 :) )
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@@ -91,7 +95,7 @@ Konkretnie:
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`money = money - (10 * lose)`
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`money = money - (10 * lose)`
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`if money <0 then money=0`
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`jeśli money <0 to money=0`
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(na starcie każdej rundy `gain` i `lose` mają wartość 0)
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(na starcie każdej rundy `gain` i `lose` mają wartość 0)
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@@ -111,10 +115,10 @@ Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
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Po eksplozji każdy czołg w jej zasięgu traci energię.
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Po eksplozji każdy czołg w jej zasięgu traci energię.
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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.
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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.
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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).
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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).
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W przypadku tafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynośiła już tyko 8 jednostek.
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W przypadku trafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
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A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
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A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
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@@ -134,7 +138,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
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| Roller | 168 |
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| Roller | 168 |
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| Heavy Roller | 240 |
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| Heavy Roller | 240 |
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| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
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| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
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| Riot Blast | 0 (jak w Dirt Charge, tyle że w promieniu 61 pikseli) |
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| Riot Blast | 0 (jak w Riot Charge, tyle że w promieniu 61 pikseli) |
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| 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) |
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| 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) |
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| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
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| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
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| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
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| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
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@@ -154,22 +158,26 @@ Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcze
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Tylko te punkty decydują o kolejności w podsumowaniu
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Tylko te punkty decydują o kolejności w podsumowaniu
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## 6. A teraz bronie defensywne:
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## 6. A teraz bronie defensywne:
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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.
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* **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 deaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednoski na jeden pikxel).
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* **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).
|
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* **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.
|
* **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 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.
|
* **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.
|
* **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).
|
* **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.
|
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
|
||||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fanie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej deaktywować).
|
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
|
||||||
|
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
|
||||||
|
* **Lazy Darwin** - działa dokładnie jak **Lazy Boy** ale celuje w najsłabszego przeciwnika.
|
||||||
|
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana 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!
|
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.
|
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 +187,7 @@ Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną
|
|||||||
|
|
||||||
## 7. Bronie 'inne' :) :
|
## 7. Bronie 'inne' :) :
|
||||||
|
|
||||||
* **Buy me!** - tej 'broni' nie można używać w rozgrywce. Jej zakup powoduje wylosowanie jesdnej z broni ofensywnych lub (żadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Buy Me!** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać!
|
* **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:
|
## 8. Poziomy trudności przeciwników sterowanych przez komputer:
|
||||||
|
|
||||||
@@ -190,7 +197,7 @@ 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**).
|
* **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.
|
* **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
|
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
|
||||||
|
|
||||||
Contributors:
|
Contributors:
|
||||||
|
- Miker (@mikerro) - in-game music and sfx, ideas, QA
|
||||||
- Kaz - splash screen, ideas
|
- Kaz - splash screen, ideas
|
||||||
- Miker (@mikerro) - game sfx, ideas, QA
|
- Adam (@6502adam) - font, design, QA
|
||||||
- Adam (@6502adam) - font, ideas, QA
|
|
||||||
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
||||||
- Emkay - splash screen music
|
- Emkay - splash screen music
|
||||||
- Fox (@pfusik) - plot and point optimization
|
- 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.
|
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
|
- textproc.asm - text routines like list of weapons and shop
|
||||||
- variables.asm - all non-zero page variables
|
- variables.asm - all non-zero page variables
|
||||||
- constants.asm - various tables of constants
|
- 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
|
- ai.asm - artificial stupidity of computer opponents
|
||||||
- weapons.asm - general arsenal of tankies
|
- weapons.asm - general arsenal of tankies
|
||||||
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
||||||
@@ -48,6 +51,65 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
|||||||
|
|
||||||
## Changelog:
|
## Changelog:
|
||||||
|
|
||||||
|
###### 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
|
###### Version 1.17
|
||||||
2022-10-31
|
2022-10-31
|
||||||
|
|
||||||
|
|||||||
@@ -22,9 +22,11 @@
|
|||||||
pha
|
pha
|
||||||
lda AIRoutines,y
|
lda AIRoutines,y
|
||||||
pha
|
pha
|
||||||
|
jsr PrepareAIShoot
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
;.proc MakeLowResDistances
|
.proc PrepareAIShoot
|
||||||
; create low precision table of positions
|
; create low precision table of positions
|
||||||
; by dividing positions by 4
|
; by dividing positions by 4
|
||||||
ldy #MaxPlayers-1
|
ldy #MaxPlayers-1
|
||||||
@@ -39,11 +41,10 @@ loop
|
|||||||
sta LowResDistances,y
|
sta LowResDistances,y
|
||||||
dey
|
dey
|
||||||
bpl loop
|
bpl loop
|
||||||
; rts
|
|
||||||
;.endp
|
|
||||||
|
|
||||||
; common values used in AI routines
|
; common values used in AI routines
|
||||||
; address of weapons table (for future use)
|
; address of weapons table (for future use)
|
||||||
|
WepTableToTemp
|
||||||
lda TanksWeaponsTableL,x
|
lda TanksWeaponsTableL,x
|
||||||
sta temp
|
sta temp
|
||||||
lda TanksWeaponsTableH,x
|
lda TanksWeaponsTableH,x
|
||||||
@@ -210,6 +211,19 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
|
|||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc UseBatteryOrFlag
|
.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
|
; if low energy ten use battery
|
||||||
lda Energy,x
|
lda Energy,x
|
||||||
cmp #30
|
cmp #30
|
||||||
@@ -219,20 +233,14 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
|
|||||||
lda (temp),y ; has address of TanksWeaponsTable
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
beq NoBatteries
|
beq NoBatteries
|
||||||
; we have batteries - use one
|
; we have batteries - use one
|
||||||
clc
|
sec
|
||||||
sbc #1
|
sbc #1
|
||||||
sta (temp),y
|
sta (temp),y
|
||||||
lda #99
|
lda #99
|
||||||
sta Energy,x
|
sta Energy,x
|
||||||
NoBatteries
|
jsr MaxForceCalculate
|
||||||
; 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
|
EnoughEnergy
|
||||||
|
NoBatteries
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -245,15 +253,15 @@ EnoughEnergy
|
|||||||
; first check check if any is in use
|
; first check check if any is in use
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
bne DefensiveInUse
|
bne DefensiveInUse
|
||||||
ldy #last_defensive_____+1 ;the last defensive weapon
|
ldy #last_real_defensive+1 ;the last defensive weapon
|
||||||
@
|
@
|
||||||
dey
|
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
|
beq NoUseDefensive
|
||||||
lda (temp),y ; has address of TanksWeaponsTable
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
beq @-
|
beq @-
|
||||||
; decrease in inventory
|
; decrease in inventory
|
||||||
clc
|
sec
|
||||||
sbc #1
|
sbc #1
|
||||||
sta (temp),y ; has address of TanksWeaponsTable
|
sta (temp),y ; has address of TanksWeaponsTable
|
||||||
; activate defensive weapon
|
; activate defensive weapon
|
||||||
@@ -280,15 +288,15 @@ DefensiveInUse
|
|||||||
; first check check if any is in use
|
; first check check if any is in use
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
bne DefensiveInUse
|
bne DefensiveInUse
|
||||||
ldy #last_defensive_____+1 ;the last defensive weapon
|
ldy #last_real_defensive+1 ;the last defensive weapon
|
||||||
@
|
@
|
||||||
dey
|
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
|
beq NoUseDefensive
|
||||||
lda (temp),y ; has address of TanksWeaponsTable
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
beq @-
|
beq @-
|
||||||
; decrease in inventory
|
; decrease in inventory
|
||||||
clc
|
sec
|
||||||
sbc #1
|
sbc #1
|
||||||
sta (temp),y ; has address of TanksWeaponsTable
|
sta (temp),y ; has address of TanksWeaponsTable
|
||||||
; activate defensive weapon
|
; activate defensive weapon
|
||||||
@@ -569,13 +577,15 @@ skipThisPlayer
|
|||||||
; returns angle and power of shoot tank X (TankNr)
|
; returns angle and power of shoot tank X (TankNr)
|
||||||
; in the appropriate variables (Angle and Force)
|
; in the appropriate variables (Angle and Force)
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
lda ActiveWeapon,x
|
||||||
|
pha ; store active weapon
|
||||||
mva #$ff SecondTryFlag
|
mva #$ff SecondTryFlag
|
||||||
; set initial Angle and Force values
|
; set initial Angle and Force values
|
||||||
lda OptionsTable+2 ; selected gravity
|
lda OptionsTable+2 ; selected gravity
|
||||||
asl
|
asl
|
||||||
tay
|
tay
|
||||||
; force correction - lower tank Y position - higher possible force
|
; force correction - lower tank Y position - higher possible force
|
||||||
clc
|
sec
|
||||||
lda #screenheight
|
lda #screenheight
|
||||||
sbc Ytankstable,x
|
sbc Ytankstable,x
|
||||||
sta temp2
|
sta temp2
|
||||||
@@ -688,6 +698,8 @@ NoHitInSecondLoopR
|
|||||||
inc NewAngle
|
inc NewAngle
|
||||||
EndOfSecondLoopR
|
EndOfSecondLoopR
|
||||||
EndOfAim
|
EndOfAim
|
||||||
|
pla ; and restore active weapon
|
||||||
|
sta ActiveWeapon,x
|
||||||
rts
|
rts
|
||||||
|
|
||||||
AimSecondTry
|
AimSecondTry
|
||||||
@@ -779,8 +791,7 @@ NoHitInSecondLoopL
|
|||||||
; Angle 1 deg to left and end loop
|
; Angle 1 deg to left and end loop
|
||||||
dec NewAngle
|
dec NewAngle
|
||||||
EndOfSecondLoopL
|
EndOfSecondLoopL
|
||||||
|
jmp EndOfAim
|
||||||
rts
|
|
||||||
|
|
||||||
SetStartAndFlight ; set start point (virtual barrel end :) ) and make test flight
|
SetStartAndFlight ; set start point (virtual barrel end :) ) and make test flight
|
||||||
; xtraj+1 and ytraj+1 set
|
; xtraj+1 and ytraj+1 set
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+4
-4
@@ -78,7 +78,7 @@ L73 dta d"OH MAN!"
|
|||||||
L74 dta d"DOOUGH!"
|
L74 dta d"DOOUGH!"
|
||||||
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||||
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||||
L77 dta d"IT'S ALL OVER."
|
L77 dta d"VERY FUNNY."
|
||||||
L78 dta d"THE FAT LADY SANG."
|
L78 dta d"THE FAT LADY SANG."
|
||||||
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||||
L80 dta d"I'M GOING DOWN."
|
L80 dta d"I'M GOING DOWN."
|
||||||
@@ -89,7 +89,7 @@ L84 dta d"BIF!"
|
|||||||
L85 dta d"BAM!"
|
L85 dta d"BAM!"
|
||||||
L86 dta d"ZONK!"
|
L86 dta d"ZONK!"
|
||||||
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||||
L88 dta d"NO... A BUD LIGHT!"
|
L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
||||||
L89 dta d"WHAT WAS THAT NOISE?"
|
L89 dta d"WHAT WAS THAT NOISE?"
|
||||||
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||||
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||||
@@ -127,7 +127,7 @@ OffensiveTextTableH
|
|||||||
NumberOfOffensiveTexts=54
|
NumberOfOffensiveTexts=54
|
||||||
NumberOfDeffensiveTexts=60
|
NumberOfDeffensiveTexts=60
|
||||||
.endp
|
.endp
|
||||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!", $ff
|
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
||||||
hoverFullEnd
|
hoverFullEnd
|
||||||
hoverEmpty dta d"RUNNING OUT OF EELS", $ff
|
hoverEmpty dta d"RUNNING OUT OF EELS"
|
||||||
hoverEmptyEnd
|
hoverEmptyEnd
|
||||||
Binary file not shown.
+51
-41
@@ -18,27 +18,7 @@ initialvaluesCount = *-initialvaluesstart ; MAX 128 bytes !
|
|||||||
;===================================================================================
|
;===================================================================================
|
||||||
;==========================CONSTANT TABLES, do not erase!===========================
|
;==========================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
|
mountainsDeltaTableH .by 0,1,3,5,7
|
||||||
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
|
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
|
||||||
;------------------------------------------------
|
;------------------------------------------------
|
||||||
@@ -62,22 +42,22 @@ XtankOffsetGO_H
|
|||||||
.by 0,0,0,0,0,1
|
.by 0,0,0,0,0,1
|
||||||
;-----4x4 texts-----
|
;-----4x4 texts-----
|
||||||
LineTop
|
LineTop
|
||||||
dta d"(%%%%%%%%%%%%)", $ff
|
dta d"(%%%%%%%%%%%%)"
|
||||||
;# - vertical, () * +, % - horizontal
|
;# - vertical, () * +, % - horizontal
|
||||||
LineBottom
|
LineBottom
|
||||||
dta d"*%%%%%%%%%%%%+", $ff
|
dta d"*%%%%%%%%%%%%+"
|
||||||
LineEmpty
|
LineEmpty
|
||||||
dta d"# #", $ff
|
dta d"# #"
|
||||||
LineHeader2
|
LineHeader2
|
||||||
dta d"# RESULTS #", $ff
|
dta d"# RESULTS #"
|
||||||
LineGameOver
|
LineGameOver
|
||||||
dta d"# GAME OVER #", $ff
|
dta d"# GAME OVER #"
|
||||||
seppukuText
|
seppukuText
|
||||||
dta d"# SEPPUKU! #", $ff
|
dta d"# SEPPUKU! #"
|
||||||
areYouSureText
|
areYouSureText
|
||||||
dta d"# SURE? Y/N #", $ff
|
dta d"# SURE? Y/N #"
|
||||||
lineClear
|
lineClear
|
||||||
dta d" ", $ff
|
dta d" "
|
||||||
|
|
||||||
;-----------
|
;-----------
|
||||||
pmtableL ; addressess of the P/M memory for 6 tanks
|
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||||
@@ -96,7 +76,7 @@ pmtableH
|
|||||||
.by >(pmgraph+$300)
|
.by >(pmgraph+$300)
|
||||||
;-----------
|
;-----------
|
||||||
sintable
|
sintable
|
||||||
.by 0
|
.by 1
|
||||||
.by 4
|
.by 4
|
||||||
.by 8
|
.by 8
|
||||||
.by 13
|
.by 13
|
||||||
@@ -228,7 +208,7 @@ TanksNamesDefault
|
|||||||
dta d"4th.Tank"
|
dta d"4th.Tank"
|
||||||
dta d"5th.Tank"
|
dta d"5th.Tank"
|
||||||
dta d"6th.Tank"
|
dta d"6th.Tank"
|
||||||
|
|
||||||
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||||
.by >price_Baby_Missile___
|
.by >price_Baby_Missile___
|
||||||
.by >price_Missile________
|
.by >price_Missile________
|
||||||
@@ -274,7 +254,10 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price_Bouncy_Castle__
|
.by >price_Bouncy_Castle__
|
||||||
.by >price_Long_Barrel____
|
.by >price_Long_Barrel____
|
||||||
.by >price_Nuclear_Winter_
|
.by >price_Nuclear_Winter_
|
||||||
|
.by >price_Lazy_Boy_______
|
||||||
|
.by >price_Lazy_Darwin____
|
||||||
|
.by >price_Auto_Defense___
|
||||||
|
.by >price_Spy_Hard_______
|
||||||
WeaponPriceL
|
WeaponPriceL
|
||||||
.by <price_Baby_Missile___
|
.by <price_Baby_Missile___
|
||||||
.by <price_Missile________
|
.by <price_Missile________
|
||||||
@@ -320,6 +303,10 @@ WeaponPriceL
|
|||||||
.by <price_Bouncy_Castle__
|
.by <price_Bouncy_Castle__
|
||||||
.by <price_Long_Barrel____
|
.by <price_Long_Barrel____
|
||||||
.by <price_Nuclear_Winter_
|
.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
|
; how many units (bulletd) of a given weapon we get for a given price
|
||||||
@@ -372,6 +359,10 @@ WeaponUnits
|
|||||||
.by 1 ;Auto_Defense___;_41
|
.by 1 ;Auto_Defense___;_41
|
||||||
.by 2 ;Long_Barrel____;_42
|
.by 2 ;Long_Barrel____;_42
|
||||||
.by 1 ;Nuclear_Winter_;_43
|
.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
|
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||||
;the comment is an index in the tables
|
;the comment is an index in the tables
|
||||||
@@ -391,6 +382,7 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
|||||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||||
.by %01011111
|
.by %01011111
|
||||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||||
|
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||||
.by %11000000
|
.by %11000000
|
||||||
|
|
||||||
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||||
@@ -411,6 +403,7 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
|||||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||||
.by %01001101
|
.by %01001101
|
||||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||||
|
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||||
.by %11000000
|
.by %11000000
|
||||||
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
@@ -460,6 +453,10 @@ WeaponSymbols
|
|||||||
.by $3f ;ind_Bouncy_Castle__ ;_41
|
.by $3f ;ind_Bouncy_Castle__ ;_41
|
||||||
.by $1d ;ind_Long_Barrel____ ;_42
|
.by $1d ;ind_Long_Barrel____ ;_42
|
||||||
.by $7d ;ind_Nuclear_Winter_ ;_43
|
.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)
|
; Names of weapons (16 chars long)
|
||||||
NamesOfWeapons ;the comment is an index in the tables
|
NamesOfWeapons ;the comment is an index in the tables
|
||||||
@@ -493,7 +490,7 @@ NamesOfWeapons ;the comment is an index in the tables
|
|||||||
dta d"Ton of Dirt " ; 27
|
dta d"Ton of Dirt " ; 27
|
||||||
dta d"Liquid Dirt " ; 28
|
dta d"Liquid Dirt " ; 28
|
||||||
dta d"Dirt Charge " ; 29
|
dta d"Dirt Charge " ; 29
|
||||||
dta d"Buy me! " ; 30
|
dta d"Best F...g Gifts" ; 30
|
||||||
dta d"Laser " ; 31
|
dta d"Laser " ; 31
|
||||||
;------defensives
|
;------defensives
|
||||||
dta d"White Flag " ; 32
|
dta d"White Flag " ; 32
|
||||||
@@ -508,6 +505,11 @@ NamesOfWeapons ;the comment is an index in the tables
|
|||||||
dta d"Bouncy Castle " ; 41 - with shield and energy
|
dta d"Bouncy Castle " ; 41 - with shield and energy
|
||||||
dta d"Long Schlong " ; 42
|
dta d"Long Schlong " ; 42
|
||||||
dta d"Nuclear Winter " ; 43
|
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
|
DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake the table for ALL weapons
|
||||||
.by 00 ; White Flag
|
.by 00 ; White Flag
|
||||||
.by 00 ; Heat Guidance
|
.by 00 ; Heat Guidance
|
||||||
@@ -521,6 +523,10 @@ DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake th
|
|||||||
.by 99 ; Bouncy Castle
|
.by 99 ; Bouncy Castle
|
||||||
.by 00 ; Long Barrel
|
.by 00 ; Long Barrel
|
||||||
.by 00 ; Nuclear Winter
|
.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
|
weaponsOfDeath ; weapons used in tank death animations
|
||||||
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
||||||
weaponsOfDeathEnd
|
weaponsOfDeathEnd
|
||||||
@@ -547,24 +553,28 @@ keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
|
|||||||
.by $3f,$15,$12,$3a,$2a,$38,$3d,$39
|
.by $3f,$15,$12,$3a,$2a,$38,$3d,$39
|
||||||
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
||||||
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
||||||
.by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b
|
.by $2b,$17
|
||||||
.by $33,$35,$30,$32,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
.by $32,$1f,$1e,$1a,$18,$1d,$1b
|
||||||
|
.by $33,$35,$30,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
||||||
keycodesEnd
|
keycodesEnd
|
||||||
scrcodes
|
scrcodes
|
||||||
dta d"abcdefgh"
|
dta d"abcdefgh"
|
||||||
dta d"ijklmnop"
|
dta d"ijklmnop"
|
||||||
dta d"qrstuvwx"
|
dta d"qrstuvwx"
|
||||||
dta d"yz123456"
|
dta d"yz"
|
||||||
dta d"7890. " ; "-"
|
zero
|
||||||
|
digits ; decimal constans
|
||||||
|
dta d"0123456"
|
||||||
|
dta d"789. " ; "-"
|
||||||
|
;-------decimal constans
|
||||||
|
;zero
|
||||||
|
;digits dta d"0123456789"
|
||||||
|
|
||||||
;-----------------------------------
|
;-----------------------------------
|
||||||
gameOverSpritesTop
|
gameOverSpritesTop
|
||||||
; end of the Gover sprites by number of players
|
; end of the Gover sprites by number of players
|
||||||
; 1 2 3 4 5 6
|
; 1 2 3 4 5 6
|
||||||
.by 130+7,130+7,136+7,142+7,148+7,154+7
|
.by 130+7,130+7,136+7,142+7,148+7,154+7
|
||||||
;-------decimal constans
|
|
||||||
zero
|
|
||||||
digits dta d"0123456789"
|
|
||||||
|
|
||||||
;------credits
|
;------credits
|
||||||
CreditsStart
|
CreditsStart
|
||||||
dta d" "*
|
dta d" "*
|
||||||
|
|||||||
@@ -0,0 +1,26 @@
|
|||||||
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
|
||||||
|
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
|
||||||
|
.endif
|
||||||
+12
-1
@@ -84,6 +84,10 @@ price_Force_Shield___ = 1100 ;_40
|
|||||||
price_Bouncy_Castle__ = 512 ;_41
|
price_Bouncy_Castle__ = 512 ;_41
|
||||||
price_Long_Barrel____ = 2100 ;_42
|
price_Long_Barrel____ = 2100 ;_42
|
||||||
price_Nuclear_Winter_ = 1000 ;_43
|
price_Nuclear_Winter_ = 1000 ;_43
|
||||||
|
price_Lazy_Boy_______ = 500 ;_44
|
||||||
|
price_Lazy_Darwin____ = 500 ;_45
|
||||||
|
price_Auto_Defense___ = 250 ;_46
|
||||||
|
price_Spy_Hard_______ = 83 ;_47
|
||||||
;Weapon indexes (numbers)
|
;Weapon indexes (numbers)
|
||||||
ind_Baby_Missile___ = 0
|
ind_Baby_Missile___ = 0
|
||||||
first_offensive____ = ind_Baby_Missile___
|
first_offensive____ = ind_Baby_Missile___
|
||||||
@@ -132,7 +136,12 @@ ind_Force_Shield___ = 40
|
|||||||
ind_Bouncy_Castle__ = 41
|
ind_Bouncy_Castle__ = 41
|
||||||
ind_Long_Barrel____ = 42
|
ind_Long_Barrel____ = 42
|
||||||
ind_Nuclear_Winter_ = 43
|
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_offensives = last_offensive_____ - first_offensive____+1
|
||||||
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
@@ -170,6 +179,8 @@ sfx_battery = $1c ;3
|
|||||||
sfx_white_flag = $1d ;4
|
sfx_white_flag = $1d ;4
|
||||||
sfx_long_barrel = $1e
|
sfx_long_barrel = $1e
|
||||||
sfx_tank_move = $1f
|
sfx_tank_move = $1f
|
||||||
|
sfx_auto_defense= $2b
|
||||||
|
sfx_lazy_boys = $2c
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
; RMT songs (lines)
|
; RMT songs (lines)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
|
|||||||
+11
-11
@@ -6,15 +6,15 @@
|
|||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
OptionsHere
|
OptionsHere
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
dta d"Players : 2 3 4 5 6 "
|
dta d"Players : 2 3 4 5 6 "
|
||||||
dta d"Cash : none 2K 8K 12K 20K "
|
dta d"Cash : none 2K 8K 12K 20K "
|
||||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||||
dta d"Rounds : 10 20 30 40 50 "
|
dta d"Rounds : 10 20 30 40 50 "
|
||||||
dta d"Missiles : slug slow norm fast hare "
|
dta d"Missiles : slug slow norm fast hare "
|
||||||
dta d"Seppuku : nevr rare norm oftn alws "
|
dta d"Seppuku : nevr rare norm oftn alws "
|
||||||
dta d"Mountains: NL BE CZ CH NP "
|
dta d"Mountains: NL BE CZ CH NP "
|
||||||
dta d"Walls : none wrap bump boxy rand "
|
dta d"Walls : none wrap bump boxy rand "
|
||||||
;; 01234567890123456789012345678901
|
;; 01234567890123456789012345678901
|
||||||
; dta d"Players: 2 3 4 5 6 "
|
; dta d"Players: 2 3 4 5 6 "
|
||||||
; dta d"Cash :none 2K 8K 12K 20K"
|
; dta d"Cash :none 2K 8K 12K 20K"
|
||||||
@@ -29,9 +29,9 @@ OptionsScreenEnd
|
|||||||
|
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
NameScreen2
|
NameScreen2
|
||||||
dta d" Tank 01 Name:"
|
dta d" Tank 1 * 1 Name:"
|
||||||
NameAdr
|
NameAdr
|
||||||
dta d" "
|
dta d" "
|
||||||
NameScreen4
|
NameScreen4
|
||||||
dta d" "
|
dta d" "
|
||||||
NamesOfLevels
|
NamesOfLevels
|
||||||
|
|||||||
@@ -16,17 +16,17 @@ DLPurTitleAddr
|
|||||||
.byte $42
|
.byte $42
|
||||||
.word purchaseTextBuffer
|
.word purchaseTextBuffer
|
||||||
.byte $00+$80
|
.byte $00+$80
|
||||||
.byte $50,$42
|
.byte $20+$80,$10+$80,$42
|
||||||
MoreUpdl
|
MoreUpdl
|
||||||
.word EmptyLine
|
.word EmptyLine
|
||||||
.byte 0,$42
|
.byte $10+$80,$42
|
||||||
WeaponsListDL
|
WeaponsListDL
|
||||||
.word ListOfWeapons
|
.word ListOfWeapons
|
||||||
:15 .byte 0,2
|
:15 .byte 0,2
|
||||||
.byte 0, $42
|
.byte $10+$80, $42
|
||||||
MoreDownDL
|
MoreDownDL
|
||||||
.word EmptyLine
|
.word EmptyLine
|
||||||
.byte $40,$42
|
.byte $40+$80,$42
|
||||||
.word WeaponsDescription
|
.word WeaponsDescription
|
||||||
.byte $0,$42
|
.byte $0,$42
|
||||||
PurActDescAddr
|
PurActDescAddr
|
||||||
|
|||||||
+10
-6
@@ -32,16 +32,20 @@ NameScreen3
|
|||||||
dta d" Human/Atari (difficulty level) "
|
dta d" Human/Atari (difficulty level) "
|
||||||
NameScreen5
|
NameScreen5
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"TAB"*
|
dta d"TAB"*
|
||||||
dta d" - Player/Difficulty level "
|
dta d" - Port nr "
|
||||||
|
dta d"Joy"*
|
||||||
|
dta d" - Difficulty "
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"Return"*
|
dta d"Return"*
|
||||||
dta d" - Proceed "
|
dta d" - Proceed "
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"Joy"*
|
dta d"(5)"*
|
||||||
dta d" - Player/Difficulty level "
|
dta d" - Port nr "
|
||||||
|
dta d"Joy"*
|
||||||
|
dta d" - Difficulty "
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"FIRE"*
|
dta d"FIRE"*
|
||||||
dta d" - Proceed "
|
dta d" - Proceed "
|
||||||
|
|||||||
+33
-34
@@ -219,7 +219,7 @@ PutPixelinDraw
|
|||||||
bit drawFunction
|
bit drawFunction
|
||||||
bpl @+
|
bpl @+
|
||||||
inw LineLength
|
inw LineLength
|
||||||
bne ContinueDraw ; ==jmp
|
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
|
||||||
@
|
@
|
||||||
bvc @+
|
bvc @+
|
||||||
DrawCheck
|
DrawCheck
|
||||||
@@ -1344,6 +1344,15 @@ drawmountainspixelloop
|
|||||||
jsr ClearTanks
|
jsr ClearTanks
|
||||||
NoClearTanks
|
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
|
; First we look for highest pixels and fill with their coordinates
|
||||||
; both tables
|
; both tables
|
||||||
|
|
||||||
@@ -1590,19 +1599,8 @@ nextPointChecking
|
|||||||
lda (modify),y
|
lda (modify),y
|
||||||
tax
|
tax
|
||||||
NotHigher
|
NotHigher
|
||||||
; inw modify
|
inw modify
|
||||||
; cpw modify #(mountaintable+screenwidth)
|
cpw modify #(mountaintable+screenwidth)
|
||||||
; --
|
|
||||||
; better code (with Y reg)
|
|
||||||
iny
|
|
||||||
bne @+
|
|
||||||
inc modify+1
|
|
||||||
@
|
|
||||||
lda modify+1
|
|
||||||
cmp #>(mountaintable+screenwidth)
|
|
||||||
bne @+
|
|
||||||
cpy #<screenwidth
|
|
||||||
@
|
|
||||||
bne nextPointChecking
|
bne nextPointChecking
|
||||||
txa
|
txa
|
||||||
rts
|
rts
|
||||||
@@ -1905,7 +1903,7 @@ EndPutChar
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
; ------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc PutChar4x4
|
.proc PutChar4x4
|
||||||
; puts 4x4 pixels char on the graphics screen
|
; puts 4x4 pixels char on the graphics screen
|
||||||
; in: dx, dy (LOWER left corner of the char)
|
; in: dx, dy (LOWER left corner of the char)
|
||||||
@@ -1914,7 +1912,6 @@ EndPutChar
|
|||||||
; all pixels are being drawn
|
; all pixels are being drawn
|
||||||
; (empty and not empty)
|
; (empty and not empty)
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
; rts
|
|
||||||
cpw dy #(screenheight-1)
|
cpw dy #(screenheight-1)
|
||||||
jcs TypeChar.EndPutChar ;nearest RTS
|
jcs TypeChar.EndPutChar ;nearest RTS
|
||||||
cpw dy #(4)
|
cpw dy #(4)
|
||||||
@@ -2024,7 +2021,7 @@ EndPut4x4
|
|||||||
|
|
||||||
.proc SetMainScreen
|
.proc SetMainScreen
|
||||||
; mva #0 dmactls
|
; 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)
|
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||||
lda #%00111110
|
lda #%00111110
|
||||||
; and #$fc
|
; and #$fc
|
||||||
@@ -2122,9 +2119,10 @@ YangleUnder90
|
|||||||
lda #0 ; all arithmetic to zero
|
lda #0 ; all arithmetic to zero
|
||||||
sta vx+1
|
sta vx+1
|
||||||
sta vy+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 fx
|
||||||
sta fy
|
sta fy
|
||||||
|
|
||||||
; draw by vx vy
|
; draw by vx vy
|
||||||
; in each step
|
; in each step
|
||||||
; 1. plot(xdraw, ydraw)
|
; 1. plot(xdraw, ydraw)
|
||||||
@@ -2135,42 +2133,43 @@ YangleUnder90
|
|||||||
barrelLoop
|
barrelLoop
|
||||||
|
|
||||||
lda goleft
|
lda goleft
|
||||||
bne @+
|
bne goright
|
||||||
clc
|
clc
|
||||||
lda fx
|
lda fx
|
||||||
adc vx
|
adc vx
|
||||||
sta fx
|
sta fx
|
||||||
|
bcc @+
|
||||||
lda xdraw
|
lda xdraw
|
||||||
adc #0
|
adc vx+1
|
||||||
sta xdraw
|
sta xdraw
|
||||||
lda xdraw+1
|
bcc @+
|
||||||
adc #0
|
inc xdraw+1
|
||||||
sta xdraw+1
|
|
||||||
jmp ybarrel
|
|
||||||
@
|
@
|
||||||
|
jmp ybarrel
|
||||||
|
goright
|
||||||
sec
|
sec
|
||||||
lda fx
|
lda fx
|
||||||
sbc vx
|
sbc vx
|
||||||
sta fx
|
sta fx
|
||||||
|
bcs @+
|
||||||
lda xdraw
|
lda xdraw
|
||||||
sbc #0
|
sbc vx+1
|
||||||
sta xdraw
|
sta xdraw
|
||||||
lda xdraw+1
|
bcs @+
|
||||||
sbc #0
|
dec xdraw+1
|
||||||
sta xdraw+1
|
@
|
||||||
|
|
||||||
ybarrel
|
ybarrel
|
||||||
sec
|
sec
|
||||||
lda fy
|
lda fy
|
||||||
sbc vy
|
sbc vy
|
||||||
sta fy
|
sta fy
|
||||||
|
bcs @+
|
||||||
lda ydraw
|
lda ydraw
|
||||||
sbc #0
|
sbc vy+1
|
||||||
sta ydraw
|
sta ydraw
|
||||||
lda ydraw+1
|
bcs @+
|
||||||
sbc #0
|
dec ydraw+1
|
||||||
sta ydraw+1
|
@
|
||||||
|
|
||||||
jsr plot ;.MakePlot
|
jsr plot ;.MakePlot
|
||||||
|
|
||||||
dec yc
|
dec yc
|
||||||
|
|||||||
+1
-1
@@ -104,7 +104,7 @@
|
|||||||
sta :1+1
|
sta :1+1
|
||||||
.endm
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro randomizer
|
.macro randomize
|
||||||
;usage: randomize floor ceiling
|
;usage: randomize floor ceiling
|
||||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||||
.if :2 < :1
|
.if :2 < :1
|
||||||
|
|||||||
+1
-1
@@ -103,7 +103,7 @@
|
|||||||
sta :1+1
|
sta :1+1
|
||||||
.endm
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro randomizer
|
.macro randomize
|
||||||
;usage: randomize floor ceiling
|
;usage: randomize floor ceiling
|
||||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||||
.if :2 < :1
|
.if :2 < :1
|
||||||
|
|||||||
+234
-57
@@ -6,16 +6,16 @@
|
|||||||
;Miami & Warsaw 2022
|
;Miami & Warsaw 2022
|
||||||
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.def TARGET = 800; 5200 ; or 800
|
.def TARGET = 800 ;5200 ; or 800
|
||||||
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
||||||
;atari800 -run ${outputFilePath}
|
;atari800 -run ${outputFilePath}
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
|
|
||||||
OPT r+ ; saves 12 bytes :O
|
;OPT r+ ; saves 12 bytes :O
|
||||||
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.macro build
|
.macro build
|
||||||
dta d"1.17" ; number of this build (4 bytes)
|
dta d"1.20" ; number of this build (4 bytes)
|
||||||
.endm
|
.endm
|
||||||
|
|
||||||
.macro RMTSong
|
.macro RMTSong
|
||||||
@@ -26,8 +26,10 @@
|
|||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
icl 'definitions.asm'
|
icl 'definitions.asm'
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.zpvar DliColorBack .byte = $63
|
FirstZpageVariable = $61
|
||||||
.zpvar xdraw .word = $64 ;variable X for plot
|
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||||
|
.zpvar JoystickNumber .byte
|
||||||
|
.zpvar xdraw .word ;= $64 ;variable X for plot
|
||||||
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||||
.zpvar xbyte .word
|
.zpvar xbyte .word
|
||||||
.zpvar ybyte .word
|
.zpvar ybyte .word
|
||||||
@@ -43,7 +45,7 @@
|
|||||||
.zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine)
|
.zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine)
|
||||||
.zpvar xtempDRAW .word ;same as above for XDRAW routine
|
.zpvar xtempDRAW .word ;same as above for XDRAW routine
|
||||||
.zpvar ytempDRAW .word ;same as above for XDRAW routine
|
.zpvar ytempDRAW .word ;same as above for XDRAW routine
|
||||||
.zpvar tempor2 .byte
|
.zpvar tempor2 .word
|
||||||
.zpvar CreditsVScrol .byte
|
.zpvar CreditsVScrol .byte
|
||||||
;--------------temps used in circle routine
|
;--------------temps used in circle routine
|
||||||
.zpvar xi .word ;X (word) in draw routine
|
.zpvar xi .word ;X (word) in draw routine
|
||||||
@@ -71,6 +73,7 @@
|
|||||||
.zpvar sfx_effect .byte
|
.zpvar sfx_effect .byte
|
||||||
.zpvar RMT_blocked .byte
|
.zpvar RMT_blocked .byte
|
||||||
.zpvar ScrollFlag .byte
|
.zpvar ScrollFlag .byte
|
||||||
|
.zpvar SkStatSimulator .byte
|
||||||
|
|
||||||
; --------------OPTIMIZATION VARIABLES--------------
|
; --------------OPTIMIZATION VARIABLES--------------
|
||||||
.zpvar Force .word
|
.zpvar Force .word
|
||||||
@@ -84,7 +87,7 @@
|
|||||||
.zpvar decimal .word
|
.zpvar decimal .word
|
||||||
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
||||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||||
.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
|
.zpvar ExplosionRadius .byte
|
||||||
.zpvar ResultY .byte
|
.zpvar ResultY .byte
|
||||||
.zpvar xcircle .word
|
.zpvar xcircle .word
|
||||||
.zpvar ycircle .word
|
.zpvar ycircle .word
|
||||||
@@ -126,7 +129,7 @@
|
|||||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||||
|
|
||||||
displayposition = modify
|
displayposition = modify
|
||||||
LineAddress4x4 = temp
|
LineAddress4x4 = xcircle
|
||||||
|
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
; libraries
|
; libraries
|
||||||
@@ -155,13 +158,13 @@
|
|||||||
*/
|
*/
|
||||||
_space = $00
|
_space = $00
|
||||||
_Y = $01
|
_Y = $01
|
||||||
_up = $f2 ;02
|
_up = $02
|
||||||
_O = $03
|
_O = $03
|
||||||
_left = $f4 ;04
|
_left = $04
|
||||||
_tab = $05
|
_tab = $05
|
||||||
_right = $f6 ;06
|
_right = $06
|
||||||
_A = $07
|
_A = $07
|
||||||
_down = $f8 ;08
|
_down = $08
|
||||||
_I = $09
|
_I = $09
|
||||||
_esc = $0a
|
_esc = $0a
|
||||||
_ret = $fb ;$0b ;not used in 5200
|
_ret = $fb ;$0b ;not used in 5200
|
||||||
@@ -230,6 +233,12 @@ FirstSTART
|
|||||||
dey
|
dey
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
|
; one time zero variables in RAM (zero page)
|
||||||
|
ldy #FirstZpageVariable
|
||||||
|
@ sta $0000,y
|
||||||
|
iny
|
||||||
|
bne @-
|
||||||
|
|
||||||
; initialize variables in RAM (non zero page)
|
; initialize variables in RAM (non zero page)
|
||||||
ldy #initialvaluesCount-1
|
ldy #initialvaluesCount-1
|
||||||
@ lda initialvaluesStart,y
|
@ lda initialvaluesStart,y
|
||||||
@@ -260,13 +269,19 @@ FirstSTART
|
|||||||
; Change RMT to PAL version
|
; Change RMT to PAL version
|
||||||
; 5 values in RMT file
|
; 5 values in RMT file
|
||||||
; not elegant :(
|
; not elegant :(
|
||||||
mva #$06 MODUL-6+$941
|
mva #$06 MODUL-6+$967 ; $07 > $06
|
||||||
mva #$10 MODUL-6+$a43
|
;mva #$06 MODUL-6+$bc3 ; $07 > $06
|
||||||
mva #$06 MODUL-6+$b9d
|
;mva #$06 MODUL-6+$e69 ; $08 > $06
|
||||||
mva #$04 MODUL-6+$bd2
|
;mva #$06 MODUL-6+$ebc ; $08 > $06
|
||||||
mva #$08 MODUL-6+$e17
|
sta MODUL-6+$bc3 ; $07 > $06
|
||||||
mva #$06 MODUL-6+$e3d
|
sta MODUL-6+$e69 ; $08 > $06
|
||||||
NoRMT_PALchange
|
sta MODUL-6+$ebc ; $08 > $06
|
||||||
|
mva #$10 MODUL-6+$a69 ; $12 > $10
|
||||||
|
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
||||||
|
mva #$08 MODUL-6+$e3d ; $0a > $08
|
||||||
|
NoRMT_PALchange
|
||||||
|
.ELSE
|
||||||
|
mva #$7f SkStatSimulator
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
|
||||||
|
|
||||||
@@ -313,9 +328,11 @@ MainGameLoop
|
|||||||
jsr SetWallsType
|
jsr SetWallsType
|
||||||
; first set default barrel lengths (fix for Long Schlong activation :) )
|
; first set default barrel lengths (fix for Long Schlong activation :) )
|
||||||
; we must do it before purchase/activate
|
; we must do it before purchase/activate
|
||||||
|
; and set Auto Defense to off
|
||||||
jsr SetStandardBarrels
|
jsr SetStandardBarrels
|
||||||
|
|
||||||
jsr CallPurchaseForEveryTank
|
jsr CallPurchaseForEveryTank
|
||||||
|
mva #0 SpyHardFlag
|
||||||
|
|
||||||
; issue #72 (glitches when switches)
|
; issue #72 (glitches when switches)
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
@@ -337,8 +354,9 @@ MainGameLoop
|
|||||||
jsr SortSequence
|
jsr SortSequence
|
||||||
|
|
||||||
; Hide all (easier than hide last ;) ) tanks
|
; Hide all (easier than hide last ;) ) tanks
|
||||||
jsr cleartanks
|
jsr cleartanks ; A=0
|
||||||
sta COLBAKS ; set background color to black
|
sta COLBAKS ; set background color to black
|
||||||
|
sta JoystickNumber ; set joystick port for player
|
||||||
|
|
||||||
; here gains and losses should be displayed (dollars)
|
; here gains and losses should be displayed (dollars)
|
||||||
; finally we have changed our minds and money of players
|
; finally we have changed our minds and money of players
|
||||||
@@ -452,7 +470,6 @@ NoGameOverYet
|
|||||||
jsr MakeDarkScreen ; issue #72
|
jsr MakeDarkScreen ; issue #72
|
||||||
; jsr RmtSongSelect ; ?????
|
; jsr RmtSongSelect ; ?????
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
jsr PMoutofscreen
|
|
||||||
|
|
||||||
jmp MainGameLoop
|
jmp MainGameLoop
|
||||||
|
|
||||||
@@ -471,6 +488,7 @@ NoGameOverYet
|
|||||||
|
|
||||||
jsr SetPMWidth
|
jsr SetPMWidth
|
||||||
lda #0
|
lda #0
|
||||||
|
sta AfterBFGflag ; reset BFG flag
|
||||||
sta COLOR2 ; status line "off"
|
sta COLOR2 ; status line "off"
|
||||||
sta COLOR1
|
sta COLOR1
|
||||||
|
|
||||||
@@ -601,6 +619,20 @@ DoNotFinishTheRound
|
|||||||
jmp Seppuku
|
jmp Seppuku
|
||||||
|
|
||||||
@
|
@
|
||||||
|
; Auto Defense - activates defensives
|
||||||
|
ldx NumberOfPlayers
|
||||||
|
dex
|
||||||
|
CheckNextTankAD
|
||||||
|
lda Energy,x ; only active players
|
||||||
|
beq @+
|
||||||
|
lda AutoDefenseFlag,x ; with Auto Defence activated
|
||||||
|
beq @+
|
||||||
|
; run auto defense for tank in X
|
||||||
|
jsr AutoDefense
|
||||||
|
@ dex
|
||||||
|
bpl CheckNextTankAD
|
||||||
|
jsr DrawTanks ; redraw tanks with new defences
|
||||||
|
;
|
||||||
ldx TankSequencePointer
|
ldx TankSequencePointer
|
||||||
lda TankSequence,x
|
lda TankSequence,x
|
||||||
sta TankNr
|
sta TankNr
|
||||||
@@ -643,7 +675,8 @@ RoboTanks
|
|||||||
jmp AfterManualShooting
|
jmp AfterManualShooting
|
||||||
|
|
||||||
ManualShooting
|
ManualShooting
|
||||||
|
lda JoyNumber,x
|
||||||
|
sta JoystickNumber ; set joystick port for player
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
jsr BeforeFire
|
jsr BeforeFire
|
||||||
lda escFlag
|
lda escFlag
|
||||||
@@ -796,22 +829,29 @@ NoPlayerNoDeath
|
|||||||
;clear NoDeathCounter here
|
;clear NoDeathCounter here
|
||||||
sta noDeathCounter
|
sta noDeathCounter
|
||||||
|
|
||||||
|
mva #sfx_death_begin sfx_effect
|
||||||
|
|
||||||
; display defensive text here (well, defensive
|
; display defensive text here (well, defensive
|
||||||
; is not the real meaning, it should be pre-death,
|
; is not the real meaning, it should be pre-death,
|
||||||
; but I am too lazy to change names of variables)
|
; but I am too lazy to change names of variables)
|
||||||
|
|
||||||
; in X there is a number of tank that died
|
; in X there is a number of tank that died
|
||||||
|
|
||||||
|
lda #77 ; mumber of defensive text after BFG!
|
||||||
|
bit AfterBFGflag ; check BFG flag
|
||||||
|
bmi TextAfterBFG
|
||||||
|
; if BFG then no points for dead tanks ...
|
||||||
lda CurrentResult
|
lda CurrentResult
|
||||||
clc
|
clc
|
||||||
adc ResultsTable,x
|
adc ResultsTable,x
|
||||||
sta ResultsTable,x
|
sta ResultsTable,x
|
||||||
inc CurrentResult
|
;inc CurrentResult
|
||||||
|
|
||||||
mva #sfx_death_begin sfx_effect
|
|
||||||
; RandomizeDeffensiveText
|
; RandomizeDeffensiveText
|
||||||
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
||||||
|
TextAfterBFG
|
||||||
sta TextNumberOff
|
sta TextNumberOff
|
||||||
|
inc CurrentResult ; ... but increase result of winner (BFG)
|
||||||
ldy TankTempY
|
ldy TankTempY
|
||||||
mva #$ff plot4x4color
|
mva #$ff plot4x4color
|
||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr
|
||||||
@@ -1060,6 +1100,7 @@ deletePtr = temp
|
|||||||
; clean variables
|
; clean variables
|
||||||
lda #0
|
lda #0
|
||||||
sta escFlag
|
sta escFlag
|
||||||
|
sta JoystickNumber
|
||||||
tay
|
tay
|
||||||
mwa #variablesStart deletePtr
|
mwa #variablesStart deletePtr
|
||||||
@ tya
|
@ tya
|
||||||
@@ -1118,8 +1159,10 @@ MakeTanksVisible
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc SetStandardBarrels
|
.proc SetStandardBarrels
|
||||||
ldx #maxPlayers-1
|
ldx #maxPlayers-1
|
||||||
lda #StandardBarrel ; standard barrel length
|
@ lda #StandardBarrel ; standard barrel length
|
||||||
@ sta BarrelLength,x
|
sta BarrelLength,x
|
||||||
|
lda #$00 ; deactivate Auto Defense
|
||||||
|
sta AutoDefenseFlag,x
|
||||||
dex
|
dex
|
||||||
bpl @-
|
bpl @-
|
||||||
rts
|
rts
|
||||||
@@ -1221,14 +1264,23 @@ EndOfDLI_GO
|
|||||||
.proc DLIinterruptText
|
.proc DLIinterruptText
|
||||||
;sta dliA
|
;sta dliA
|
||||||
pha
|
pha
|
||||||
|
lda dliCounter
|
||||||
|
bne MoreBarsColorChange
|
||||||
lda #TextBackgroundColor
|
lda #TextBackgroundColor
|
||||||
;sta WSYNC
|
;sta WSYNC
|
||||||
sta COLPF2
|
sta COLPF2
|
||||||
mva #TextForegroundColor COLPF3
|
mva #TextForegroundColor COLPF3
|
||||||
;lda dliA
|
bne EndOfDLI_Text
|
||||||
|
MoreBarsColorChange
|
||||||
|
and #%00000001
|
||||||
|
rol
|
||||||
|
sta COLPF2
|
||||||
|
EndOfDLI_Text
|
||||||
|
inc dliCounter
|
||||||
pla
|
pla
|
||||||
DLIinterruptNone
|
DLIinterruptNone
|
||||||
rti
|
rti
|
||||||
|
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc VBLinterrupt
|
.proc VBLinterrupt
|
||||||
@@ -1299,18 +1351,29 @@ nextlinedisplay
|
|||||||
; cpw DLCreditsAddr #CreditsLastLine
|
; cpw DLCreditsAddr #CreditsLastLine
|
||||||
; bne EndOfCreditsVBI
|
; bne EndOfCreditsVBI
|
||||||
mwa #Credits DLCreditsAddr
|
mwa #Credits DLCreditsAddr
|
||||||
EndOfCreditsVBI
|
EndOfCreditsVBI
|
||||||
.IF TARGET = 5200
|
.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
|
center = 114 ;Read analog stick and make it look like a digital stick
|
||||||
threshold = 60
|
threshold = 60
|
||||||
|
|
||||||
lda paddl0 ;Read POT0 value (horizontal position)
|
lda JoystickNumber
|
||||||
|
asl
|
||||||
|
tax
|
||||||
|
lda paddl0,x ;Read POT0 value (horizontal position)
|
||||||
cmp #center+threshold ;Compare with right threshold
|
cmp #center+threshold ;Compare with right threshold
|
||||||
rol stick0 ;Feed carry into digital stick value
|
rol stick0 ;Feed carry into digital stick value
|
||||||
cmp #center-threshold ;Compare with left threshold
|
cmp #center-threshold ;Compare with left threshold
|
||||||
rol stick0 ;Feed carry into digital stick value
|
rol stick0 ;Feed carry into digital stick value
|
||||||
|
|
||||||
lda paddl1 ;Read POT1 value (vertical position)
|
lda paddl1,x ;Read POT1 value (vertical position)
|
||||||
cmp #center+threshold ;Compare with down threshold
|
cmp #center+threshold ;Compare with down threshold
|
||||||
rol stick0 ;Feed carry into digital stick value
|
rol stick0 ;Feed carry into digital stick value
|
||||||
cmp #center-threshold ;Compare with down threshold
|
cmp #center-threshold ;Compare with down threshold
|
||||||
@@ -1320,8 +1383,10 @@ EndOfCreditsVBI
|
|||||||
eor #2+8
|
eor #2+8
|
||||||
and #$0f
|
and #$0f
|
||||||
sta stick0
|
sta stick0
|
||||||
|
|
||||||
mva trig0 strig0 ;Move hardware to shadow
|
ldx JoystickNumber
|
||||||
|
lda trig0,x
|
||||||
|
sta strig0 ;Move hardware to shadow
|
||||||
|
|
||||||
mva chbas chbase
|
mva chbas chbase
|
||||||
|
|
||||||
@@ -1337,14 +1402,21 @@ EndOfCreditsVBI
|
|||||||
pla
|
pla
|
||||||
tax
|
tax
|
||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
.ELSE
|
.ELSE
|
||||||
jmp XITVBV
|
; support for joysticks :)
|
||||||
|
ldx JoystickNumber
|
||||||
|
lda STICK0,x
|
||||||
|
sta STICK0
|
||||||
|
lda STRIG0,x
|
||||||
|
sta STRIG0
|
||||||
|
jmp XITVBV
|
||||||
.ENDIF
|
.ENDIF
|
||||||
.endp
|
.endp
|
||||||
.IF TARGET = 5200
|
.IF TARGET = 5200
|
||||||
.proc kb_continue
|
.proc kb_continue
|
||||||
sta kbcode ;Store key code in shadow.
|
sta kbcode ;Store key code in shadow.
|
||||||
|
mva #0 SkStatSimulator
|
||||||
exit pla
|
exit pla
|
||||||
tay
|
tay
|
||||||
pla
|
pla
|
||||||
@@ -1628,6 +1700,10 @@ SetRandomWalls
|
|||||||
beq checkJoyGetKey ; key not pressed, check Joy
|
beq checkJoyGetKey ; key not pressed, check Joy
|
||||||
cmp #$f7 ; SHIFT
|
cmp #$f7 ; SHIFT
|
||||||
beq checkJoyGetKey
|
beq checkJoyGetKey
|
||||||
|
.ELSE
|
||||||
|
lda SkStatSimulator
|
||||||
|
and #%11111110
|
||||||
|
bne checkJoyGetKey ; key not pressed, check Joy
|
||||||
.ENDIF
|
.ENDIF
|
||||||
lda kbcode
|
lda kbcode
|
||||||
cmp #@kbcode._none
|
cmp #@kbcode._none
|
||||||
@@ -1635,7 +1711,7 @@ SetRandomWalls
|
|||||||
and #$3f ;CTRL and SHIFT ellimination
|
and #$3f ;CTRL and SHIFT ellimination
|
||||||
cmp #@kbcode._esc ; 28 ; ESC
|
cmp #@kbcode._esc ; 28 ; ESC
|
||||||
bne getkeyend
|
bne getkeyend
|
||||||
mvx #$80 escFlag
|
mvy #$80 escFlag
|
||||||
bne getkeyend
|
bne getkeyend
|
||||||
|
|
||||||
checkJoyGetKey
|
checkJoyGetKey
|
||||||
@@ -1651,15 +1727,25 @@ checkJoyGetKey
|
|||||||
bne getkeyend
|
bne getkeyend
|
||||||
|
|
||||||
notpressedJoyGetKey
|
notpressedJoyGetKey
|
||||||
;fire
|
;fire
|
||||||
lda STRIG0
|
lda STRIG0
|
||||||
|
beq JoyButton
|
||||||
|
.IF TARGET = 800 ; Select key only on A800
|
||||||
|
bne checkSelectKey
|
||||||
|
checkSelectKey
|
||||||
|
lda CONSOL
|
||||||
|
and #%00000010
|
||||||
|
.ENDIF
|
||||||
bne @-
|
bne @-
|
||||||
lda #@kbcode._ret ;Return key
|
OptionPressed
|
||||||
|
lda #@kbcode._tab ; Select key
|
||||||
|
bne getkeyend
|
||||||
|
JoyButton
|
||||||
|
lda #@kbcode._ret ;Return key
|
||||||
getkeyend
|
getkeyend
|
||||||
ldx #0
|
ldy #0
|
||||||
stx ATRACT ; reset atract mode
|
sty ATRACT ; reset atract mode
|
||||||
mvx #sfx_keyclick sfx_effect
|
mvy #sfx_keyclick sfx_effect
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -1693,6 +1779,10 @@ StillWait
|
|||||||
and #%00000110 ; Select and Option only
|
and #%00000110 ; Select and Option only
|
||||||
cmp #%00000110
|
cmp #%00000110
|
||||||
bne StillWait
|
bne StillWait
|
||||||
|
.ELSE
|
||||||
|
lda SkStatSimulator
|
||||||
|
and #%11111110
|
||||||
|
beq StillWait
|
||||||
.ENDIF
|
.ENDIF
|
||||||
KeyReleased
|
KeyReleased
|
||||||
rts
|
rts
|
||||||
@@ -1729,6 +1819,7 @@ peopleAreHere
|
|||||||
.endp
|
.endp
|
||||||
|
|
||||||
MakeDarkScreen
|
MakeDarkScreen
|
||||||
|
jsr PMoutofScreen
|
||||||
mva #0 dmactls ; dark screen
|
mva #0 dmactls ; dark screen
|
||||||
sta dmactl
|
sta dmactl
|
||||||
; and wait one frame :)
|
; and wait one frame :)
|
||||||
@@ -1791,6 +1882,22 @@ noingame
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
.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
|
||||||
|
;--------------------------------------------------
|
||||||
|
/* ;--------------------------------------------------
|
||||||
.macro randomize floor ceiling
|
.macro randomize floor ceiling
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
;usage: randomize floor ceiling
|
;usage: randomize floor ceiling
|
||||||
@@ -1834,7 +1941,7 @@ noingame
|
|||||||
pha
|
pha
|
||||||
tya ; retrieve the result
|
tya ; retrieve the result
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp */
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
icl 'constants.asm'
|
icl 'constants.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -1851,23 +1958,93 @@ noingame
|
|||||||
TankFont
|
TankFont
|
||||||
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
|
||||||
;RMT PLAYER and song loading shenaningans
|
|
||||||
icl 'artwork/sfx/rmtplayr_modified.asm'
|
|
||||||
org $b000
|
|
||||||
MODUL ; equ $b000 ;address of RMT module
|
|
||||||
;opt h- ;RMT module is standard Atari binary file already
|
|
||||||
ins "artwork/sfx/scorch_str6-NTSC.rmt",+6 ;include music RMT module
|
|
||||||
;opt h+
|
|
||||||
MODULEND
|
|
||||||
;----------------------------------------------
|
|
||||||
font4x4
|
font4x4
|
||||||
ins 'artwork/font4x4s.bmp',+62
|
ins 'artwork/font4x4s.bmp',+62
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
;RMT PLAYER loading shenaningans
|
||||||
|
icl 'artwork/sfx/rmtplayr_modified.asm'
|
||||||
|
;-------------------------------------------------
|
||||||
|
.proc CheckTankCheat
|
||||||
|
ldy #$07
|
||||||
|
lda TankNr
|
||||||
|
asl
|
||||||
|
asl
|
||||||
|
asl ; 8 chars per name
|
||||||
|
tax
|
||||||
|
@
|
||||||
|
lda CheatName,y
|
||||||
|
sec
|
||||||
|
sbc tanksnames,x
|
||||||
|
cmp #$27
|
||||||
|
bne NoCheat
|
||||||
|
inx
|
||||||
|
dey
|
||||||
|
bpl @-
|
||||||
|
YesCheat
|
||||||
|
ldx TankNr
|
||||||
|
lda TanksWeaponsTableL,x
|
||||||
|
sta temp
|
||||||
|
lda TanksWeaponsTableH,x
|
||||||
|
sta temp+1
|
||||||
|
lda #99
|
||||||
|
@ iny
|
||||||
|
sta (temp),y
|
||||||
|
cpy #(last_defensive_____ - first_offensive____)
|
||||||
|
bne @-
|
||||||
|
NoCheat
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
CheatName
|
||||||
|
dta d" 008.T"+$27
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc DLIinterruptBFG
|
||||||
|
pha
|
||||||
|
lda dliCounter
|
||||||
|
bne EndofBFGDLI
|
||||||
|
lda dliColorsFore
|
||||||
|
bit random
|
||||||
|
bmi @+
|
||||||
|
lda DliColorBack
|
||||||
|
@ sta COLPF2
|
||||||
|
lda dliColorsFore
|
||||||
|
bit random
|
||||||
|
bmi @+
|
||||||
|
lda DliColorBack
|
||||||
|
@ sta COLPF1
|
||||||
|
EndofBFGDLI
|
||||||
|
inc dliCounter
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.endp
|
||||||
|
; ------------------------
|
||||||
|
.proc BFGblink
|
||||||
|
SetDLI DLIinterruptBFG ; blinking on
|
||||||
|
ldy #50
|
||||||
|
jsr PauseYFrames
|
||||||
|
SetDLI DLIinterruptGraph ; blinking off
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.IF * > MODUL-1
|
||||||
|
.ECHO *
|
||||||
|
.ERROR 'Code and data too long'
|
||||||
|
.ENDIF
|
||||||
|
.ECHO "Bytes left: ",$b000-*
|
||||||
|
|
||||||
|
|
||||||
|
org $b000 ;address of RMT module
|
||||||
|
MODUL
|
||||||
|
;RMT module is standard Atari binary file already
|
||||||
|
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module
|
||||||
|
MODULEND
|
||||||
|
;----------------------------------------------
|
||||||
|
icl 'constants_top.asm'
|
||||||
|
;----------------------------------------------
|
||||||
|
|
||||||
|
.ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-*
|
||||||
.IF target = 5200
|
.IF target = 5200
|
||||||
.IF * > ROM_SETTINGS-1
|
.IF * > ROM_SETTINGS-1
|
||||||
.ERROR 'Code too long to fit in 5200'
|
.ERROR 'Code and RMT song too long to fit in 5200'
|
||||||
.ENDIF
|
.ENDIF
|
||||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||||
; "01234567890123456789"
|
; "01234567890123456789"
|
||||||
|
|||||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+206
-171
@@ -33,7 +33,7 @@
|
|||||||
mva #$ca COLOR1
|
mva #$ca COLOR1
|
||||||
mva #$00 COLBAKS ; set color of background
|
mva #$00 COLBAKS ; set color of background
|
||||||
|
|
||||||
VDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
|
SetDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
|
||||||
|
|
||||||
; -------- setup bottom (tanks) line
|
; -------- setup bottom (tanks) line
|
||||||
lda NumberOfPlayers
|
lda NumberOfPlayers
|
||||||
@@ -168,76 +168,64 @@ OptionsFinished
|
|||||||
|
|
||||||
|
|
||||||
rts
|
rts
|
||||||
|
.endp
|
||||||
;--------
|
;--------
|
||||||
; inversing selected option (cursor)
|
; inversing selected option (cursor)
|
||||||
;--------
|
;--------
|
||||||
OptionsInversion
|
.proc OptionsInversion
|
||||||
;clean options loop
|
YPos = temp2
|
||||||
;TODO: (optionally) - convert to single byte loop if no new options
|
XPos = temp2+1
|
||||||
mwa #OptionsHere temp
|
optionWidth = 6
|
||||||
ldy #0
|
nameWidth = 10
|
||||||
OptionsInversionLoop1
|
mwa #OptionsHere temp ; offset of the first option=11
|
||||||
lda (temp),y
|
mva #0 YPos ;option number pointer
|
||||||
and #$7F
|
mva #0 Xpos ;X position in the menu
|
||||||
sta (temp),y
|
tay ; Y is zero here...
|
||||||
inw temp
|
|
||||||
cpw temp #OptionsScreenEnd
|
|
||||||
bne OptionsInversionLoop1
|
|
||||||
;here all past inversions are gone...
|
|
||||||
|
|
||||||
mwa #OptionsHere temp
|
|
||||||
mva #0 temp2 ;option number pointer
|
|
||||||
adw temp #11 ;offset of the first option=11
|
|
||||||
OptionsSetMainLoop
|
OptionsSetMainLoop
|
||||||
ldx temp2
|
ldx YPos ; Y position in the menu
|
||||||
lda OptionsTable,x
|
|
||||||
asl
|
|
||||||
asl
|
|
||||||
adc OptionsTable,x ;OptionsTable value * 5
|
|
||||||
tay
|
|
||||||
ldx #6-1 ; width of the highlight bar (6 chars)
|
|
||||||
OptionSetLoop
|
|
||||||
lda (temp),y
|
|
||||||
ora #$80
|
|
||||||
sta (temp),y
|
|
||||||
iny
|
|
||||||
dex
|
|
||||||
bpl OptionSetLoop ;here option is highlighted
|
|
||||||
;
|
|
||||||
; next option
|
|
||||||
adw temp #40 ;jump to next line
|
|
||||||
inc:lda temp2
|
|
||||||
cmp #maxOptions ;number of options
|
|
||||||
bne OptionsSetMainLoop
|
|
||||||
|
|
||||||
;inversing the first few chars of the selected line (OptionsY)
|
;inversing the first few chars of the selected line (OptionsY)
|
||||||
mva OptionsY temp
|
cpx OptionsY
|
||||||
mva #0 temp+1
|
jsr _inverter
|
||||||
asl temp
|
cpy #nameWidth-1
|
||||||
rol temp+1
|
bne OptionsSetMainLoop
|
||||||
asl temp
|
adw temp #nameWidth
|
||||||
rol temp+1
|
ldy #0
|
||||||
asl temp
|
|
||||||
rol temp+1
|
OptionsLoop
|
||||||
mwa temp temp2 ;here is OptionsY*8
|
lda XPos
|
||||||
asl temp
|
cmp OptionsTable,x
|
||||||
rol temp+1
|
jsr _inverter
|
||||||
asl temp
|
cpy #optionWidth ; width of the option highlight
|
||||||
rol temp+1
|
bne OptionsLoop
|
||||||
;here is 32*OptionsY
|
ldy #0
|
||||||
adw temp temp2
|
; next X position of the
|
||||||
;in temp is 40*OptionsY
|
adw temp #optionWidth ; width of the option highlight
|
||||||
adw temp #OptionsHere
|
inc:lda XPos
|
||||||
;now in temp is adres of the line to be inversed
|
cmp #5 ; number of options in a row
|
||||||
ldy #8 ;9 letters to invers
|
bne OptionsLoop
|
||||||
OptionsYLoop
|
; next line
|
||||||
lda (temp),y
|
;adw temp #nameWidth ; beginning of the next line
|
||||||
ora #$80
|
mva #0 Xpos
|
||||||
|
tay
|
||||||
|
inc:lda Ypos
|
||||||
|
cmp #maxOptions
|
||||||
|
bne OptionsSetMainLoop
|
||||||
|
rts
|
||||||
|
|
||||||
|
_inverter
|
||||||
|
beq invertme
|
||||||
|
; clean inversion otherwise
|
||||||
|
lda (temp),y
|
||||||
|
and #$7f ; clear the top bit
|
||||||
sta (temp),y
|
sta (temp),y
|
||||||
dey
|
bpl @+ ; JMP
|
||||||
bpl OptionsYLoop
|
invertme
|
||||||
|
lda (temp),y
|
||||||
|
ora #$80 ; set the top bit
|
||||||
|
sta (temp),y
|
||||||
|
@
|
||||||
|
; next character in an option
|
||||||
|
iny
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -254,6 +242,8 @@ OptionsYLoop
|
|||||||
jsr PurchaseAI ; remember to make ActivateAI :) !!!
|
jsr PurchaseAI ; remember to make ActivateAI :) !!!
|
||||||
jmp AfterManualPurchase
|
jmp AfterManualPurchase
|
||||||
ManualPurchase
|
ManualPurchase
|
||||||
|
lda JoyNumber,x
|
||||||
|
sta JoystickNumber ; set joystick port for player
|
||||||
mva #0 isInventory
|
mva #0 isInventory
|
||||||
jsr Purchase ; purchase weapons
|
jsr Purchase ; purchase weapons
|
||||||
bit escFlag
|
bit escFlag
|
||||||
@@ -305,7 +295,7 @@ AfterManualPurchase
|
|||||||
GoToActivation
|
GoToActivation
|
||||||
mva #$ff LastWeapon
|
mva #$ff LastWeapon
|
||||||
|
|
||||||
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
|
SetDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
|
||||||
jsr PMoutofScreen
|
jsr PMoutofScreen
|
||||||
mwa #PurchaseDL dlptrs
|
mwa #PurchaseDL dlptrs
|
||||||
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
|
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
|
||||||
@@ -323,6 +313,8 @@ GoToActivation
|
|||||||
|
|
||||||
; there is a tank (player) number in tanknr
|
; there is a tank (player) number in tanknr
|
||||||
; we are displaying name of the player
|
; we are displaying name of the player
|
||||||
|
lda #$ca
|
||||||
|
sta COLOR1 ; set color of header text
|
||||||
ldy #0
|
ldy #0
|
||||||
sty COLBAKS ; set color of background
|
sty COLBAKS ; set color of background
|
||||||
lda tanknr
|
lda tanknr
|
||||||
@@ -374,7 +366,7 @@ AfterPurchase
|
|||||||
cmp IndexesOfWeaponsL1,y
|
cmp IndexesOfWeaponsL1,y
|
||||||
beq ?weaponfound
|
beq ?weaponfound
|
||||||
iny
|
iny
|
||||||
cpy #(last_offensive_____ - first_offensive____) ; maxOffensiveWeapons
|
cpy #(last_offensive_____ - first_offensive____)+1 ; maxOffensiveWeapons
|
||||||
bne @-
|
bne @-
|
||||||
; not found apparently?
|
; not found apparently?
|
||||||
; TODO: check border case (the last weapon)
|
; TODO: check border case (the last weapon)
|
||||||
@@ -387,6 +379,7 @@ PositionDefensive
|
|||||||
?weaponFound
|
?weaponFound
|
||||||
; weapon index in Y
|
; weapon index in Y
|
||||||
sty positionOnTheList
|
sty positionOnTheList
|
||||||
|
jsr _MakeOffsetDown ; set list screen offset
|
||||||
|
|
||||||
; Here we have all we need
|
; Here we have all we need
|
||||||
; So choose the weapon for purchase ......
|
; So choose the weapon for purchase ......
|
||||||
@@ -397,7 +390,10 @@ ChoosingItemForPurchase
|
|||||||
jsr PutLitteChar ; Places pointer at the right position
|
jsr PutLitteChar ; Places pointer at the right position
|
||||||
jsr getkey
|
jsr getkey
|
||||||
bit escFlag
|
bit escFlag
|
||||||
spl:jmp WaitForKeyRelease ; like jsr ... : rts
|
bpl @+
|
||||||
|
mva #0 escFlag
|
||||||
|
jmp WaitForKeyRelease ; like jsr ... : rts
|
||||||
|
@
|
||||||
cmp #@kbcode._tab ; $2c ; Tab
|
cmp #@kbcode._tab ; $2c ; Tab
|
||||||
jeq ListChange
|
jeq ListChange
|
||||||
cmp #@kbcode._left ; $06 ; cursor left
|
cmp #@kbcode._left ; $06 ; cursor left
|
||||||
@@ -419,17 +415,17 @@ PurchaseKeyUp
|
|||||||
bpl GoUpOffensive
|
bpl GoUpOffensive
|
||||||
dec PositionOnTheList
|
dec PositionOnTheList
|
||||||
bpl EndUpX
|
bpl EndUpX
|
||||||
ldy #0 ;HowManyOnTheListDef
|
ldy HowManyOnTheListDef
|
||||||
;dey
|
dey
|
||||||
sty PositionOnTheList
|
sty PositionOnTheList
|
||||||
jmp ChoosingItemForPurchase
|
jmp MakeOffsetDown
|
||||||
GoUpOffensive
|
GoUpOffensive
|
||||||
dec PositionOnTheList
|
dec PositionOnTheList
|
||||||
bpl MakeOffsetUp
|
bpl MakeOffsetUp
|
||||||
ldy #0 ;HowManyOnTheListOff
|
ldy HowManyOnTheListOff
|
||||||
;dey
|
dey
|
||||||
sty PositionOnTheList
|
sty PositionOnTheList
|
||||||
|
jmp MakeOffsetDown
|
||||||
MakeOffsetUp
|
MakeOffsetUp
|
||||||
; If offset is larger than pointer position,
|
; If offset is larger than pointer position,
|
||||||
; it must be equal then.
|
; it must be equal then.
|
||||||
@@ -445,30 +441,34 @@ PurchaseKeyDown
|
|||||||
inc:lda PositionOnTheList
|
inc:lda PositionOnTheList
|
||||||
cmp HowManyOnTheListDef
|
cmp HowManyOnTheListDef
|
||||||
bne EndGoDownX
|
bne EndGoDownX
|
||||||
ldy HowManyOnTheListDef
|
ldy #0
|
||||||
dey
|
|
||||||
sty PositionOnTheList
|
sty PositionOnTheList
|
||||||
jmp ChoosingItemForPurchase
|
beq MakeOffsetUp
|
||||||
GoDownOffensive
|
GoDownOffensive
|
||||||
inc:lda PositionOnTheList
|
inc:lda PositionOnTheList
|
||||||
cmp HowManyOnTheListOff
|
cmp HowManyOnTheListOff
|
||||||
bne MakeOffsetDown
|
bne MakeOffsetDown
|
||||||
ldy HowManyOnTheListOff
|
ldy #0
|
||||||
dey
|
|
||||||
sty PositionOnTheList
|
sty PositionOnTheList
|
||||||
|
beq MakeOffsetUp
|
||||||
MakeOffsetDown
|
MakeOffsetDown
|
||||||
|
jsr _MakeOffsetDown
|
||||||
|
EndGoDownX
|
||||||
|
jmp ChoosingItemForPurchase
|
||||||
|
|
||||||
|
_MakeOffsetDown
|
||||||
lda OffsetDL1
|
lda OffsetDL1
|
||||||
clc
|
clc
|
||||||
adc #15
|
adc #15
|
||||||
;if offset+16 is lower than the position then it must =16
|
;if offset+16 is lower than the position then it must =16
|
||||||
cmp PositionOnTheList
|
cmp PositionOnTheList
|
||||||
bcs EndGoDownX
|
bcs _EndGoDownX
|
||||||
sec
|
sec
|
||||||
lda PositionOnTheList
|
lda PositionOnTheList
|
||||||
sbc #15
|
sbc #15
|
||||||
sta OffsetDL1
|
sta OffsetDL1
|
||||||
EndGoDownX
|
_EndGoDownX
|
||||||
jmp ChoosingItemForPurchase
|
rts
|
||||||
|
|
||||||
; swapping the displayed list and setting pointer to position 0
|
; swapping the displayed list and setting pointer to position 0
|
||||||
ListChange
|
ListChange
|
||||||
@@ -484,6 +484,7 @@ ListChange
|
|||||||
beq @+
|
beq @+
|
||||||
; inventory
|
; inventory
|
||||||
jsr calcPosOffensive
|
jsr calcPosOffensive
|
||||||
|
jsr _MakeOffsetDown ; set list screen offset
|
||||||
jmp ChoosingItemForPurchase
|
jmp ChoosingItemForPurchase
|
||||||
@
|
@
|
||||||
mva #0 PositionOnTheList
|
mva #0 PositionOnTheList
|
||||||
@@ -803,11 +804,9 @@ Suprise ; get a random weapon
|
|||||||
bcc GetRandomDefensive
|
bcc GetRandomDefensive
|
||||||
GetRandomOffensive
|
GetRandomOffensive
|
||||||
randomize ind_Missile________ last_offensive_____
|
randomize ind_Missile________ last_offensive_____
|
||||||
cmp #ind_Buy_me_________
|
;cmp #ind_Buy_me_________ ; buy me do not buy buy me :)
|
||||||
beq GetRandomOffensive
|
;beq GetRandomOffensive
|
||||||
tay
|
tay
|
||||||
; lda WeaponUnits,y ; check if weapon exist
|
|
||||||
; beq GetRandomOffensive
|
|
||||||
bne NoSuprise ; Y always <> 0
|
bne NoSuprise ; Y always <> 0
|
||||||
GetRandomDefensive
|
GetRandomDefensive
|
||||||
randomize ind_Battery________ last_defensive_____
|
randomize ind_Battery________ last_defensive_____
|
||||||
@@ -859,6 +858,40 @@ invSelectDef
|
|||||||
ply
|
ply
|
||||||
jmp DecreaseDefensive ; bypass activation
|
jmp DecreaseDefensive ; bypass activation
|
||||||
NotBattery
|
NotBattery
|
||||||
|
cmp #ind_Auto_Defense___
|
||||||
|
bne NoAutoDefense
|
||||||
|
; Auto Defense - do it like battery
|
||||||
|
mva #sfx_auto_defense sfx_effect
|
||||||
|
mva #$A1 AutoDefenseFlag,x ; this is "A" in inverse - for status line :)
|
||||||
|
jmp DecreaseDefensive ; bypass activation
|
||||||
|
NoAutoDefense
|
||||||
|
cmp #ind_Lazy_Boy_______
|
||||||
|
bne NoLazyBoy
|
||||||
|
; Lazy Boy - do it like battery
|
||||||
|
mva #sfx_lazy_boys sfx_effect
|
||||||
|
phy
|
||||||
|
jsr PrepareAIShoot
|
||||||
|
jsr FindBestTarget2 ; find nearest tank neighbour
|
||||||
|
jsr LazyAim
|
||||||
|
ply
|
||||||
|
jmp DecreaseDefensive ; bypass activation
|
||||||
|
NoLazyBoy
|
||||||
|
cmp #ind_Lazy_Darwin____
|
||||||
|
bne NoLazyDarwin
|
||||||
|
; Lazy Darwin - do it like battery
|
||||||
|
mva #sfx_lazy_boys sfx_effect
|
||||||
|
phy
|
||||||
|
jsr PrepareAIShoot
|
||||||
|
jsr FindBestTarget3 ; find target with lowest energy
|
||||||
|
jsr LazyAim
|
||||||
|
ply
|
||||||
|
jmp DecreaseDefensive ; bypass activation
|
||||||
|
NoLazyDarwin
|
||||||
|
cmp #ind_Spy_Hard_______
|
||||||
|
bne NotSpy
|
||||||
|
mva #$ff SpyHardFlag
|
||||||
|
jmp DecreaseDefensive ; bypass activation
|
||||||
|
NotSpy
|
||||||
cmp #ind_Long_Barrel____
|
cmp #ind_Long_Barrel____
|
||||||
bne NotBarrel
|
bne NotBarrel
|
||||||
; if activate long barrel, we do it differently too
|
; if activate long barrel, we do it differently too
|
||||||
@@ -897,6 +930,22 @@ DefActivationEnd
|
|||||||
jmp WaitForKeyRelease ; rts
|
jmp WaitForKeyRelease ; rts
|
||||||
|
|
||||||
.endp
|
.endp
|
||||||
|
.proc LazyAim
|
||||||
|
; aiming proc for Lazy ... weapons
|
||||||
|
; as proc for memory optimisation
|
||||||
|
; Y - target tan nr
|
||||||
|
; A - target direction
|
||||||
|
sty TargetTankNr
|
||||||
|
; aiming
|
||||||
|
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||||
|
lda Force
|
||||||
|
sta ForceTableL,x
|
||||||
|
lda Force+1
|
||||||
|
sta ForceTableH,x
|
||||||
|
lda NewAngle
|
||||||
|
sta AngleTable,x
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
; -----------------------------------------------------
|
; -----------------------------------------------------
|
||||||
.proc calcPosDefensive
|
.proc calcPosDefensive
|
||||||
; calculate positionOnTheList from the activeWeapon (defensives)
|
; calculate positionOnTheList from the activeWeapon (defensives)
|
||||||
@@ -908,7 +957,7 @@ DefActivationEnd
|
|||||||
cmp IndexesOfWeaponsL2,y
|
cmp IndexesOfWeaponsL2,y
|
||||||
beq ?weaponfound
|
beq ?weaponfound
|
||||||
iny
|
iny
|
||||||
cpy #(last_defensive_____ - first_defensive____) ; maxDefensiveWeapon
|
cpy #(last_defensive_____ - first_defensive____)+1 ; maxDefensiveWeapon
|
||||||
bne @-
|
bne @-
|
||||||
; not found apparently?
|
; not found apparently?
|
||||||
; TODO: check border case (the last weapon)
|
; TODO: check border case (the last weapon)
|
||||||
@@ -1036,7 +1085,7 @@ NoArrowDown
|
|||||||
mwa #NameDL dlptrs
|
mwa #NameDL dlptrs
|
||||||
lda #%00110001 ; narrow screen width, DL on, P/M off
|
lda #%00110001 ; narrow screen width, DL on, P/M off
|
||||||
sta dmactls
|
sta dmactls
|
||||||
VDLI DLIinterruptText ; jsr SetDLI for text (names) screen
|
SetDLI DLIinterruptText ; jsr SetDLI for text (names) screen
|
||||||
|
|
||||||
mva #0 TankNr
|
mva #0 TankNr
|
||||||
sta COLBAKS ; set color of background
|
sta COLBAKS ; set color of background
|
||||||
@@ -1046,6 +1095,7 @@ NoArrowDown
|
|||||||
jsr EnterPlayerName
|
jsr EnterPlayerName
|
||||||
bit escFlag
|
bit escFlag
|
||||||
spl:rts
|
spl:rts
|
||||||
|
jsr CheckTankCheat
|
||||||
inc TankNr
|
inc TankNr
|
||||||
lda TankNr
|
lda TankNr
|
||||||
cmp NumberOfPlayers
|
cmp NumberOfPlayers
|
||||||
@@ -1068,10 +1118,8 @@ NoArrowDown
|
|||||||
ldx tanknr
|
ldx tanknr
|
||||||
lda skillTable,x
|
lda skillTable,x
|
||||||
sta difficultyLevel
|
sta difficultyLevel
|
||||||
inx
|
lda digits+1,x
|
||||||
stx decimal
|
sta NameScreen2+7
|
||||||
mwa #(NameScreen2+9) displayposition
|
|
||||||
jsr displaybyte
|
|
||||||
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
||||||
|
|
||||||
; clear tank name editor field - not necessary
|
; clear tank name editor field - not necessary
|
||||||
@@ -1112,11 +1160,17 @@ LastNameChar
|
|||||||
|
|
||||||
|
|
||||||
CheckKeys
|
CheckKeys
|
||||||
|
ldx TankNr
|
||||||
|
lda JoyNumber,x
|
||||||
|
tax
|
||||||
|
lda digits+1,x
|
||||||
|
sta NameScreen2+12
|
||||||
jsr CursorDisplay
|
jsr CursorDisplay
|
||||||
jsr getkey
|
jsr getkey
|
||||||
bit escFlag
|
bit escFlag
|
||||||
spl:rts
|
spl:rts
|
||||||
|
|
||||||
|
.IF TARGET = 800 ; only the A800 has a keyboard
|
||||||
; is the char to be recorded?
|
; is the char to be recorded?
|
||||||
ldx #keycodesEnd-keycodes ;table was 38 chars long
|
ldx #keycodesEnd-keycodes ;table was 38 chars long
|
||||||
IsLetter
|
IsLetter
|
||||||
@@ -1136,11 +1190,12 @@ YesLetter
|
|||||||
dex
|
dex
|
||||||
@ stx PositionInName ; if not, we store
|
@ stx PositionInName ; if not, we store
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
|
.ENDIF
|
||||||
CheckFurtherX01 ; here we check Tab, Return and Del
|
CheckFurtherX01 ; here we check Tab, Return and Del
|
||||||
cmp #@kbcode._ret ; $0c ; Return
|
cmp #@kbcode._ret ; $0c ; Return
|
||||||
jeq EndOfNick
|
jeq EndOfNick
|
||||||
cmp #@kbcode._tab ; $2c ; Tab
|
cmp #@kbcode._tab ; $2c ; Tab
|
||||||
beq ChangeOfLevelUp
|
beq ChangeOfJoyUp
|
||||||
cmp #@kbcode._right ; $7 ;cursor right
|
cmp #@kbcode._right ; $7 ;cursor right
|
||||||
beq ChangeOfLevelUp
|
beq ChangeOfLevelUp
|
||||||
cmp #@kbcode._left ; $6 ;cursor left
|
cmp #@kbcode._left ; $6 ;cursor left
|
||||||
@@ -1168,6 +1223,13 @@ FirstChar
|
|||||||
lda #0
|
lda #0
|
||||||
sta NameAdr,x
|
sta NameAdr,x
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
|
ChangeOfJoyUp
|
||||||
|
ldx TankNr
|
||||||
|
inc JoyNumber,x
|
||||||
|
lda JoyNumber,x
|
||||||
|
and #%00000011 ; max 4 joysticks
|
||||||
|
sta JoyNumber,x
|
||||||
|
jmp CheckKeys
|
||||||
ChangeOfLevelUp ; change difficulty level of computer opponent
|
ChangeOfLevelUp ; change difficulty level of computer opponent
|
||||||
inc:lda DifficultyLevel
|
inc:lda DifficultyLevel
|
||||||
cmp #9 ; 9 levels are possible
|
cmp #9 ; 9 levels are possible
|
||||||
@@ -1445,7 +1507,7 @@ displayloop
|
|||||||
cpx #0
|
cpx #0
|
||||||
bne noleading0
|
bne noleading0
|
||||||
cpy #4
|
cpy #4
|
||||||
beq noleading0 ; if 00000 - last 0 must be
|
beq noleading0 ; if 00000 - last 0 must stay
|
||||||
cmp zero
|
cmp zero
|
||||||
bne noleading0
|
bne noleading0
|
||||||
lda #space
|
lda #space
|
||||||
@@ -1517,7 +1579,7 @@ displayloop1
|
|||||||
;parameters are:
|
;parameters are:
|
||||||
;Y - number of tank above which text is displayed
|
;Y - number of tank above which text is displayed
|
||||||
;fx - length of text
|
;fx - length of text
|
||||||
;textAddress - address of the text
|
;LineAddress4x4 - address of the text
|
||||||
|
|
||||||
;lets calculate position of the text first!
|
;lets calculate position of the text first!
|
||||||
;that's easy because we have number of tank
|
;that's easy because we have number of tank
|
||||||
@@ -1589,7 +1651,7 @@ DOTNnotLessThanZero
|
|||||||
DOTNnoOverflow
|
DOTNnoOverflow
|
||||||
;here in temp we have really good x position of text
|
;here in temp we have really good x position of text
|
||||||
|
|
||||||
mwa temp TextPositionX
|
mwa temp LineXdraw
|
||||||
|
|
||||||
;now let's get y position
|
;now let's get y position
|
||||||
;we will try to put text as low as possible
|
;we will try to put text as low as possible
|
||||||
@@ -1619,58 +1681,29 @@ DOTOldLowestValue
|
|||||||
cpy #$ff
|
cpy #$ff
|
||||||
bne DOTLowestMountainValueLoop
|
bne DOTLowestMountainValueLoop
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
sec
|
sec
|
||||||
lda temp2
|
lda temp2
|
||||||
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
||||||
sta TextPositionY
|
sta LineYdraw
|
||||||
|
|
||||||
mva #0 TextCounter
|
jmp TypeLine4x4.noLengthNoColor ; rts
|
||||||
mwa TextAddress temp
|
|
||||||
DOTNcharloop
|
|
||||||
ldy TextCounter
|
|
||||||
|
|
||||||
lda (temp),y
|
|
||||||
and #$3f ;always CAPITAL letters
|
|
||||||
|
|
||||||
sta CharCode4x4
|
|
||||||
lda TextCounter
|
|
||||||
asl
|
|
||||||
asl
|
|
||||||
clc
|
|
||||||
adc TextPositionX
|
|
||||||
sta dx
|
|
||||||
lda #0
|
|
||||||
adc TextPositionX+1
|
|
||||||
sta dx+1
|
|
||||||
lda TextPositionY
|
|
||||||
sta dy
|
|
||||||
mva #0 dy+1 ; dy is 2 bytes value
|
|
||||||
jsr PutChar4x4
|
|
||||||
|
|
||||||
inc TextCounter
|
|
||||||
lda fx
|
|
||||||
cmp TextCounter
|
|
||||||
bne DOTNcharloop
|
|
||||||
|
|
||||||
rts
|
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------------
|
;--------------------------------------------------------
|
||||||
.proc DisplayOffensiveTextNr ;
|
.proc DisplayOffensiveTextNr ;
|
||||||
ldx TextNumberOff
|
ldx TextNumberOff
|
||||||
lda talk.OffensiveTextTableL,x
|
lda talk.OffensiveTextTableL,x
|
||||||
sta TextAddress
|
sta LineAddress4x4
|
||||||
lda talk.OffensiveTextTableH,x
|
lda talk.OffensiveTextTableH,x
|
||||||
sta TextAddress+1
|
sta LineAddress4x4+1
|
||||||
inx ; the next text
|
inx ; the next text
|
||||||
lda talk.OffensiveTextTableH,x
|
lda talk.OffensiveTextTableH,x
|
||||||
sta temp+1
|
sta temp+1
|
||||||
lda talk.OffensiveTextTableL,x
|
lda talk.OffensiveTextTableL,x
|
||||||
sta temp ; opty possible
|
sta temp ; opty possible
|
||||||
; substract address of the next text from previous to get text length
|
; substract address of the next text from previous to get text length
|
||||||
sbw temp TextAddress temp2
|
sbw temp LineAddress4x4 temp2
|
||||||
mva temp2 fx
|
mva temp2 fx
|
||||||
|
|
||||||
jsr Display4x4AboveTank
|
jsr Display4x4AboveTank
|
||||||
@@ -1687,7 +1720,7 @@ DOTNcharloop
|
|||||||
lda #0
|
lda #0
|
||||||
adc #>Tanksnames
|
adc #>Tanksnames
|
||||||
sta temp+1 ; TextAddress+1
|
sta temp+1 ; TextAddress+1
|
||||||
mwa temp TextAddress
|
mwa temp LineAddress4x4
|
||||||
|
|
||||||
;find length of the tank's name
|
;find length of the tank's name
|
||||||
ldy #7
|
ldy #7
|
||||||
@@ -1708,15 +1741,19 @@ end_found
|
|||||||
;-------------------------------
|
;-------------------------------
|
||||||
.proc TypeLine4x4 ;
|
.proc TypeLine4x4 ;
|
||||||
;-------------------------------
|
;-------------------------------
|
||||||
;this routine prints line ending with $ff
|
;this routine prints line of length `fx`
|
||||||
;address in LineAddress4x4 (it is the same as `temp`)
|
;address in LineAddress4x4
|
||||||
;starting from LineXdraw, LineYdraw
|
;starting from LineXdraw, LineYdraw
|
||||||
|
|
||||||
lda #$ff
|
lda #14 ; default length of 4x4 texts
|
||||||
|
sta fx
|
||||||
|
|
||||||
|
variableLength
|
||||||
|
lda #$ff ; $ff - visible characters, $00 - clearing
|
||||||
|
|
||||||
staplot4x4color
|
staplot4x4color
|
||||||
sta plot4x4color
|
sta plot4x4color
|
||||||
|
noLengthNoColor
|
||||||
|
|
||||||
ldy #0
|
ldy #0
|
||||||
sty LineCharNr
|
sty LineCharNr
|
||||||
@@ -1724,19 +1761,17 @@ staplot4x4color
|
|||||||
TypeLine4x4Loop
|
TypeLine4x4Loop
|
||||||
ldy LineCharNr
|
ldy LineCharNr
|
||||||
|
|
||||||
;mwa LineAddress4x4 temp ; LineAddress4x4 === temp
|
lda (LineAddress4x4),y
|
||||||
lda (temp),y
|
and #$3f ;always CAPITAL letters
|
||||||
cmp #$ff
|
|
||||||
beq EndOfTypeLine4x4
|
|
||||||
|
|
||||||
sta CharCode4x4
|
sta CharCode4x4
|
||||||
mwa LineXdraw dx
|
mwa LineXdraw dx
|
||||||
mva LineYdraw dy
|
mva LineYdraw dy
|
||||||
mva #0 dy+1 ; dy is 2 bytes value
|
mva #0 dy+1 ; dy is 2 bytes value
|
||||||
jsr PutChar4x4 ;type empty pixels as well!
|
jsr PutChar4x4 ;type empty pixels as well!
|
||||||
adw LineXdraw #4
|
adw LineXdraw #4
|
||||||
inc LineCharNr
|
inc:lda LineCharNr
|
||||||
jmp TypeLine4x4Loop
|
cmp fx
|
||||||
|
bne TypeLine4x4Loop
|
||||||
|
|
||||||
EndOfTypeLine4x4
|
EndOfTypeLine4x4
|
||||||
rts
|
rts
|
||||||
@@ -1754,13 +1789,9 @@ EndOfTypeLine4x4
|
|||||||
jsr TL4x4_top
|
jsr TL4x4_top
|
||||||
adb ResultY #4 ;next line
|
adb ResultY #4 ;next line
|
||||||
|
|
||||||
;seppuku
|
;sure?
|
||||||
mwa #areYouSureText LineAddress4x4
|
mwa #areYouSureText LineAddress4x4
|
||||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
jsr _sep_opty
|
||||||
mva ResultY LineYdraw
|
|
||||||
jsr TypeLine4x4
|
|
||||||
adb ResultY #4 ;next line
|
|
||||||
|
|
||||||
;bottom frame
|
;bottom frame
|
||||||
mva ResultY LineYdraw
|
mva ResultY LineYdraw
|
||||||
jsr TL4x4_bottom
|
jsr TL4x4_bottom
|
||||||
@@ -1781,17 +1812,22 @@ skip01
|
|||||||
@
|
@
|
||||||
mva #$ff plot4x4color
|
mva #$ff plot4x4color
|
||||||
mwa #lineClear LineAddress4x4
|
mwa #lineClear LineAddress4x4
|
||||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
jsr _sep_opty
|
||||||
mva ResultY LineYdraw
|
|
||||||
jsr TypeLine4x4
|
|
||||||
adb ResultY #4 ;next line
|
|
||||||
|
|
||||||
dec di
|
dec di
|
||||||
bne @-
|
bne @-
|
||||||
|
|
||||||
quit_areyousure
|
quit_areyousure
|
||||||
rts
|
rts
|
||||||
.endp
|
.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
|
.proc DisplaySeppuku
|
||||||
;using 4x4 font
|
;using 4x4 font
|
||||||
@@ -1812,11 +1848,8 @@ seppuku_loop
|
|||||||
|
|
||||||
;seppuku
|
;seppuku
|
||||||
mwa #seppukuText LineAddress4x4
|
mwa #seppukuText LineAddress4x4
|
||||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
jsr _sep_opty
|
||||||
mva ResultY LineYdraw
|
|
||||||
jsr TypeLine4x4
|
|
||||||
adb ResultY #4 ;next line
|
|
||||||
|
|
||||||
;bottom frame
|
;bottom frame
|
||||||
mva ResultY LineYdraw
|
mva ResultY LineYdraw
|
||||||
jsr TL4x4_bottom ; just go
|
jsr TL4x4_bottom ; just go
|
||||||
@@ -1824,22 +1857,22 @@ seppuku_loop
|
|||||||
;clean seppuku
|
;clean seppuku
|
||||||
|
|
||||||
mva #3 di
|
mva #3 di
|
||||||
mva #4 ResultY
|
;mva #4 ResultY
|
||||||
@
|
lda #4
|
||||||
|
sta ResultY
|
||||||
|
loplop ;@
|
||||||
mwa #lineClear LineAddress4x4
|
mwa #lineClear LineAddress4x4
|
||||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
jsr _sep_opty
|
||||||
mva ResultY LineYdraw
|
|
||||||
jsr TypeLine4x4
|
|
||||||
adb ResultY #4 ;next line
|
|
||||||
|
|
||||||
dec di
|
dec di
|
||||||
bne @-
|
bne loplop ;@-
|
||||||
|
|
||||||
dec fs
|
dec fs
|
||||||
jne seppuku_loop
|
jne seppuku_loop
|
||||||
|
|
||||||
quit_seppuku
|
quit_seppuku
|
||||||
rts
|
rts
|
||||||
|
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
.proc DisplayResults ;
|
.proc DisplayResults ;
|
||||||
@@ -1963,10 +1996,6 @@ TankNameCopyLoop
|
|||||||
;it means |
|
;it means |
|
||||||
mva #$3 ResultLineBuffer+13
|
mva #$3 ResultLineBuffer+13
|
||||||
|
|
||||||
|
|
||||||
;it means end of line
|
|
||||||
mva #$ff ResultLineBuffer+14
|
|
||||||
|
|
||||||
;result line display
|
;result line display
|
||||||
mwa #ResultLineBuffer LineAddress4x4
|
mwa #ResultLineBuffer LineAddress4x4
|
||||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||||
@@ -2032,8 +2061,9 @@ FinishResultDisplay
|
|||||||
mva #0 COLOR1
|
mva #0 COLOR1
|
||||||
sta COLBAKS ; set color of background
|
sta COLBAKS ; set color of background
|
||||||
sta CreditsVScrol
|
sta CreditsVScrol
|
||||||
|
sta JoystickNumber ; set joystick port for player
|
||||||
mva #TextForegroundColor COLOR2
|
mva #TextForegroundColor COLOR2
|
||||||
VDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
|
SetDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
|
||||||
; make text and color lines for each tank
|
; make text and color lines for each tank
|
||||||
ldx NumberOfPlayers ;we start from the highest (best) tank
|
ldx NumberOfPlayers ;we start from the highest (best) tank
|
||||||
dex ;and it is the last one
|
dex ;and it is the last one
|
||||||
@@ -2314,6 +2344,11 @@ EndOfCredits
|
|||||||
;---------------------
|
;---------------------
|
||||||
;displaying name of the defence weapon (if active)
|
;displaying name of the defence weapon (if active)
|
||||||
;---------------------
|
;---------------------
|
||||||
|
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
|
||||||
|
bpl @+
|
||||||
|
lda #$5e ; Auto Defense symbol
|
||||||
|
@
|
||||||
|
sta statusBuffer+80+21
|
||||||
lda #$08 ; (
|
lda #$08 ; (
|
||||||
sta statusBuffer+80+22
|
sta statusBuffer+80+22
|
||||||
lda #$09 ; )
|
lda #$09 ; )
|
||||||
@@ -2474,7 +2509,7 @@ AngleDisplay
|
|||||||
.proc PutTankNameOnScreen
|
.proc PutTankNameOnScreen
|
||||||
; puts name of the tank on the screen
|
; puts name of the tank on the screen
|
||||||
ldy #$00
|
ldy #$00
|
||||||
lda tanknr
|
lda TankNr
|
||||||
asl
|
asl
|
||||||
asl
|
asl
|
||||||
asl ; 8 chars per name
|
asl ; 8 chars per name
|
||||||
|
|||||||
+10
-18
@@ -39,10 +39,10 @@ mountainDeltaL .ds 1 ;.by $ff
|
|||||||
LineHeader1
|
LineHeader1
|
||||||
.ds 9 ;dta d"# ROUND: "
|
.ds 9 ;dta d"# ROUND: "
|
||||||
RoundNrDisplay
|
RoundNrDisplay
|
||||||
.ds 7 ;dta d" #", $ff
|
.ds 5 ;dta d" #", $ff
|
||||||
; 4x4 text buffer
|
; 4x4 text buffer
|
||||||
ResultLineBuffer
|
ResultLineBuffer
|
||||||
.ds 19 ;dta d" ", $ff
|
.ds 14 ;dta d" ", $ff
|
||||||
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
|
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
|
||||||
.ds (screenHeight+1)
|
.ds (screenHeight+1)
|
||||||
linetableH ; = PMGraph + $0300 - (screenHeight+1)
|
linetableH ; = PMGraph + $0300 - (screenHeight+1)
|
||||||
@@ -126,7 +126,9 @@ BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round st
|
|||||||
ActiveWeapon ;number of the selected weapon
|
ActiveWeapon ;number of the selected weapon
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
|
AutoDefenseFlag ; 0 - not activated, >$7f - activated
|
||||||
|
.DS MaxPlayers
|
||||||
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
@@ -157,11 +159,15 @@ ytankstable ;Y positions of tanks (lower left point)
|
|||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
|
JoyNumber ; Joystick port number (from 0 to 3 or 1)
|
||||||
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
TargetTankNr ; Target tank index (for AI routines)
|
TargetTankNr ; Target tank index (for AI routines)
|
||||||
.DS 1
|
.DS 1
|
||||||
SecondTryFlag ; For precise AI aiming
|
SecondTryFlag ; For precise AI aiming
|
||||||
.DS 1
|
.DS 1
|
||||||
|
SpyHardFlag ; >$7f - run SpyHard after inventory
|
||||||
|
.DS 1
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Erase .DS 1 ; if 1 only mask of the character is printed
|
;Erase .DS 1 ; if 1 only mask of the character is printed
|
||||||
; on the graphics screen. if 0 character is printed normally
|
; on the graphics screen. if 0 character is printed normally
|
||||||
@@ -275,6 +281,7 @@ UpNdown .DS 1
|
|||||||
|
|
||||||
temptankX .DS 2
|
temptankX .DS 2
|
||||||
temptankNr .DS 1
|
temptankNr .DS 1
|
||||||
|
AfterBFGflag .DS 1
|
||||||
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Variables from textproc.s65
|
;Variables from textproc.s65
|
||||||
@@ -356,10 +363,6 @@ mountaintable2 ;table of mountains (size=screenwidth)
|
|||||||
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
||||||
MountaintableEnd ;good for table clearing
|
MountaintableEnd ;good for table clearing
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
TextPositionX .DS 2
|
|
||||||
TextPositionY .DS 1
|
|
||||||
TextAddress .DS 2
|
|
||||||
TextCounter .DS 1
|
|
||||||
TextNumberOff .DS 1
|
TextNumberOff .DS 1
|
||||||
;--------------
|
;--------------
|
||||||
TankTempY
|
TankTempY
|
||||||
@@ -376,10 +379,6 @@ CurrentResult
|
|||||||
;--------------
|
;--------------
|
||||||
AngleTable ;Angle of the barrel of each tank during the round
|
AngleTable ;Angle of the barrel of each tank during the round
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
;NewAngle ; used in AI
|
|
||||||
.DS 1
|
|
||||||
;previousBarrelAngle
|
|
||||||
; .DS MaxPlayers
|
|
||||||
EndOfTheBarrelX
|
EndOfTheBarrelX
|
||||||
.ds 2
|
.ds 2
|
||||||
EndOfTheBarrelY
|
EndOfTheBarrelY
|
||||||
@@ -409,19 +408,12 @@ LineCharNr .DS 1
|
|||||||
;LineYdraw .DS 1
|
;LineYdraw .DS 1
|
||||||
|
|
||||||
;-----------
|
;-----------
|
||||||
ResultX
|
|
||||||
.DS 2
|
|
||||||
;ResultY .DS 1
|
|
||||||
ResultOfTankNr
|
ResultOfTankNr
|
||||||
.DS 1
|
.DS 1
|
||||||
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;PutChar4x4
|
;PutChar4x4
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
LoopCounter4x4 .DS 1
|
|
||||||
y4x4 .DS 1
|
|
||||||
StoreA4x4 .DS 1
|
|
||||||
Xcounter4x4 .DS 1
|
|
||||||
nibbler4x4 .DS 1
|
nibbler4x4 .DS 1
|
||||||
CharCode4x4 .DS 1
|
CharCode4x4 .DS 1
|
||||||
;plot4x4color .DS 1 ;1-white, 0-background
|
;plot4x4color .DS 1 ;1-white, 0-background
|
||||||
|
|||||||
+161
-34
@@ -49,15 +49,29 @@ ExplosionRoutines
|
|||||||
.word tonofdirt-1 ;Ton_of_Dirt____;_27
|
.word tonofdirt-1 ;Ton_of_Dirt____;_27
|
||||||
.word liquiddirt-1 ;Liquid_Dirt____;_28
|
.word liquiddirt-1 ;Liquid_Dirt____;_28
|
||||||
.word dirtcharge-1 ;Dirt_Charge____;_29
|
.word dirtcharge-1 ;Dirt_Charge____;_29
|
||||||
.word VOID-1 ;Buy_me_________;_30
|
.word BFG-1 ;Buy_me_________;_30
|
||||||
.word laser-1 ;Laser__________;_31
|
.word laser-1 ;Laser__________;_31
|
||||||
|
|
||||||
VOID
|
VOID
|
||||||
tracer
|
tracer
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
.proc BFG
|
||||||
|
mva #sfx_plasma_2_2 sfx_effect
|
||||||
|
jsr BFGblink
|
||||||
|
; Kill all :)
|
||||||
|
ldx NumberOfPlayers
|
||||||
|
dex
|
||||||
|
lda #$00
|
||||||
|
CheckNextTankBFG
|
||||||
|
cpx TankNr ; not me!
|
||||||
|
beq @+
|
||||||
|
sta Energy,x
|
||||||
|
@ dex
|
||||||
|
bpl CheckNextTankBFG
|
||||||
|
stx AfterBFGflag ; $ff
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babymissile
|
.proc babymissile
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
@@ -152,8 +166,8 @@ EndOfLeapping
|
|||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
;
|
;
|
||||||
jsr cleartanks ; maybe not?
|
jsr cleartanks ; maybe not?
|
||||||
sta FunkyWallFlag
|
|
||||||
mva #1 color
|
mva #1 color
|
||||||
|
mva #0 FunkyWallFlag
|
||||||
mva #5 FunkyBombCounter
|
mva #5 FunkyBombCounter
|
||||||
FunkyBombLoop
|
FunkyBombLoop
|
||||||
mva #1 tracerflag
|
mva #1 tracerflag
|
||||||
@@ -172,7 +186,19 @@ FunkyBombLoop
|
|||||||
mwa ytrajfb ytraj+1
|
mwa ytrajfb ytraj+1
|
||||||
mva #sfx_funky_hit sfx_effect
|
mva #sfx_funky_hit sfx_effect
|
||||||
jsr Flight
|
jsr Flight
|
||||||
|
mva #0 ExplosionRadius ; if no explosion (off screen)
|
||||||
|
; if xdraw if over range then fix it
|
||||||
|
lda xdraw+1
|
||||||
|
bpl NoOnLeftEdge
|
||||||
|
lda #0
|
||||||
|
sta xdraw
|
||||||
|
sta xdraw+1
|
||||||
|
NoOnLeftEdge
|
||||||
|
cpw xdraw #screenwidth
|
||||||
|
bcc NoOnRightEdge
|
||||||
|
mwa #screenwidth xdraw
|
||||||
|
NoOnRightEdge
|
||||||
|
jsr CalculateExplosionRange ; add end of flight coordinates to soildown range
|
||||||
lda HitFlag
|
lda HitFlag
|
||||||
beq NoExplosionInFunkyBomb
|
beq NoExplosionInFunkyBomb
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
@@ -589,7 +615,7 @@ DiggerCharacter
|
|||||||
; ------------------------
|
; ------------------------
|
||||||
.proc liquiddirt
|
.proc liquiddirt
|
||||||
mva #sfx_liquid_dirt sfx_effect
|
mva #sfx_liquid_dirt sfx_effect
|
||||||
mwa #254 FillCounter
|
mwa #510 FillCounter
|
||||||
jmp xliquiddirt
|
jmp xliquiddirt
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
@@ -1032,7 +1058,7 @@ UpNotYet2
|
|||||||
beq FillNow
|
beq FillNow
|
||||||
HowMuchToFallRight3
|
HowMuchToFallRight3
|
||||||
inw xdraw
|
inw xdraw
|
||||||
cpw xdraw #(screenwidth+1)
|
cpw xdraw #screenwidth
|
||||||
jne RollinContinuesLiquid
|
jne RollinContinuesLiquid
|
||||||
FillNow
|
FillNow
|
||||||
; finally one pixel more
|
; finally one pixel more
|
||||||
@@ -1163,12 +1189,16 @@ callInventory
|
|||||||
jsr Purchase
|
jsr Purchase
|
||||||
afterInventory
|
afterInventory
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
RmtSong song_ingame
|
|
||||||
mva #0 escFlag
|
|
||||||
jsr DisplayStatus
|
jsr DisplayStatus
|
||||||
jsr SetMainScreen
|
jsr SetMainScreen
|
||||||
jsr WaitOneFrame
|
jsr WaitOneFrame
|
||||||
jsr DrawTanks
|
jsr DrawTanks
|
||||||
|
bit SpyHardFlag
|
||||||
|
bpl NoSpyHard
|
||||||
|
jsr SpyHard
|
||||||
|
NoSpyHard
|
||||||
|
RmtSong song_ingame
|
||||||
|
mva #0 escFlag
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
@
|
@
|
||||||
@@ -1305,11 +1335,10 @@ pressedRight
|
|||||||
mva #sfx_set_power_2 sfx_effect
|
mva #sfx_set_power_2 sfx_effect
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
jsr DrawTankNr.BarrelChange
|
jsr DrawTankNr.BarrelChange
|
||||||
dec AngleTable,x
|
dec:lda AngleTable,x
|
||||||
lda AngleTable,x
|
cmp #255 ; -1
|
||||||
cmp #255 ; -1
|
|
||||||
jne BeforeFire
|
jne BeforeFire
|
||||||
lda #179
|
lda #180
|
||||||
sta AngleTable,x
|
sta AngleTable,x
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
@@ -1324,7 +1353,7 @@ CTRLPressedRight
|
|||||||
sta AngleTable,x
|
sta AngleTable,x
|
||||||
cmp #4 ; smallest angle for speed rotating
|
cmp #4 ; smallest angle for speed rotating
|
||||||
jcs BeforeFire
|
jcs BeforeFire
|
||||||
lda #179
|
lda #180
|
||||||
sta AngleTable,x
|
sta AngleTable,x
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
@@ -1342,8 +1371,8 @@ pressedLeft
|
|||||||
INC AngleTable,x
|
INC AngleTable,x
|
||||||
lda AngleTable,x
|
lda AngleTable,x
|
||||||
cmp #180
|
cmp #180
|
||||||
jne BeforeFire
|
jcc BeforeFire
|
||||||
lda #1
|
lda #0
|
||||||
sta AngleTable,x
|
sta AngleTable,x
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
@@ -1358,7 +1387,7 @@ CTRLPressedLeft
|
|||||||
sta AngleTable,x
|
sta AngleTable,x
|
||||||
cmp #180-4
|
cmp #180-4
|
||||||
jcc BeforeFire
|
jcc BeforeFire
|
||||||
lda #1
|
lda #0
|
||||||
sta AngleTable,x
|
sta AngleTable,x
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
@@ -1381,6 +1410,7 @@ pressedTAB
|
|||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
CTRLpressedTAB
|
CTRLpressedTAB
|
||||||
|
mva #sfx_purchase sfx_effect
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
cmp #first_offensive____ ; #0
|
cmp #first_offensive____ ; #0
|
||||||
@@ -1491,7 +1521,7 @@ AfterStrongShoot
|
|||||||
tay ; A=0 !
|
tay ; A=0 !
|
||||||
adw xtraj+1 #mountaintable temp
|
adw xtraj+1 #mountaintable temp
|
||||||
lda ytraj+1
|
lda ytraj+1
|
||||||
cmp (temp),y ; check collision witch mountains
|
cmp (temp),y ; check collision with mountains
|
||||||
bcs ShotUnderGround
|
bcs ShotUnderGround
|
||||||
jsr Flight
|
jsr Flight
|
||||||
mva #1 color
|
mva #1 color
|
||||||
@@ -1746,6 +1776,8 @@ LaserNoWalls
|
|||||||
|
|
||||||
bit TestFlightFlag
|
bit TestFlightFlag
|
||||||
bmi nowait
|
bmi nowait
|
||||||
|
bit LaserFlag ; faster laser prepare
|
||||||
|
bmi nowait
|
||||||
lda color
|
lda color
|
||||||
beq nonowait ; smoke tracer erases slowly
|
beq nonowait ; smoke tracer erases slowly
|
||||||
lda tracerflag
|
lda tracerflag
|
||||||
@@ -1762,7 +1794,7 @@ nowait
|
|||||||
; If laser fires, edges of the screen finish "flying" and laser hits.
|
; If laser fires, edges of the screen finish "flying" and laser hits.
|
||||||
lda ytraj+2
|
lda ytraj+2
|
||||||
bmi LaserHitEdge
|
bmi LaserHitEdge
|
||||||
cpw xtraj+1 #screenwidth+1
|
cpw xtraj+1 #screenwidth ;+1
|
||||||
bcc LaserNoHitEdge
|
bcc LaserNoHitEdge
|
||||||
LaserHitEdge
|
LaserHitEdge
|
||||||
mwa xdraw XHit
|
mwa xdraw XHit
|
||||||
@@ -1844,6 +1876,8 @@ EndOfFlight2
|
|||||||
beq JNoDefence
|
beq JNoDefence
|
||||||
cmp #ind_Smoke_Tracer___
|
cmp #ind_Smoke_Tracer___
|
||||||
beq JNoDefence
|
beq JNoDefence
|
||||||
|
cmp #ind_Laser__________ ; Bouncy and Mag not fire by Laser
|
||||||
|
beq JNoDefence
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
cmp #ind_Bouncy_Castle__ ; Auto Defence
|
cmp #ind_Bouncy_Castle__ ; Auto Defence
|
||||||
jeq BouncyCastle
|
jeq BouncyCastle
|
||||||
@@ -2201,7 +2235,7 @@ MIRVcheckCollision
|
|||||||
|
|
||||||
ldy #0
|
ldy #0
|
||||||
lda ytraj+1
|
lda ytraj+1
|
||||||
cmp (temp),y ; check collision witch mountains
|
cmp (temp),y ; check collision with mountains
|
||||||
bcs mrHit
|
bcs mrHit
|
||||||
|
|
||||||
mrSkipCollisionCheck
|
mrSkipCollisionCheck
|
||||||
@@ -2313,6 +2347,11 @@ MakeBump
|
|||||||
sbc vx+#
|
sbc vx+#
|
||||||
sta vx+#
|
sta vx+#
|
||||||
.endr
|
.endr
|
||||||
|
; and bouce feapfrog :)
|
||||||
|
sec
|
||||||
|
lda #180
|
||||||
|
sbc LeapFrogAngle
|
||||||
|
sta LeapFrogAngle ; swap angle (LeapFrogAngle)
|
||||||
inc FunkyWallFlag
|
inc FunkyWallFlag
|
||||||
rts
|
rts
|
||||||
WrapAndNone
|
WrapAndNone
|
||||||
@@ -2418,7 +2457,63 @@ InverseScreenByte
|
|||||||
sta (temp),y
|
sta (temp),y
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
; -------------------------------------------------
|
||||||
|
.proc AutoDefense
|
||||||
|
; -------------------------------------------------
|
||||||
|
; This routine is run from inside of the main loop
|
||||||
|
; X - index of tank
|
||||||
|
; -------------------------------------------------
|
||||||
|
jsr PrepareAIShoot.WepTableToTemp
|
||||||
|
jsr UseBattery
|
||||||
|
jsr TosserDefensives
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
; -------------------------------------------------
|
||||||
|
.proc SpyHard
|
||||||
|
; -------------------------------------------------
|
||||||
|
mvx TankNr TargetTankNr ; save
|
||||||
|
RepeatSpy
|
||||||
|
mvx #0 TankNr
|
||||||
|
CheckNextTankSH
|
||||||
|
cpx TargetTankNr
|
||||||
|
beq ThisTankItsMe
|
||||||
|
lda Energy,x ; only active players
|
||||||
|
beq ThisTankIsDead
|
||||||
|
; run SpyHard for tank in X
|
||||||
|
jsr DisplaySpyInfo
|
||||||
|
jsr FlashTank
|
||||||
|
@ jsr GetKey
|
||||||
|
bit escFlag
|
||||||
|
bmi SpyHardEnd
|
||||||
|
cmp #@kbcode._space ; $21 ; Space
|
||||||
|
beq SpyHardEnd
|
||||||
|
cmp #@kbcode._ret ; Return key (5200 - fire)
|
||||||
|
beq SpyHardEnd
|
||||||
|
cmp #@kbcode._left ; $6
|
||||||
|
beq SelectNextTank
|
||||||
|
cmp #@kbcode._right ; $07 ; cursor right
|
||||||
|
bne @-
|
||||||
|
ThisTankIsDead
|
||||||
|
ThisTankItsMe
|
||||||
|
SelectNextTank
|
||||||
|
inc TankNr
|
||||||
|
ldx TankNr
|
||||||
|
cpx NumberOfPlayers
|
||||||
|
bne CheckNextTankSH
|
||||||
|
beq RepeatSpy
|
||||||
|
SpyHardEnd
|
||||||
|
mvx TargetTankNr TankNr ; restore
|
||||||
|
jsr DisplaySpyInfo
|
||||||
|
mva #0 SpyHardFlag
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
.proc DisplaySpyInfo
|
||||||
|
lda TankStatusColoursTable,x
|
||||||
|
sta COLOR2 ; set color of status line
|
||||||
|
jsr PutTankNameOnScreen
|
||||||
|
jsr DisplayStatus
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
.proc TankFlying
|
.proc TankFlying
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
@@ -2428,9 +2523,9 @@ InverseScreenByte
|
|||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
; Let's designate the flight altitude.
|
; Let's designate the flight altitude.
|
||||||
jsr CheckMaxMountain
|
jsr CheckMaxMountain
|
||||||
cmp #(12+18) ; tank witch shield (12) and max alt (18) check
|
cmp #(12+18) ; tank with shield (12) and max alt (18) check
|
||||||
bcc IsToHigh
|
bcc IsToHigh
|
||||||
sbc #12 ; tank witch shield high correction
|
sbc #12 ; tank with shield high correction
|
||||||
bne StoreMaxAlt
|
bne StoreMaxAlt
|
||||||
IsToHigh
|
IsToHigh
|
||||||
lda #18
|
lda #18
|
||||||
@@ -2443,11 +2538,13 @@ StoreMaxAlt
|
|||||||
|
|
||||||
mwa #hoverFull LineAddress4x4
|
mwa #hoverFull LineAddress4x4
|
||||||
mwa #((ScreenWidth/2)-((hoverFullEnd-hoverFull)*2)) LineXdraw ; centering
|
mwa #((ScreenWidth/2)-((hoverFullEnd-hoverFull)*2)) LineXdraw ; centering
|
||||||
|
mva #hoverFullEnd-hoverFull-1 fx ; length
|
||||||
sec
|
sec
|
||||||
lda FloatingAlt
|
lda FloatingAlt
|
||||||
sbc #12
|
sbc #12
|
||||||
sta LineYdraw
|
sta LineYdraw
|
||||||
jsr TypeLine4x4
|
jsr TypeLine4x4.variableLength
|
||||||
|
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
|
|
||||||
; TankNr in X reg.
|
; TankNr in X reg.
|
||||||
@@ -2490,6 +2587,7 @@ ReachSky
|
|||||||
; display text 4x4 - fuel full (clear text)
|
; display text 4x4 - fuel full (clear text)
|
||||||
mwa #hoverFull LineAddress4x4
|
mwa #hoverFull LineAddress4x4
|
||||||
mwa #((ScreenWidth/2)-((hoverFullEnd-hoverFull)*2)) LineXdraw ; centering
|
mwa #((ScreenWidth/2)-((hoverFullEnd-hoverFull)*2)) LineXdraw ; centering
|
||||||
|
mva #(hoverFullEnd-hoverFull-1) fx ; length
|
||||||
sec
|
sec
|
||||||
lda FloatingAlt
|
lda FloatingAlt
|
||||||
sbc #12
|
sbc #12
|
||||||
@@ -2534,15 +2632,15 @@ KeyboardAndJoyCheck
|
|||||||
; display text 4x4 - low fuel
|
; display text 4x4 - low fuel
|
||||||
mwa #hoverEmpty LineAddress4x4
|
mwa #hoverEmpty LineAddress4x4
|
||||||
mwa #((ScreenWidth/2)-((hoverEmptyEnd-hoverEmpty)*2)) LineXdraw ; centering
|
mwa #((ScreenWidth/2)-((hoverEmptyEnd-hoverEmpty)*2)) LineXdraw ; centering
|
||||||
|
mva #hoverEmptyEnd-hoverEmpty-1 fx ; length
|
||||||
sec
|
sec
|
||||||
lda FloatingAlt
|
lda FloatingAlt
|
||||||
sbc #12
|
sbc #12
|
||||||
sta LineYdraw
|
sta LineYdraw
|
||||||
;lda #0
|
jsr TypeLine4x4.variableLength
|
||||||
jsr TypeLine4x4 ;.staplot4x4color
|
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
|
|
||||||
|
|
||||||
notpressed
|
notpressed
|
||||||
; let's animate "engine"
|
; let's animate "engine"
|
||||||
jsr DrawTankEngine
|
jsr DrawTankEngine
|
||||||
@@ -2653,6 +2751,7 @@ pressedSpace
|
|||||||
; display text 4x4 - low fuel (clear text)
|
; display text 4x4 - low fuel (clear text)
|
||||||
mwa #hoverEmpty LineAddress4x4
|
mwa #hoverEmpty LineAddress4x4
|
||||||
mwa #((ScreenWidth/2)-((hoverEmptyEnd-hoverEmpty)*2)) LineXdraw ; centering
|
mwa #((ScreenWidth/2)-((hoverEmptyEnd-hoverEmpty)*2)) LineXdraw ; centering
|
||||||
|
mva #hoverEmptyEnd-hoverEmpty-1 fx ; length
|
||||||
sec
|
sec
|
||||||
lda FloatingAlt
|
lda FloatingAlt
|
||||||
sbc #12
|
sbc #12
|
||||||
@@ -2834,9 +2933,17 @@ CheckCollisionWithTankLoop
|
|||||||
cmp ydraw
|
cmp ydraw
|
||||||
bcs OverTheTank
|
bcs OverTheTank
|
||||||
; with or without shield ?
|
; with or without shield ?
|
||||||
lda ShieldEnergy,x
|
|
||||||
bne CheckCollisionWithShieldedTank ; tank with shield is bigger :)
|
|
||||||
|
|
||||||
|
lda ActiveDefenceWeapon,x
|
||||||
|
cmp #ind_Mag_Deflector__ ; first shielded weapon
|
||||||
|
bcc CheckCollisionWithNotShieldedTank
|
||||||
|
cmp #ind_Bouncy_Castle__+1 ; last shielded weapon
|
||||||
|
bcc CheckCollisionWithShieldedTank ; tank with shield is bigger :)
|
||||||
|
|
||||||
|
;lda ShieldEnergy,x ; there is wrong method to check shield :)
|
||||||
|
;bne CheckCollisionWithShieldedTank ; tank with shield is bigger :)
|
||||||
|
|
||||||
|
CheckCollisionWithNotShieldedTank
|
||||||
lda xtankstableH,x
|
lda xtankstableH,x
|
||||||
cmp xdraw+1
|
cmp xdraw+1
|
||||||
bne @+
|
bne @+
|
||||||
@@ -2916,14 +3023,34 @@ CalculateExplosionRange0
|
|||||||
;calculates total horizontal range of explosion by
|
;calculates total horizontal range of explosion by
|
||||||
;"summing up" ranges of all separate explosions
|
;"summing up" ranges of all separate explosions
|
||||||
|
|
||||||
adw xdraw ExplosionRadius WeaponRangeRight
|
; WeaponRangeRight = xdraw + ExplosionRadius
|
||||||
cpw WeaponRangeRight #screenwidth-1
|
clc
|
||||||
bcc NotOutOfTheScreenRight
|
lda xdraw
|
||||||
|
adc ExplosionRadius
|
||||||
|
sta WeaponRangeRight
|
||||||
|
lda xdraw+1
|
||||||
|
adc #$00
|
||||||
|
sta WeaponRangeRight+1
|
||||||
|
; adw xdraw ExplosionRadius WeaponRangeRight ; Pozor! ExplosionRadius is one byte now
|
||||||
|
; cpw WeaponRangeRight #screenwidth-1
|
||||||
|
cmp #>(screenwidth-1)
|
||||||
|
bne @+
|
||||||
|
lda WeaponRangeRight
|
||||||
|
cmp #<(screenwidth-1)
|
||||||
|
@ bcc NotOutOfTheScreenRight
|
||||||
mwa #screenwidth-1 WeaponRangeRight
|
mwa #screenwidth-1 WeaponRangeRight
|
||||||
|
|
||||||
NotOutOfTheScreenRight
|
NotOutOfTheScreenRight
|
||||||
sbw xdraw ExplosionRadius WeaponRangeLeft
|
; WeaponRangeLeft = xdraw - ExplosionRadius
|
||||||
lda WeaponRangeLeft+1
|
sec
|
||||||
|
lda xdraw
|
||||||
|
sbc ExplosionRadius
|
||||||
|
sta WeaponRangeLeft
|
||||||
|
lda xdraw+1
|
||||||
|
sbc #$00
|
||||||
|
sta WeaponRangeLeft+1
|
||||||
|
; sbw xdraw ExplosionRadius WeaponRangeLeft ; Pozor! ExplosionRadius is one byte now
|
||||||
|
; lda WeaponRangeLeft+1
|
||||||
bpl NotOutOfTheScreenLeft
|
bpl NotOutOfTheScreenLeft
|
||||||
lda #0
|
lda #0
|
||||||
sta WeaponRangeLeft
|
sta WeaponRangeLeft
|
||||||
|
|||||||
Reference in New Issue
Block a user